@Bumblefish97, I'm not sure it's a good idea that the player should be able to kill most enemies. In a survival game, survival is the win-state rather than killing enemies.
So, if you're going with breakable weapons, then my suggestion is that the question you ask is not "how many hits...
I'd prefer a system in which I can learn enemy patterns and exploit them. Most players will learn enemy behavior patterns and which enemies to prioritize due to enemy damage output, debuffing, or healing through trial and error. In the end, the goal of turn-based battle is to have more...
The "magic" in MP is just flavor and it's flavor we're used to. It's a mechanic that makes certain skills more scarce than "Attack." So, I don't see much of a reason for MP to just be for magic over other skills. If the developer needs skills to be scarce, MP is a perfectly fine way to make...
I feel like "mercenary" is more interesting as a gameplay concept than a story concept.
Maybe a mercenary actor's actions in battle could cost gold. If the player doesn't have enough gold for that mercenary to , they can't do anything with that actor and they just take up a slot.
As for...
Probably a few days late on this one, but I personally miss Galv's Army Manager on MV, which was really just a main menu for enormous parties and good for tactical battle systems.
I think crowd control is indispensable in asymmetrical battle situations. If enemies are going to need more than one "Fight" command to kill them off, the player would need a reliable means to keep other enemies locked down.
When I was in the military, I'd encounter all kinds of bits of information scrawled on the walls of porta-johns. Maybe you can have the player learn of treasures or of powerful monsters or useful NPCs by reading graffiti on the walls of outhouses.
Oh, you wanna pull another Zodiac Spear? Well, that didn't work out well when Square Enix did it on Final Fantasy XII.
Permanently Missable Content is not fun. I highly recommend against it.
Stocks would affect the speed at which the weapon is aimed, so shorter stocks could affect speed with an accuracy penalty. However a shorter barrel would make a weapon that is less accurate at longer ranges but handle faster.
Bullpup rifles have the action behind the trigger, making them...
I can only tell you what you shouldn't do. Try to avoid consonant-on-consonant contact. Compose your names out of syllables rather than individual letters.
Names like Midna dont roll off the tongue as well as Midina.
So, what is the mechanical difference between paralysis and super-paralysis? If the only difference is duration, I would suggest that the developer not go through the trouble of creating two states.
If I am going to include a paralysis state and a super-paralysis state, I'm going to make sure...
I don't think there should be "downtime" in turn-based systems.
Any time not spent either in a menu, inflicting a state, a buff/debuff, healing, nor inflicting damage seems wasted.
My first foray into a plugin that I plan to release. Working on something for those who want to set up a Dragon Quest style battle HUD with minimal fuss. Includes the ability to round the battleback corners to fit your windowskin and, of course, front-view animations.
Do you ever wonder where the heck everyone is going at 9:00 at night? Like... guys, go home! Get some sleep! Me? Oh, I'm out to get pizza 'cause I decided supper time was 9:30 tonight.
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