This topic is about damage multipliers and reductions, specifically from the enemy's attributions.
The question is : Should the damage bonus or reduction from the enemy's weakness/resistance always be the same with every enemy or should it vary?
Before I use my example, I will be...
I'm an artist that's not anywhere else for now (well one place but not saying :P ), I do plan on having a gallery somewhere eventually but for now... I'll be posting custom resources I create on this thread that I'll be using for my own project! Note, not everything in the project I'm...
I would like the default leveling up system to be changed to where parameters depend on a Growth Rate system.
By default, leveling up will raise stats to a pre-determined number, but with the Fire Emblem styled level ups there can be more variety leveling up actors!
For context, this would be in a long, open-world styled RPG.
Whether it's a key item or right-or-wrong dialogue choice, how does this sound if there was a one time chance for these factors?
These factors would affect things like the RPG's ending and/or bonus content (ex: more dungeons...
I really get the feeling I should be doing regular YouTube videos whenever I make something cool in my game, instead of waiting for massive changes. But not going to lie... I always feel like it's never quite enough to merit an update, until it's a drastic change.