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- Feb 14, 2014
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I'm working on my first game. I know that many things about it will be ham-handed, but I'm trying to keep that to a minimum.
One thing I'm struggling with is that there are several states in my game that can be inflicted on players whose implications are not necessarily intuitive. For example, there is Poison, which damages a player every turn and will not go away on its own. Venom does the same but will go away after a few turns even if you don't use an Antidote or anything. Pestilence damages every turn and reduces ATK and DEF. Fear reduces ATK but increases DEF. Etc.
When a spell or ability inflicts a state on an actor, there is a notification that, for example, Pestilence has been inflicted. I'm struggling with how to convey to the player what this means, though. The player will realize that the character is taking damage every turn, but not necessarily that her ATK is slightly lower than it was.
It seems like many players don't like pop-ups and tutorials that just convey this kind of information at the beginning of the game (I know I don't), and this would still require the player to remember the differences between these states in the future.
I guess I'm just asking whether anyone has any creative ideas for conveying this important information to players when a state is inflicted?
One thing I'm struggling with is that there are several states in my game that can be inflicted on players whose implications are not necessarily intuitive. For example, there is Poison, which damages a player every turn and will not go away on its own. Venom does the same but will go away after a few turns even if you don't use an Antidote or anything. Pestilence damages every turn and reduces ATK and DEF. Fear reduces ATK but increases DEF. Etc.
When a spell or ability inflicts a state on an actor, there is a notification that, for example, Pestilence has been inflicted. I'm struggling with how to convey to the player what this means, though. The player will realize that the character is taking damage every turn, but not necessarily that her ATK is slightly lower than it was.
It seems like many players don't like pop-ups and tutorials that just convey this kind of information at the beginning of the game (I know I don't), and this would still require the player to remember the differences between these states in the future.
I guess I'm just asking whether anyone has any creative ideas for conveying this important information to players when a state is inflicted?



