RPG Maker Forums

So I plan to use shards in my game which provide special benefits when attached. However, what I can't figure out is what would be better - attach them to equipment or attach them to actors?

I assume if I make them equipment attachable, I can make the benefits slightly lower scale as new slots can be made available by changing equipment. However, if I make them actor attachable, the rewards would have to be much higher as slots are much more limited. I wouldn't want to attach a "Attack +10" shard to my actor who has only 3 precious slots available, but I would consider attaching it to my sword as I know I have more slots available in maybe my armors or I could just get a sword with more slots.

So, advantages of making actor shards is that each shard would feel special, however the number of shards would likely decrease and also the available slots would be very limited. If I make equipment shards, I'll have more shards and more flexible slots for a bigger customization variety, but there would be many shards that would eventually become redundant.

So, which system do you prefer? I'll have you know that I presume having both would simply over-complicate my game, and I don't want to bloat my game with unwanted features.

Latest Threads

Latest Posts

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,473
Members
137,823
Latest member
yossiii
Top