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

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Biological warfare as a game's theme

It could be an interesting Element... for example, a modern warfare RPG could have elements like "Armor-Piercing" "Biological" "Explosive" and "Anti-Personnel".

I like the idea of a game built around the threat of a biological attack. Dreary, desolate post-nuclear-fallout games are pretty common, but the suspense and desperation of an impending threat is even more titillating.

Your Game Sucks

post=83873
post=82740
There was a lot of Final Fantasy VII that was dead-space, but there were plenty of wrenches flying around after you got to the Cloud-Sephiroth-Zack storyline.
What do you mean?

*haven't played that part in a while*

Well, the first part of FF7 (after the eight-hour-awesome-intro-which-is-Midgar) is pretty much running around the world to every locale: farm town > harbor > beach town > mountain town > casino > glacier, etc. just chasing after Sephiroth. The plot does develop over this time, and the other characters get to show off a bit, but it is a little slow. After a whole bunch of this, the plot happens and the storyline gets real awesome real fast. But it takes a bit of goofing off around the world to get there, which is vaguely annoying.

By the way, is there anyone who doesn't love Midgar? The game is pretty damn awesome through that whole part, especially the last couple of hours and the motorcycles and whatnot.

(and I'd post the best part here except I can't figure out spoiler tags lol)

Epic RPG Survey

Look what your carelessness has wrought!
But yea, it seems as though the survey is closed...

RPG Mechanics V : Elemental Affinity

How many elements do you employ?

Five - one for each of the alchemical elements (Earth, Wind, Water, Fire) and Physical damage. Too many elements get confusing - you can't remember which enemies are weak to what (unless it's too obvious, which can kill the point) or you have to carry around spells like "Earth" in FF7 which has about two weak enemies.

How do they modify damage?

-200% (absorb) - 0% (immune) - 25% (strong) - 100% (normal) - 400% (weak)

I like the "make elements a big deal" idea... most of the time they're just tacked on and the extra damage isn't noticable. With my system, this will make it important to keep elemental spells available for the right time when damage is crucial.

Who uses these elements?

This is where pre-battle strategy comes into play. In my game, I've designed it so you can equip each skill with an elemental attribute, status effect, or some other bonus. Equipping an offensive skill with an elemental attribute gives bonus damage and elemental alignment to an otherwise physical skill. If you want, you can give every character a two or three different elements to work with, at the cost of other possible skill bonuses. These elemental skills will do wonders in the right setting, but may make the skill absolutely useless in others.
There is also a character with a few naturally elemental skills, but they're a little bit weaker. I plan on making each party member weak to an element (not sure how to decide that yet) as well.

How do you determine enemy resistances?

I've designed it so that skills, especially elemental skills, are a little bit stronger than physical ones. I plan on making most monsters' resistances "normal" or "strong", with one elemental weakeness to pick out. I plan on making most monster parties have a slew of weaknesses and strengths, so that you have to hit the right guy with the right attack. You can equip a character with a spell of every element, but that means each spell will only be useful against one type of enemy, and as he is only one character, he cannot take out every monster himself.

Status Condition Recovery in RM2k3

Well, I fixed the original problem - turns out the "%chance to be cured" needs to be set to 100%, as it doesn't activate until the "condition abates after # turns" activates. Once a certain number of turns have passed, it starts rolling dice until it hits the % chance to be cured.

That being said, now I have to figure out exactly what it counts as turns: I think it counts 1 turn as 1 of the character's turns, but I'm not sure.

EDIT: Tests are conclusive: RM2k3 counts every turn as a "condition abates" turn. To test this yourself, just cast a self-buff status and let a monster beat on you for so many turns.

This is going to be annoyingly hard to balance. I was planning on, say, poison lasting 10 turns and doing 10% max HP, so you had to cure it or heal that character to survive. But I guess I can base it around an average of 4 monsters & 4 characters, so it works out evenly.

