Features Feedback

Discussion in 'Game Mechanics Design' started by Lunarea, Mar 4, 2012.

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  1. CleanWater

    CleanWater Independent Developer Veteran

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    I don't think it's wrong to have stronger monsters in an area where your characters are still weak. I usually make them hard to beat, but not unbeatable, accordingly to the player expected level cap for that area.
     
  2. ssunlimited

    ssunlimited Veteran Veteran

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    Okay, so I've made it so that monsters that are needed to be beatable at higher level, are at further parts of the cave and aren't likely to encounter. Because if your first monster is an Orc, being that both characters are level 1, they have no chance of winning. His one attack instantly kills the target, so really, no chance.
     
  3. Kes

    Kes Global Moderators Global Mod

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    'Game Mechanics Design' is specifically not for feedback on an individual, particular project, though you can use your project as an example.

    If this discussion is looking at ways to design the opening dungeon so as to be challenging but fair, it can stay here - but be prepared for people to make on-topic replies which do not apply in any way to your game. If you want it to be only about your game, I shall merge it with Features Feedback.

    Please post to let me know which you would like.

    In the meantime, others are free to develop this conversation in a broader way.
     
  4. ssunlimited

    ssunlimited Veteran Veteran

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    Kes- I want this to be in the appropriate place where we can discuss how what is best for my game in this problem I have. If you agree it's better for it to be in Features Feedback, then please do merge it with that.
     
  5. Kes

    Kes Global Moderators Global Mod

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    Okay, merging it now.
     
  6. Titris Thrawns

    Titris Thrawns It's a trap! ...Or is it? Veteran

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    Even with a tactical weight system, as a player, not having access to all the goodies/skills/power I feel I should have will be frustrating. Especially if I fall into the realm of RNG 'keeps messing with me!' syndrome. It also reminds me a bit of Final Fantasy Tactics Advance's Judge/Law system; the system would RNG 'outlaw' certain actions for an entire battle. From my view, it would be unbearably frustrating without other parts of the game keeping me engaged. I like most of your ideas for working around the forced RNG, I think giving more power to the player will mitigate the RNG frustration. Maybe you can have one ability that you can have 'always' at 100% regardless of environmental and RNG effects. That way, if I am a player that prefers the 'hit enter until battle is over so I can continue the story', I have the option to build a brute squad. For the bat example, I could build my team to brute it down in 2-4 rounds of combat with 100% attack, but I could build the party as gravity/archers if I wanted to increase the speed of bat removal if RNG blesses me. Another idea that struck me, incentivize the player to take down enemies in the preferred manner. An item that helps increase weight of certain abilities (Thus mid-late dungeon the party could 100% the bat weakness exploit) or more general power creep (Currency that can be used to buy stat uppers or other rare goodies).

    At the end of the day, I don't want combat to slow down because I keep rolling a 1 on my d20. I think your idea could be fun if it is balanced with the player power/efficiency/tactics gain/growth while allowing for lazy butts like me to just brute squad the slimes to get the loots. Another way to mitigate RNG frustration would to be to have a story/world universe related reason that the player is unable to use all their learned skills on command. Just be wary, my limited anecdotal evidence on FFTA is that the judge/law system was not popular, even though it has a in-world explanation. I hope that was somewhat thought inspiring and Good Luck on your craft!
     
  7. Yakly

    Yakly Villager Member

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    Thank you for the commentary! I remember FFTA's Judge system, and I definitely want to avoid something like that. The purpose of the randomness for this system I am considering is actually not really intended to be about luck at all, but strategy. I haven't tried to implement it at all yet, but during testing I definitely would try out combinations of "100%" actions appearing. I can definitely understand wanting to brute force your way through. I'm just trying to figure out a system where the battles themselves are fun. Like, imagine a battle system that was so fun, you would play it even without the story attached to it? I would like to develop something like that (hey, shoot for the moon right?) and then combine it with an awesome story.

    Incentivizing strategy over brute force might be the way to go, though... Maybe doing things the "correct" way would award more experience, or increase the drop rate of items. Or maybe it's as simple as adding in a "battle lite" game mode, where if you want to play the story you don't have to battle at all. I'm hoping my story will be engaging enough to support a walking simulator, if that's all someone wants to do.
     
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  8. Yakly

    Yakly Villager Member

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    I've decided to go with the default battle system for my first game, but I would like to add in a twist that I was hoping someone could help me with.

    My game is going to take place on a small island, where there will be random encounters against wild animals. The trick is that you need to leave some of the enemies alive, so that you don't run out of food. I would like to implement this with a "enemy escape" system where after you damage an enemy's health to a certain point, it will try to escape. If you let it escape, then you will still get experience, but no food items. If you kill it before it escapes (or use an ability to prevent it escaping), you will get experience points plus food item drops.

