SPEJOKU'S PROFILE
spejoku
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I really like games, like the lions' share of people on this site. I study Illustration, and I've been messing around in rpg maker for a bit. Nice to meet you!
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LockeZ designs boss battles for you
author=LockeZ
The physical character's combos - when you say the player needs the resources for a combo, do you mean that you gain enough action points for a combo if you don't take a turn the previous round? Or does it use some other resource? How often is the player going to have the resources they need?
About how many rounds does it take for the healer to run out of MP if she's healing, and how many if she using attack magic?
I'm thinking that waiting until the right time to unleash your burst damage against the boss would probably be a good way to add strategy here, as one character has a charge-up period and the other has a cool-down period. I just need some more details to figure out how long those really are.
The basic combo skills have four inputs. Think up, down, left, and right. and when you push the button, he'll do one of those attacks, to a maximum of four regular hits per round. if he activates a skill by inputting the right command (like up up right or something) the skill will activate and deal damage on top of the combo damage, even if he hasnt use all the possible moves in the round. so if he has four inputs and does up up right, it'll instantly activate the skill and he'll lose that final input.
The physical character uses MP for his attack skills and each hit of a combo restores like two. the attack skills he uses cost around 10 to 20 mp, so he'd be able to use skills a lot at the beginning, and if he just uses base weak attacks he'd be able to recharge enough to throw out a skill about every two turns.
The healer, if we assume 100 mp, healing skills use 20 and attack skills use around 30, while the recharge skill would give her 30ish points as return. Her attack skills hit harder than the physical character's skills, but she cant use them as frequently.
Some analysis on Earthbound's opening
those are some nice resources. I've seen some of those fangames before, too, but the fact that they're changing the actual code is surprising.
Mainly though, I'm concerned about trying to recreate the humor and tone of earthbound and analyzing how it does that with or without the systems. Like how it uses humor and what kinds of humor, and how Ness' lack of personality allows him to be used as the straight man to everything around him, and how the game handles the transition from funny to terrifying.
As much as I enjoy earthbound I don't like some of it's systems and would prefer to work with some different custom ones.
Mainly though, I'm concerned about trying to recreate the humor and tone of earthbound and analyzing how it does that with or without the systems. Like how it uses humor and what kinds of humor, and how Ness' lack of personality allows him to be used as the straight man to everything around him, and how the game handles the transition from funny to terrifying.
As much as I enjoy earthbound I don't like some of it's systems and would prefer to work with some different custom ones.
LockeZ designs boss battles for you
this is a fantastic thread. I salute your boss making skills! These sound really really fun.
Could I request one? I'm trying to think of cool mechanics for a boss at the end of one of the first dungeons, and nothing comes to mind.
Here's the main player systems:
The characters act immediately after you select their moves, and then its the enemy turn. I'm using Yanfly's combo system for one of the characters. (now that I think about it, its really similar to xenogears' deathblows except that you don't have the whole weak/med/strong attack thing to worry about)
2 player characters. First one is a physical powerhouse who's able to do around 3 very weak attacks per round (that each have their own "element") and another combo skill on top of that (provided he has the resources for it). His skills by this point would include a moderate damage skill thats basically a two hit attack, a weak aoe, and one that increases his attack for the next round. He does around double the damage as the second character if neither use skills.
The second character is the healer, and she has some healing and elemental bomb style skills. Her skills do more damage than player 1 but they are more expensive and she doesnt have combos to add to the damage. Her main mechanic is that though she burns through her mp really quickly, she can regain a portion at the cost of severely reducing her defence and attack and not attacking for a round. the regain mp skill also has a cooldown.
The boss I was thinking could be like a cyborg chimera, where you got a rat fused with some sort of octopus or something terrifying and mutated like that. Maybe a grapple state and mechanic? I don't know. I want it to be more than just a damage sponge, and I want it to emphasize that the player needs to strategize to win.
Could I request one? I'm trying to think of cool mechanics for a boss at the end of one of the first dungeons, and nothing comes to mind.
Here's the main player systems:
The characters act immediately after you select their moves, and then its the enemy turn. I'm using Yanfly's combo system for one of the characters. (now that I think about it, its really similar to xenogears' deathblows except that you don't have the whole weak/med/strong attack thing to worry about)
2 player characters. First one is a physical powerhouse who's able to do around 3 very weak attacks per round (that each have their own "element") and another combo skill on top of that (provided he has the resources for it). His skills by this point would include a moderate damage skill thats basically a two hit attack, a weak aoe, and one that increases his attack for the next round. He does around double the damage as the second character if neither use skills.
The second character is the healer, and she has some healing and elemental bomb style skills. Her skills do more damage than player 1 but they are more expensive and she doesnt have combos to add to the damage. Her main mechanic is that though she burns through her mp really quickly, she can regain a portion at the cost of severely reducing her defence and attack and not attacking for a round. the regain mp skill also has a cooldown.
