In addition to working on field abilities (still looking for ideas), I'm looking at my weapons system. Currently, all armor is bought/found, but weapons are upgradable. However, something about the weapon upgrade idea just isn't clicking.
I've had the idea of monsters dropping tokens (Fire Token, Water Token, Mystical Token), instead of items, which then can be exchanged for different packages of items from merchants. Good idea, bad idea, thoughts?
Created a Valiance thread in Early Project Feedback. It's light on the details, as I don't want to overwhelm any readers. The focus of the thread is really on the story, characters, and world, rather than the gameplay. I would appreciate anyone that checked it out!
I'm using a level cap of 40 in Valiance. I want to allow players to level up if something's a challenge, but I want there to be a limit on the advantage they can get from doing so. Considering this is in place, is it okay for stat growth to be linear?
Upon level up, I want to show stat increases like this (http://i.imgur.com/o4pnd.png). However, each character can change between 3 classes out of battle, and these 3 classes have separate (but similar stats). I want to have this simple display (of the active class’ changes), so should I simply allow the player to press a key to see the changes of their other classes?
I've divided the development of Valiance into a series of separate aims (original tiles, original sprites, an OST, animated battle sprites, character art, lore, maps, the database), which are all further split down into smaller achievable goals.
I feel like banging my head against a wall every time I want to find that post that shows all the plugin header codes. Then I think "next time I find it, I'm going to bookmark it". Then I think "wait a minute ... maybe I bookmarked it last time because it took me so long to find it". Check bookmarks, and there it is