MarxMayhem
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  • After much internal debate, I have decided to cut managing element rates from my battle system.

    ...In hindsight, that should have never crossed my mind if I'm also using the Break Shield system.
    Soul_Narrative_Games
    Soul_Narrative_Games
    Sometimes cutting features makes for a better game. Like my current game I cut out many flashbacks. I decided to include the ones that are important to each character's development.
    Oh hey, I've never really tried to make a test battle with max level parties and enemies. Let's do that now!

    During testing: Enemy brings a party member to 40% HP in a basic attack. A BASIC ATTACK. ONE. BASIC. ATTACK.
    Trihan
    Trihan
    @BK-tdm I actually somewhat disagree with this, because it might be fine for the intended level *right now* but I'm a big believer in planning for the unexpected and future-proofing things. Ensuring that they're balanced regardless of level means that you can change your plans around later without worrying that you're now unbalancing them, which will require the same rebalancing work anyway.
    BK-tdm
    BK-tdm
    I balance for the level range i plan to use the enemy/encounter and id rather make a new iteration of the enemy for higer level bracket than make the enemy viable for the whole game.
    My project is pretty linear though so id rather make new versions than super tweak the ones that work perfectly on its intended map.
    Trihan
    Trihan
    That's fair. There's various ways you could approach it.
    I have not made that bestiary yet, but I did complete what I need out of it to move forward with classes and a good part for crafting.
    Can I get away with calling a "shortsword" a dagger and not a sword?
    Cythera
    Cythera
    As someone who owns at least one of all three, absolutely not :p

    Really though, you can call it anything as long as you're consistent. Games aren't the most realistic things; if they were, they'd be significantly less fun.
    cthulhusquid
    cthulhusquid
    No because shortswords are still swords. Similarly, even though a dirk is basically a big dagger it's still called a dirk. People in the know will get the wrong impression if things aren't referred to correctly.
    TheoAllen
    TheoAllen
    Just call it a blade and left the reader in confusion :p
    Should've seen this coming, but if I wanted players crafting equipment, I should also have a bestiary ready.

    C'mon Marx, you played Monster Hunter...!
    More than 400 skills listed. Lesgoooooo
    MarxMayhem
    MarxMayhem
    Some are better versions of older spells. One of the things I hated from some RPGs is that they give casters a wall of skills when the strongest version is all you'll need. I'm hoping that with the equip skill system (plus other systems I have in place) I have, I can make players pick their skills strategically and find value in having a variety of skills.
    cthulhusquid
    cthulhusquid
    In my projects, I try to make every skill unique, have purpose, and stay competitive for the entire game. I prefer it that way even though it's harder creatively.
    MarxMayhem
    MarxMayhem
    I feel you. As a developer, you'd want to make something players will find use for. Admittedly I'm still in the theorycrafting stage, so I may end up reverting stuff. Only time will tell.
    300 skills! And I'm still only halfway done with casters'! orz
    • Like
    • Wow
    Reactions: QuexpRPG and Ouro
    HexMozart88
    Goodness me. Might have to cut down a bit.
    MarxMayhem
    MarxMayhem
    Contemplating that, but my game has a skill equip feature (and swapping skills is an option to players), so for now I'm keeping that list until a downsize is deemed necessary.
    Is it just me, or is itch.io having issues loading images in general?
    QuexpRPG
    QuexpRPG
    I just checked it out and images are loading normal for me (using Android Chrome).
    MarxMayhem
    MarxMayhem
    I viewed it on Desktop Chrome. I appear to have the same issue with mobile as well.
    QuexpRPG
    QuexpRPG
    Sounds annoying
    So before I inevitably start a new project to reorganize myself (I will make sure to save important info dw), I will make an external list of what I want in the final database.
    I'm just so close to replacing LUK with a different stat, maybe DEX but we'll see.
    • Like
    Reactions: lianderson
    VegaKotes
    VegaKotes
    Replace Luck with Effort!
    Kidding....but yeah Luck is usually one of the first standard stats I nuke in favor of something else. I get the point of it but even in games with noticeable uses for it I never focus on it so why develop a game with Luck in mind?
    lianderson
    lianderson
    This one uses luck for critical chance, thread magic formulas, bomb formulas, status chance infliction, and status chance protection. But get rid of it if it doesn't work! Get rid of everything! Good day humans.
    I had a dream where it was Friday, and what happened in the dream was irrelevant, because I woke up and it's not Friday, so I'm sad.
    Databasing. Just with what I consider "bare minimum", I have listed over 200 skills. That's not all of it, and isn't even considering skills that only 1 class would realistically have. lol
    I wanna make a class similar to Vampire classes of other RPGs, but I can't think of another name for them. Why is "Vampire" so perfect lol [/rhetorical]
    • Like
    Reactions: Kirri
    The Stranger
    The only defining trait of a vampire is that it's a malicious supernatural entity. Even the blood drinking to exist isn't true throughout all cultures. In many European cultures it's a corpse reanimated by a dark spirit or demon, but not all of them rise to drink blood. In Japan there's a vampiric tree. lol. You know it from the bones of its victims littered about the place.
    The Stranger
    Many folkloric vampires didn't even have fangs or any real powers. They were scary simply because they were the dead come back to life in unnatural ways. Many were thought to spread disease and plague, though. So really, there's very little that makes a vampire a vampire. Well, unless you're trying to make a Hollywood type vampire.
    kirbwarrior
    kirbwarrior
    @Johnny_Ray That's part of my point. "Pirate", "Wizard", "Soldier", there's a certain feel those words mean, what those classes "do", even if they are treated differently from each other in different games. And vampire is more internal like "Elf" or "Zombie" instead of external like "Cleric" or "Smith". Nothing against using it, just explaining my confusion.
    With Action sequences, I can make the animation played when striking a target with a weapon to appear on the user instead, allowing me to use animations for weapons instead of working with the default function.

    I just need to find out how to apply something similar for enemies...
    ShiraCheshire
    ShiraCheshire
    I gotta figure out action sequences. They’re so complex, and seem to assume you already know basic coding. I can’t wrap my head around it. But so powerful…
    MarxMayhem
    MarxMayhem
    Action sequences are far simpler to use than straight-up JavaScript. It's basically like text-based adventure games, for a lack of better analogy.
    Finally

    Implemented a system that properly target's a defense stat when its damage type is changed
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Continuing our countdown with Capsule Monster #14 Plug-Go! Plug-Go was originally meant to be the design of a gameboy game I wanted to make that was inspired by Megaman Battle Network! While that hasn’t worked out I’m happy I was able to recycle his design!
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Took some time to pretty up the maps too.
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12 hour little challenge for myself to do a big'ish enemy. Released for MV/MZ, working on my streamline one for later as I love the four frames over three. Spins a whole lot better I think.
Okay last one for now, it's time to go treat myself to some Zelda!

UPDATED- I've completely ripped off Sword of Mana right here lol
It seems like the imgur images are working again! ;3

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