Robin
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  • Watching these RSW projects come in is like essay hand in days.
    Jarrad
    Jarrad
    Except less boring.
    StrawberrySmiles
    StrawberrySmiles
    I only downloaded four of the games, but haven't played them much. One gave an error.
    Robin
    Robin
    Jarrad, speak for your own essays!
    Considering going from three to four party members in battle in Valiance. The idea is that people will be more likely to pick support roles, if they have four members rather than just three.
    Currently working on a new version of my classes' skillsets, should be much improved from the first draft.
    NPC
    NPC
    *coughhadoukencough*
    Robin
    Robin
    A special attack from Street Fighter?
    If two abilities are really similar or near identical, combine them. That's what I'm currently doing, as I work through all of the abilities in Valiance.
    I'm really enjoying working on Valiance; I can't wait to be able to share it with people. It's hopefully going to be a lot of fun. :)
    The Stranger
    The Stranger
    That's a great attitude to have! I look forward to seeing your project completed.
    Kaelan
    Kaelan
    That's how I feel as well. Every now and then I'll finish something and think "Damn, I love this game! This is such a cool feature", and it's so hard to hold myself back from immediately sharing everything about it. In a way it's the most stressful, but also most enjoyable part of making games.
    Hirei
    Hirei
    Can't wait to help you work on it. If I"m allowed lol.
    After getting some input on rewards for the players, the best idea seems to be collectable items or artifacts to sell or use for some kind of sidequest. I'm sure I'll get there eventually, but it really is tough to work out all the best rewards to give the player.
    Celianna
    Celianna
    Rewards can be simple things like making the player move faster, giving them the ability to teleport to any map, regenerate HP/MP over time out of battle, or even improve in-character relationships and change the dialogue based on that.
    Trying to think of interesting items to reward the player with. Any ideas I may not have thought of?
    Ravenith
    Ravenith
    rare pieces of equipment that somehow "bend the rules", like granting unusual skills or effects.
    Robin
    Robin
    Thanks for the ideas. :)
    The Stranger
    The Stranger
    Oh! If you've ever played The Witcher, it had a trophy item which you could equip for nice buffs. However, you normally had to kill something powerful first, you could always try and add something like that into your game. It's simple, and rewards the player for taking down something difficult.
    Posted a nice update to the Valiance thread. The writing of the characters and plot is really starting to come together now.
    Thanks for the help earlier, it really helped me think about the class, and my latest draft of classes is pretty much all done.
    Psyker
    Psyker
    Good to hear you are making progress! Can't wait to see what comes from it.
    Trying to name a class that uses non-elemental/gravity spells. I prefer one word class names, so I don't really like 'Time Mage', but equally 'Chronomancer' (throw in some time spells) just sounds too much.
    Going with about 12 weapons per character (they all use distinct weapons) hopefully that number is about right. (Yeah, weapon upgrading is gone).
    Going through a refining of Valiance's notes, hopefully I can cut out a lot of the weaker ideas.
    Kread-EX
    Kread-EX
    Yeah sometimes you realize a good idea on paper doesn't quite work in practice or don't mesh with the rest.
    Is it worth changing the screen resolution of a project (before too much work is underway)?
    Chaos Avian
    Chaos Avian
    I just changed my resolution for my project I started in May 2012. If anything all you'll have to do is edit a few maps and all of your battlebacks, titles and transitions.
    Chrome
    Chrome
    Search for TDS battle back stretch =)
    Robin
    Robin
    Yeah, I just have to figure whether it's worth it then, I guess.
    Officially announced the first feature of Valiance in the thread, the Exclusive Class System.
    In looking over my items, I rename a few to bring me away from one franchise, and it just brings me closer to another. I don't particularly want to spend much time on stuff like this, so I hope people don't mind a healing item names not being original.
    Kread-EX
    Kread-EX
    Generic names such as "Remedy" or "Elixir" aren't a problem at all.
    Kaiser
    Kaiser
    Its okay if healing items are not all original in terms of names. No one is gonna get disenchanted by seeing a healing item used in other rpgs. its common place.
    ShinGamix
    ShinGamix
    I actual prefer them non original it makes it easier to know what they are and are used for.
    FFXII has common, uncommon, rare and very rare drops. How many categories is too many?
    Lunarea
    Lunarea
    Depends on what else you have in the game.


