SLASH'S PROFILE

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APATHY IS FOR COWARDS
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I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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HP Recovery... after every battle? MADNESS! (Resource Management)

Meals and Snacks would be in lieu of normal potions, etc.

I'm making my game with RM2k3.

And yea, I already have fights based on weaknesses, prioritizing targets, and transformations. The RM2k3 engine can be tricky sometimes, but it has a lot of possibilities for combat (although more recent engines almost certainly have more)

I'm not actually using the Meals/Snacks system, it's just an idea.

HP Recovery... after every battle? MADNESS! (Resource Management)

post=154687
I have it in my game, after every battle you recover (except for K.O). Though I also added a hunger/stamina system where over time, you start to build hunger, and lower your stamina. HP is connected to hunger while EP (MP) is connected to stamina. These had to be recovered by eating food or sleeping in a bed (inn). As it degrades over time, you recover less and less after battle.

I was just thinking about a system like this - What if you had a certain number of "Meals" and "Snacks". Each Meal would restore you to 100% HP/MP, each Snack would restore you to 75%, and afterward, you would only recover to 50% after every battle. Battles would be balanced around having 85%, meaning they'd be hard but not too hard after a Meal, tricky after only a Snack, and then damn challenging after nothing. You would have so many Meals/Snacks before returning to an Inn.

It keeps you on your toes in a dungeon (don't fight too many fights) but each individual battle is a pure test of your skill and strength, and battles get harder the more you fight. It removes the "grind grind grind for cash" aspect, but also makes dungeons more of a threat, because you can't stay there for too long.

post=154687
Another thing to think about is Work vs Reward. If you do go with the heal after battle, and make the battles challenging, make the reward higher and worthwhile. Also monster placement is key. I don't want to fight 20 hard fights just to get to the boss. A lot of things to keep in mind when deciding between the two.

For sure. I've just only realized that I've designed my maps like typical RPG maps, with tons of battles to be fought, even though few offer rewards besides HP/gold. One good point is that the battles are visible and easily dodged, meaning you don't have to fight most of them if you don't want to. You have to fight some, as most of the treasure is guarded by monsters, and once in a while the path is too.

I need to create more unique fights.

HP Recovery... after every battle? MADNESS! (Resource Management)

I've spent the past few days at work reading over RPG articles and reviews, as well as discussions on gameplay. Needless to say, I am an awful employee, but a topic came up a couple times that I'm curious about: Resource management.

I'm currently working on a game that, unlike many mainstream RPGs, restores your health, mana & status to full/normal after every battle, so this topic is very interesting to me. Apparently FFXIII did the same thing, and many people were turned off by the idea. Old-school Dragon Quest, on the other hand, is known for dungeons that sap everything you have, and if you're lucky then maybe you'll have enough to eek through.

So let's take a look!

Resource Management, or "Just a little... bit... further..."
PROS
---------------
+Adds a sense of danger to dungeon-diving. You don't know how long you'll be down there, what you'll face, or how many resources you'll need.
+Adds purpose to every battle. Every battle is a drain on your resources, your HP/MP, meaning you have to learn to be a spendthrift.

CONS
----------------
+Can easily be bypassed by grinding for potion money, or for levels so powerhouse your way through. A limited inventory can somewhat limit this.
+Each battle is not a fight for life and death, but reduced to a drain on resources. Fight monsters, try not to die, cast cure, move on. Only boss battles are interesting.
+Possibly hard to balance, making sure that the hero will have just enough cash to make it through can be challenging.


Full Bars and No Potions, or "Thank god we don't need any antidotes"
PROS
----------------
+It becomes possible to make each battle a challenge. Instead of trying to minimize MP loss, you're trying just to stay alive. More complexity can be added to normal battles, and they don't feel like a chore.
+Reduces need for tons upon tons of battles.
+Inventory system becomes less of an "annoyance" that takes away from the actual battles

CONS
----------------
+Resource management is a potentially interesting aspect of gameplay, and removing it removes the fear of being in a dungeon where disasterous things can happen.
+More battle types need to be added, because once a player can beat a pack of wolves at full health, he has no need to be afraid of them. Increases workload.


I am curious to know what other people think. This issue has been brought up before (notably here: http://rpgmaker.net/articles/173/)

(Even just writing this makes me wonder if I should switch back to an old-fashioned "stock up on items in town, quick" system)

What are you working on now?

Double POST!!

What are you working on now?

Just revamped my intro from a scrolling monologue to a guy getting thrown off a building.

Now I'm going to code battle events named "Guts" for every character.
Then I have to re-do every battle so far, and either add some new ones or find a new way to threaten people.
Then I'm going to remove every monster from a forest and replace it with cooler monsters.
Then I'm going to re-map my main city.

THEN design the next boss battle.

You Have Two Hundred Words

Resonance
Who knew running a business could be so dangerous?

When would-be terrorists attack his factory, you know just what to do: arm himself with your favorite baseball bat and knock in some heads! But all is not well. The leader of the rebels seems to have a personal grudge against you. What is his beef? Where are all these monsters coming from? Will you ever get a day off?

-Explore the world of Resonance, fresh from the apocalypse!
-Defend your corporation from misguided anarchists, living skeletons, street thugs, wild tiki-men, and more!
-Fast-paced, exciting combat! Seamlessly weave magic and might with the new Energy-based combat!
-Build up your Hot Blood to perform dozens of devastating super-moves!
-Discover exciting locales like the bustling city of New Equinox, the burning sands of the Heka-Heka Desert, and the dangerous streets of Prone Circles!
-Solve the mystery of Resonance's past and save your company!

Idea Bouncing - Alternative Limit Break system (I know right!)

Hey! I don't have to take that kind of flak from a guy named Max McGee!!

(thanks guys, I'm glad you like it)

Any way to make a Subskill "Switch" skill in RM2k3?

I've been abusing the hell out of the glyph system ;) but organization is always nice

And thanks for all your help FG!

Any way to make a Subskill "Switch" skill in RM2k3?

I've used that technique before - the only problem I can remember is that MP-restoring items and skills tend to screw it up, right?

(also that tutorial link is broken for me)

(nvm my computer is dumb)

EDIT: I got an idea. What if I had the skill be a self-only skill, and inflict a unique status on the character (that does nothing?) Then, I call a common event with a conditional branch to turn a switch ON if the character has that status, and then I check to see if the switch is on, and if it is, I run the programming for the skill.

Hot damn, I don't have time to test this now but it might work. Thanks, FG!!

Any way to make a Subskill "Switch" skill in RM2k3?

Welp, I have run into another problem in RM2k3. I have two sets of skills you can use - one is your typical "Use MP, cast spell", called Styles, and the other is only available after so many turns in battle, called Guts. My problem is, the second one uses a variable-dependent resource "Hot Blood" and the only way to keep track of how much of that resource is to have using the skill activate a switch, using up the Hot Blood and doing whatever the skill is supposed to do (through battle events).

So I made the normal skills a subset named "Styles" and the other set of skills normal "Switch" skills (under the Skills tab). I set the battle command types to be: Styles --> Skill Subset and Guts ---> Normal Skills. I did this because apparently you can't make a skill that turns on a switch into a subset skill.

The problem I'm having is that all of your "Style" skills show up in your "Guts" menu. It's not game-breaking, but I could see it being a real hassle, especially if you're trying to cast one kind of skill and you use a different one that uses a completely different resource. Is there any way around this, or have I yet another reason to lament being to lazy to switch to a new engine?