The boss I was thinking could be like a cyborg chimera, where you got a rat fused with some sort of octopus or something terrifying and mutated like that. Maybe a grapple state and mechanic? I don't know. I want it to be more than just a damage sponge, and I want it to emphasize that the player needs to strategize to win.
Some analysis on Earthbound's opening
these are very handy, thank you very much! I think the screen attacks would be the most commonly used thing in other games, like Dragon Quest and similar.
With the item/condiments code, you could use maybe a common event to check for items possessed, and after you use the item with the condiment, it just deletes the item in the event? but the problem is that you might not be able to choose what condiment to put on it, or have difficulties when you have multiple condiments of the same name.
With the item/condiments code, you could use maybe a common event to check for items possessed, and after you use the item with the condiment, it just deletes the item in the event? but the problem is that you might not be able to choose what condiment to put on it, or have difficulties when you have multiple condiments of the same name.
Terry Pratchett is dead
Some analysis on Earthbound's opening
author=CashmereCat
FF9 is great too. The entire opening segment is stellar.
ff9 was amazing. some of the final fantasies might be a bit hit or miss, but when they do it well they do it really really well.
FF9 was my favorite, you start with some cuts to the major players, and then you first really get to play as zidane on the ship. the game introduces the exclamation point notice system and the battle system, before telling the player that THEYRE GONNA KIDNAP A PRINCESS and that was fantastically exciting. Then you switch to vivi and you get to see a little of more mundane life as he gets to explore alexandria and try to see the play. In fact, for juggling four major characters at the very beginning, ff9 does a great job of making sure that each character gets enough screentime that the player can easily identify them and can start relating to them. There are stage fights, actual escapes, and you don't even get to the first real dungeon until the forest after you leave the city in an exciting airship escape. The prologue relies on context important scripted battles, switching perspectives, and unique characters to introduce the player to ff9.
edit:
I totally forgot about all those other subsystems. I wonder how difficult they were to implement.
Some analysis on Earthbound's opening
author=Sailerius
And I think Earthbound definitely failed in that regard. I've tried to play Earthbound so many times but the beginning is so boring that I've never gotten past it.
Have you tried Mother 3? The plot is much more involved than Earthbound's but it has similar themes and settings. Imo it starts out quicker and is better than Earthbound mechanically in many ways.
Using Mother 3's start, you begin with the twins playing peacefully with some dinosaurs and they get attacked by a mole cricket. The world is definitely started as strange, but the twins interact in a very realistic way. Then you change perspective to Flint, who is asked to help out with a fire. The prologue is much much shorter than earthbound and it's mundane/fantastic comparison is more in the characters interactions and in the way the characters treat the world around them. There's more fantastic present in the "mundane" portion, but the mundane part is the most important part of the plot.
Nessy Art Practice
Wow, these are fantastic! The designs are amazing and I love your use of lighting! I love your second attempt one, with the insect mount, the character on top is fantastically posed and lit. Great great stuff!
"When does this get good?"
Man, the first few minutes of the game are the hardest to get through, especially if you have a heavily story laden game and want to provide backstory. As amazing as persona 4 is, the only way I actually got through the three hours of cutscenes before you can actually play the game was through strong writing and little mysteries to keep interest.
exposition is hard. The dragon quest games pretty much ignore it, for a few of the games its like a zelda or mario game where your plot is "stop bad guy" rather than something more personal. But torneko will forever be my favorite dq character.
exposition is hard. The dragon quest games pretty much ignore it, for a few of the games its like a zelda or mario game where your plot is "stop bad guy" rather than something more personal. But torneko will forever be my favorite dq character.
Some analysis on Earthbound's opening
everyone keeps telling me to play suidoken but i can never find the time.
A lot of games do a good job setting up their characters in realistic ways before introducing the more fantastic elements, and more have trouble with that. What I wonder is why some fail, and how to avoid it. Is it a pacing problem? Is it a characterization problem?
The biggest hurdle for starting a game well -if you want a mundane to fantastic shift- imo is a question of time spent setting the stage. for the most part, the largest part of the game that the players want to experience is after the fantastic is introduced. This means that the portion before the fantastic is introduced pretty much exists solely to set up the characters, world and mood, and unless the writing and pacing is very good its highly likely that the player will get bored.
(i edited the doubleposts. sorry sorry, I'll edit in the future)
A lot of games do a good job setting up their characters in realistic ways before introducing the more fantastic elements, and more have trouble with that. What I wonder is why some fail, and how to avoid it. Is it a pacing problem? Is it a characterization problem?
The biggest hurdle for starting a game well -if you want a mundane to fantastic shift- imo is a question of time spent setting the stage. for the most part, the largest part of the game that the players want to experience is after the fantastic is introduced. This means that the portion before the fantastic is introduced pretty much exists solely to set up the characters, world and mood, and unless the writing and pacing is very good its highly likely that the player will get bored.
(i edited the doubleposts. sorry sorry, I'll edit in the future)