    Killing an enemy will reduce a counter displayed in the game indicating how many animals are left on the island. If kill too many, they can't repopulate, and it's game over. The counter will increase over time, on a rate based upon how high the counter is (i.e., more animals alive = faster breeding = faster counter rises, and vice versa).

    My question is, does a plugin exist that would help me with that? Would it be better to figure out a way to do it within RPG Maker by itself? Is there an unencrypted game with a similar system I could look at?

    I have some experience with programming but I'm completely new to RPG Maker, so I didn't know what would be best.
     
  9. Kes

    Kes Global Moderators Global Mod

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    You can do all that with straightforward eventing, using conditionals and variables, you don't need a plugin to do it.

    This thread is for exploring ideas about features - implementation questions (How do I...?) should go in the Support forum for the engine you are using. I think you would find it helpful to go through Andar's compilation of info for new users. One of his links is to a playable tutorial on switches and variables.
     
  10. Yakly

    Yakly Villager Member

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    Thanks Kes! I will check out that info page. I just wanted to make sure I wasn't reinventing the wheel if somebody had already done it.

    P.S. I got Undefeated recently and am enjoying it!
     
  11. Kes

    Kes Global Moderators Global Mod

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    @Yakly I'm pleased to hear it. Thank you.
     
  12. Shaz

    Shaz Veteran Veteran

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    I have an area in my game that will either be a dark cave or a (very) dark forest. I'd like to add a lighting effect here, where light is emitted either by certain plants or certain animals/insects.

    As a player, would you prefer the lights to be visible when:
    1. you touch it
    2. you or another moving event (NPC / enemy) touches it
    3. you are close to it
    4. you or another moving event (NPC / enemy) are close to it
    5. random
    And would you prefer the surrounding area to be completely dark, or just enough light to be able to make things out?

    I'm not necessarily aiming to make things hidden or make it difficult to navigate - it's just a mood addition.


    How would you adapt it if you wanted to do this in two completely different areas, but not have them look/feel the same?
     
  13. Kes

    Kes Global Moderators Global Mod

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    @Shaz I think one area could use this as more than just atmospheric, but serves other aspects of game play. e.g.
    Fairly dark screen tint, so that things are obscure, but in general are not impossible to see.
    Plants give off a moderately faint glow
    As you move towards them, the light of some of them increases, and it is only by that increased light that you are able to see something that might be of interest to you. This is a way of rewarding curiousity driven exploration.

    In another area have some plants (not all) which have a slow pulsating light, as that is more visually interesting than having everything static.

    I like the idea of having the occasional plant light up when I touch it, but I would then expect it to do something - the light is a signal that the plant is reacting to you, so what does the reaction consist of?

    I'm rather against the idea of having things so dark that the player can't have at least a general idea of the terrain. As well as being a bit visually boring, it could mean that if the player has a lower end monitor, they might not be able to see things you want them to.
     
  14. Shaz

    Shaz Veteran Veteran

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    @Kes I like those ideas. Thanks for the feedback :)
     
  15. Raghin

    Raghin Nooblish Member

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    So I have a companion in my game whom the player will need to continually pay to stay in the party (henchman for hire).
    There are many different ways to do this, but I was wondering if anyone had any idea's for a simple non-script method to integrate this. The way's I have thought of are: per battle, over a certain game time, every time they are ko'd and the like.

    I would appreciate any suggestions / insight on how best to go about something like this. Thankyou in advance.
     
  16. Kes

    Kes Global Moderators Global Mod

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    If this is a straightforward "How do I do this?" query, it belongs in the support forum for the engine you are using.

    If, on the other hand, it is a more general, conceptual discussion, please be aware that Game Mechanics Design is not for feedback on individual, specific projects. Members might, therefore, post replies which are on-topic, insofar as they are about this particular idea, but which are not relevant to your game.

    So is this a How do I? query, in which case I'll move it, feedback for your game, in which case I will merge it with Features Feedback, or a more broadbrush discussion?
     
  17. JGreene

    JGreene Dogs? They're all puppers Veteran

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    If you chose the per battle method, you could make a page in all of your troops that takes gold from you at the beginning or the end if the henchman is in your party.
     
  18. Raghin

    Raghin Nooblish Member

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    "A page in all of your troops"? Not sure what you mean by that part.
     
  19. Poryg

    Poryg Pixie of the Emvee kingdom, Ham of a Hamster Veteran

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    Every troop has its' own set of battle event pages you can use.
     
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  20. Kes

    Kes Global Moderators Global Mod

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    @Raghin You have been on this thread since my post but have not provided the information I asked for. Requests from Mods for info are not optional.

    Please answer my questions

     
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