- Joined
- May 4, 2018
- Messages
- 23
- Reaction score
- 12
- First Language
- English
- Primarily Uses
- RMMV
Hello. I'm looking to make a game with RMMV. I've dabbled with RPG Makers in the past, but have never completed anything past a small demo. I do know basic eventing and can make small vanilla games, but that's it.
While creating my classes and weapons for my current game, I realized that all my weapons were the same thing, with the only difference being their physical damage stats. I didn't have a huge problem with this at first (low-dmg for staffs, mid-dmg for swords, high for axes, etc.) until I realized that all my weapons were virtually indistinguishable from one another and were making my classes seem borderline interchangeable.
What I'm looking to do is create something like... different weapons cause more or less damage to different enemies.
Examples:
-Projectile and piercing weapons will do massive damage to flying enemies, but negligible damage to armored foes
-Swords will be good against humanoids and animals, but won't hit (or will deal little damage) to flying foes
-Hammers will wreck armored foes and machines and will deal respectable damage elsewhere, but the classes wielding them will get wrecked easily by magic
Sounded pretty good, but what I'm running into now are issues of balance. Would it be better to create "elements" for Pierce/Slash/Blunt damage and delete Physical altogether, or leave Physical but make all enemies at least somewhat resistant to it?
I'm not sure if I'm making sense. Basically I want every weapon type to be useful against different types of enemies, with some trade-offs. Is there a way to either simplify such a system or make it less dependent on chance? Then there's the issue of character and weapon stats vs. elemental (or in this case damage type) weaknesses.
I toyed around with the idea of just making it into a simple rock-paper-scissors thing (like the FE series) but then I realized most of my enemies wouldn't necessarily fall under such categories in a way that's immediately intuitve.
While creating my classes and weapons for my current game, I realized that all my weapons were the same thing, with the only difference being their physical damage stats. I didn't have a huge problem with this at first (low-dmg for staffs, mid-dmg for swords, high for axes, etc.) until I realized that all my weapons were virtually indistinguishable from one another and were making my classes seem borderline interchangeable.
What I'm looking to do is create something like... different weapons cause more or less damage to different enemies.
Examples:
-Projectile and piercing weapons will do massive damage to flying enemies, but negligible damage to armored foes
-Swords will be good against humanoids and animals, but won't hit (or will deal little damage) to flying foes
-Hammers will wreck armored foes and machines and will deal respectable damage elsewhere, but the classes wielding them will get wrecked easily by magic
Sounded pretty good, but what I'm running into now are issues of balance. Would it be better to create "elements" for Pierce/Slash/Blunt damage and delete Physical altogether, or leave Physical but make all enemies at least somewhat resistant to it?
I'm not sure if I'm making sense. Basically I want every weapon type to be useful against different types of enemies, with some trade-offs. Is there a way to either simplify such a system or make it less dependent on chance? Then there's the issue of character and weapon stats vs. elemental (or in this case damage type) weaknesses.
I toyed around with the idea of just making it into a simple rock-paper-scissors thing (like the FE series) but then I realized most of my enemies wouldn't necessarily fall under such categories in a way that's immediately intuitve.