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Hey all! So I'm developing horror fantasy JRPG with some Resident Evil level structure. And I've decided to included a destroy door mechanic in the game. Kinda' inspired by Dungeons and Dragon and Fear and Hunger. A goal with my game is to have some open-ended Dungeons and Dragons-like design. So the basic mechanic is you can enter battle and attempt to destroy any door that's locked. There are 3, maybe 4 tiers of locked doors.
- Tier 1 doors are locked and can be opened with lockpicks. Lockpicks are found throughout the world. You can also enter battle, attack and destroy a Tier 1 door. Some chests are "Tier 1" chests and can be forced opened.
- Tier 2 doors are locked with named keys. The player can find the named key in the area or perhaps find an alternate route to bypass the door. The player can also enter battle, attack and expend significantly more resources (magic/mp, ,special items, explosive items, time) to destroy a Tier 2 door.
- Tier 3 doors are impossible to destroy - you'll need a key item to open.
That's the basic mechanic. I'm trying to balance the Tier 1 doors and the idea in general. It shouldn't be too easy to destroy a Tier 1 door. Or there should be some risk/reward when attempting to bash down a door, right? Here are some brainstormed ideas for balance and risk and reward.
- Destroying a door has a 50% chance of calling enemies over to investigate and causing a battle
- If you attempt to force open a chest, there's a 50% chance of destroying the item inside
- You need a high str stat for destroying doors.
- Weapons lose durability/effectiveness when used against doors
- You need a specific weapon to destroy a door. Doors have resistances to unarmed, staffs, claws, etc. Axes and Hammers would be the ideal weapons.
- DnD wackiness? You bash at the door with you axe, splinters of wood fly in your face, you take 1 damage. Your axe bounces of the door and back at you causing 3 damage.
- Destroying too many doors might summon some sort of tough stalker enemy (this seems time-consuming to implement for every location)
A combination of needing high str, weapon durabilty and 50% chance of alerting enemies if you choose to break down doors seem good. The perfect idea is something that can be easily reused throughout a game. Looking for other possible ideas if you got them! I'd appreciate any feedback, suggestions, ideas, thoughts y'all might have about the mechanic, too.
I guess it might help to give a quick breakdown of my game. It's still WIP but I'm aiming for a survival horror jrpg in grimdark fantasy country. It starts off fantasy but later in the story, the world gets turned upside down and survival horror enters the picture. The game would have on map encounters - not random encounters. XP will most likely be earned thru questing. And I'm still debating whether to include an inventory limit. Anyway, that's some of it. Thanks for reading my post! If anyone has some balance ideas or general thoughts about the mechanic, I'd love to hear them!
TL;DR If you're game had a destroy locked door option, how would you balance it?
- Tier 1 doors are locked and can be opened with lockpicks. Lockpicks are found throughout the world. You can also enter battle, attack and destroy a Tier 1 door. Some chests are "Tier 1" chests and can be forced opened.
- Tier 2 doors are locked with named keys. The player can find the named key in the area or perhaps find an alternate route to bypass the door. The player can also enter battle, attack and expend significantly more resources (magic/mp, ,special items, explosive items, time) to destroy a Tier 2 door.
- Tier 3 doors are impossible to destroy - you'll need a key item to open.
That's the basic mechanic. I'm trying to balance the Tier 1 doors and the idea in general. It shouldn't be too easy to destroy a Tier 1 door. Or there should be some risk/reward when attempting to bash down a door, right? Here are some brainstormed ideas for balance and risk and reward.
- Destroying a door has a 50% chance of calling enemies over to investigate and causing a battle
- If you attempt to force open a chest, there's a 50% chance of destroying the item inside
- You need a high str stat for destroying doors.
- Weapons lose durability/effectiveness when used against doors
- You need a specific weapon to destroy a door. Doors have resistances to unarmed, staffs, claws, etc. Axes and Hammers would be the ideal weapons.
- DnD wackiness? You bash at the door with you axe, splinters of wood fly in your face, you take 1 damage. Your axe bounces of the door and back at you causing 3 damage.
- Destroying too many doors might summon some sort of tough stalker enemy (this seems time-consuming to implement for every location)
A combination of needing high str, weapon durabilty and 50% chance of alerting enemies if you choose to break down doors seem good. The perfect idea is something that can be easily reused throughout a game. Looking for other possible ideas if you got them! I'd appreciate any feedback, suggestions, ideas, thoughts y'all might have about the mechanic, too.
I guess it might help to give a quick breakdown of my game. It's still WIP but I'm aiming for a survival horror jrpg in grimdark fantasy country. It starts off fantasy but later in the story, the world gets turned upside down and survival horror enters the picture. The game would have on map encounters - not random encounters. XP will most likely be earned thru questing. And I'm still debating whether to include an inventory limit. Anyway, that's some of it. Thanks for reading my post! If anyone has some balance ideas or general thoughts about the mechanic, I'd love to hear them!
TL;DR If you're game had a destroy locked door option, how would you balance it?
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