    For instance, if you have a synthesis system, you'll want a category for ingredients. Or if you have some kind of hunting quest system, you'll want a category for "proof of kill".
    Robin
    Robin
    Currently, I have items which are used/mixed. Then, a few components for synthesis (not many, it's only for weapon upgrades currently). Then, I could add the monster loot that you sell ... although that always felt useless and pointless to me.
    Νύξ
    Νύξ
    Six.six is as good an answer as any.Six is the number.
    Looking at the idea of having a monster possibly be a range of levels (and stats), like level 5-7, or just a single level, like level 6.
    Kaiser
    Kaiser
    Yeah. I see what you are going with. When I go back to early places for whatever reason I do get bored plowing through weak monsters, but games that have the enemies get stronger as you do and through the progression of the game makes me smile that monsters are at least getting stronger for what reasons they have other than killing the hero.
    Kread-EX
    Kread-EX
    I know this status is a bit old, so you may already have done the work, but why no simply use a level limit per area? What I mean is, you divide your game in areas and enemies can level up freely until they reach the limit.
    Robin
    Robin
    Ah, Kread. Well, I hadn't really thought of that, but with different level monsters, I just need to make 2 or 3 iterations of the monster, which I can then put in specific troops. Hardly any extra time. So it gives me an extra way to customise battles without even changing the monster sprite.
    One of the regions and countries of my world is just not good at all. It's the Elven country, and I just need to completely rethink it all. If anyone has any ideas...
    Thinking about emphasising the journey in Valiance a lot more than currently planned. It should really give the player a good feel of the world.
    Sailerius
    Sailerius
    Word of advice. I was intending to do that originally with Act I of Vacant Sky. I would advise cutting out towns and areas that don't serve a major purpose, because 1) making them is a lot of work and 2) if they aren't important, you'll end up being less passionate about them and it'll show in the quality.
    Robin
    Robin
    Yeah, I'm not totally against cutting things, but I do want to fight for them first. There are a number of areas that are really 50/50 on if they'll be included. Although my world isn't set in stone, there is still the issue of getting the characters from A to B, so sometimes it will come down to "which route can they take that is the most interesting".
    Robin
    Robin
    Additionally with all of this, I'm still going to make an effort to ensure that as many places as possible serve a major purpose. But yeah, I'm prepared to cut towns and areas as needed... before I map them, hopefully.
    In a system where the more beasts the Beastmaster kills, the stronger his attacks are. Should he have to have attacked that monster (rather than just other party members)? If so, should he have to get the final blow?
    B.Ultimus
    B.Ultimus
    But, also to make that strategically work (instead of guessing), you would need some type of HP bar that shows health (if you don't have that already).
    Robin
    Robin
    Yeah, I'm just concerned that a) It may be harder to implement, and B) They would likely need less final blows than kills (in the original idea), and so each final blow might boost the skill too much.
    Kaiser
    Kaiser
    I always hated the final blow deal in games. As long as said job attacks then that is fine. Having the said job deal the final blow you have to manipulate the luck of the game to where you have to perfectly or get over the amount of damage needed to kill.
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You know, I sometimes ponder if working on the story and details is more necessary than the game itself. Its... technically work, just not direct.

Like for me specifically I never stop evolving the story based on what avenues I can approach in gameplay and then I get anxious thinking "hey good thing I thought about that now instead of later". Repeat ad nauseam.
World Of Final Fantasy Livestream~!
(Ft. Kaliga)
So my office building has 8 individually rented offices in it; 3 of which are social workers and 2 are marriage therapists... Unsurprisingly it always sound very angry out there. Glad I have my own private entrance. :LZSexcite: :thumbsup-right:
I wonder if there's ever been an art challenge that involves drawing faces from the generator.

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