And by that I mean hard-timelimits in which you have to/should progress the story else one of these things happens:
#1 You get a game-over
#2 You get a permanent gameplay-disadvantage
#3 The story progresses automatically, with no way to go back
@HexMozart88
To come back to your question;
I think it's fine as it seems to be integrated logically into the story.
As long as it does not turn into a tedious "micromanagement minigame".
Just out of curiosity, what was the initial motivation for this mechanic?
Story-element or Gameplay-element?
Definitely not happening. I was just thinking you either start each battle with not full health or you get low defense or something. See, it's kind of tricky because killing everyone results in a bad ending in my game.
So you get punished story-wise for doing battles, but do I want to punish them gameplay-wise too?
I've played a game, an RPG Maker game in fact, that had a party member who constantly lost health. it was novel at first, but you stop trying to keep them alive after a while. xD
@HexMozart88
Well, I mean if this sickness (e.g. the debuff) is lifted at some point in the story, it could make sense gameplay-wise to strengthen the character now that they defeated the sickness.
Of course this is not strictly necessary. But if you were to do that you could either make the player weaker with the debuff, or stronger without the debuff
I think if it makes sense, and you do it well (it's not unfair or ridiculously frustrating), then it could be interesting. Maybe base attack power on existing health. So, their strongest attacks will always be while at full health, and as they take damage their damage output will gradually decrease.
@ScorchedGround So, without going into not PG-13 stuff, the MC is depressed and thinks he doesn't deserve to eat. In the story, he's constantly getting doctor visits where he's literally dying and people don't think he's going to come back. But I was concerned that it would be weird that he's literally falling over in the story but he's super strong in battle.
@HexMozart88
It could certainly be a detriment to the player immersion if the character is portrayed as very fragile in the story but is a powerhouse in battle.
There are multiple ways one could tackle this issue. Make the enemies extremely weak aswell or maybe the character could channel their negative emotions into powerful anger.
@HexMozart88 If he's so weak that he can barely keep himself up straight, how is he fighting at all? Starvation is very uncomfortable, painful even, in its early stages, but can still be tolerated.
In its later stages, when your every thought is one of finding food, and you're so weak and exhausted you can't even move at a regular pace, and you've lost loads of muscle mass due to the body consuming itself for energy, you know you're in a bad place.
That's a fair point. He's usually forced into fighting by his party members. Usually anger at the person he's fighting drives him to start in the first place.
Because The Fury from Metal Gear Solid 3 is one of my favorite bosses of all time, I felt the need to make a somewhat similar boss for my own game. taking cues from both the Fury and another awesome astronaut boss, Captain Vladimir from No More Heroes 2.
RE4make almost had me with their demo until I got to the dog stuck in a bear trap and realized that he was dead and could no longer be saved. Just not the kind of reimagining I'm interested in.
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