Also, applying a condition twice will not only not stack the duration, it won't even refresh it. So, if you cast Barrier on someone, it better be gone before you cast it again or it'll just be wasted.

(I couldn't find the finish editing button, but I figured it out. Sorry for the double post.)

Status Condition Recovery in RM2k3

Status Condition Recovery in RM2k3

I'm trying to make a game with a well-thought out battle system, and it involves heavy use of creative conditions. I'm trying to make conditions that last exactly three turns, for example, or a mirror skill that only lasts one turn.

However, the "Condition Always Abates" number doesn't seem to be working the way I want it to. I figure, if I set it to five, the condition should always be cured after five turns. But, enemy monsters don't seem to be being cured of their conditions, even after several turns.

Any suggestions?

Your Game Sucks

author=Darken link=topic=3818.msg82611#msg82611 date=1245872563
I think the main problem with epic RPGs it is the need to make 'filler for the sake of length'. The idea that the entire game won't be 100% quality and that you're going to rush some parts. I think this was pointed out earlier in this topic when we weren't arguing about cutscenes, but I'll explain more in this example:

Say you have two major plot points:
-Villian burns main character's village down
-Main character meets villian for the 2nd time and realizes what he's up agasnt

Most highly ambitious people would say: "Okay, there's going to be 5 dungeons 6 towns, and 20 sideplot-quests between these points."

You get the idea of what I'm hinting at. I really wish there were more games that weren't based on this whole 'town->dungeon->town->dungeon->town' formula. Believe me, I'm one of the people who think FF7 should have just taken place entirely in Midgard (with maybe a disc taken out). But sadly, the developers were making a Final Fantasy game, where the traveling scale had to be increased.

I definitely agree with this. Although I can see the fun in making a huge world, and it does add a sense of realism to the game, it has to be done well. Most of FF7 was playing "Where in the World is Sephiroth?" through beaches and mountains and feudal Japan.

Throwing some wrenches in the formula is nice. Example, instead of you going through a dungeon, the town is attacked, and you have to fight through it. (Happens a lot in cutscenes, but not often in gameplay) Many great games can be reduced to a giant game of tag across the countryside, and there's no reason why the plot can't be going on at the same time.

Item Carrying

author=Jude link=topic=3933.msg78897#msg78897 date=1244413600
author=slashphoenix link=topic=3933.msg78825#msg78825 date=1244320933
I preferred Earthbound's system as well. Each character had a limited amount of space in their inventory, (like, 20 items?) and could only use their items in battle. It added a little strategy (give Paula some food so she can heal people in a pinch, give Jeff just enough items and then stock him up with Big Bottle Rockets).

It also helps discourage farming, because if some idiot can plow through the game by repeatedly killing Hydracondas for Megalixers, making Lavos a joke... *ahem* It just removes part of the game's strategy. Why heal when you can spam your 99 full heal pots?

Of course, you could make items great, but never the best... or make truly life-saving items extremely rare. Basically, if a person ALWAYS wants to potion instead of Cure, and he can carry x99 potions, you might as well not have even made the spell.


Modify: Wow, this is a old topic. My bad. I was just thinking about this today, though.

Wondering why you care how somebody else plays the game...

Well, if you're designing a game, inventory limits would create more stragetic item choices. I don't want games to give me an aneurysm, but if there's no challenge, then I'll fall asleep spamming X or Enter or whatever.

Your Game Sucks

author=Darken link=topic=3818.msg82375#msg82375 date=1245784615
author=slashphoenix link=topic=3818.msg82374#msg82374 date=1245784241
But the truth is, with enough hard work, sweat, blood, pain, anguish, tears, long nights without sleep, caffeine, more pain, spriting, violence, and self-loathing, you can use RPG Maker to make a truly sweet, epic game.

Hope to play your game in 2040, if world war 3 isn't started.

World war 3 will probably be started because of all the pain, sweat, blood and violence put into my game.