Features Feedback

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

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  1. TheGreatEater

    TheGreatEater Coding is my dump stat. Veteran

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    So.  Still doing graphics, but a thought came to me. In the Interactive Tablet game I'm making in IG Maker. I'm going to be having a Maturity Lock [basically a system setting that takes any scenes, depictions, or areas that'd be considered mature, and locks it. Sure in the readable version of game [the Rule Book / (Player / DM) Manual there'll be the written rules, rolls, and various stats / stuff. But the ability to load that into an Item Sheet, or access the visual components will be locked. 

    And I was thinking of adding a Partial Maturity Lock [since what's deemed inappropriate / isn't liked by some is alright for others] [Partial Maturity Lock will lock up to three of the following [sex, Drugs, Gore / Blood]. 

    Now should I also add in an Age Lock as well so that players have to input their age before unlocking the Partial / Full Maturity Lock? And they'd have to do that each new game. Or should I just keep the Full Lock on as default, and [with the help of an easily findable disclaimer] trust people to not mess with the maturity filter unless they wish to have access to it?

    [As for replacing the images. I'll have a more family friendly[ish] replacement for items / scenes depicting those things, and for places where it'd be gained. Have either it not - exist,  or replace the items with something of a less explicit manner [since as a player. Blacked out scenes annoy me to no end.]. Since not every Role Player is going to get blitzed on Elfish Moonshine [made with distilied and luquified moon light], or what have you.] 

    Also should I just incase, have the user have the option to switch between mature, and SFW things? 
     
  2. Ryptide

    Ryptide Veteran Veteran

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    How should I modify the scrip for the battle system, I kinda want pokemon like battles but  I don't fancy taking everything though...
     
  3. andrechan

    andrechan Only hungry when asked Veteran

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    Hey community. I'm looking for feedback for how to build my feature set better and if it's actually the right design decision best fit for my game. 
     

    I'd like to state that my game is very narrative based, so if I get too "plot centric" with my discussion, I'll avoid going on tangents about the story, and head straight to why that plot point is important to the game and the mechanics behind it.

    So let me give you a quick summary of my game so you'll get the gist of it real quick. 
     

    Game Summary

    The game plays like a standard RPG based around the entire RPG VX Ace RTP. I did this because I have no knowledge of scripting, although I think I get the logic behind the engine's basic functions, and setting up events. 

    The game's story revolves around the main protagonist, and a partner with a character arc. When you start your game, you're introduced to your first partner, and in a standard RPG way, you help your partner resolve his or her character flaw, but unlike standard RPGs where the partner stays and becomes your party member, the partner will always leave you at the end of his/her character arc. 

    After the partner leaves, you're taken back to your village and you walk out the back door where you meet another partner with another character arc, where you try to resolve the character's arc again in a classic RPG manner(i.e - beat the boss at the end of the dungeon), and like the past partners, they leave you again and the cycle continues. 

    and that's basically the game. 
    ----
    Here's where the subtle story telling kicks in

    As the game cycles on, you'll begin to notice your old partners in the world. They're living their lives, becoming merchants, travelling painters, or doctors, after you've resolved their conflicts. They meet you in the world, and when you speak to them, they tell you about how great their lives have been and ask you what you have been doing.  (Obviously, you know that you've been going around going on quests and killing monsters.)

    They respond disappointedly when they find out that you're still going on quests and remind you that there are better things out there.

    ----------

    The truth is, my game is subtly about procrastination. Why?

    (Long story short, someone close to me died without seeing me make something out of myself, because I moved too slow in my life. This is a game that reflects how sad I am, and to remind others that they shouldn't move slow, or do nothing. I'm not addressing videogame addiction, just procrastination in general.)

    Each time you resolve a partner's character arc, you are reminded that your partners lives go forward and they become happier. While you do quests for another cycle, for another partner, and you're basically just doing the same things over and over. 

    I plan to remind the player this constantly each cycle. That they can end it at any time, all they have to do is walk out the front door not the back door . Implying that the back yard is where you go to live your fantasies, as it were when most of us were kids.

    When you do walk out of the front door, the game ends, and you're transfered to a modern-esque room where you get up from your PC table, and head out. 

    -------------------------------

    What do you guys think? 

    Honestly, I'm scared that I'll mess up the length of the game or if I articulated it well enough here.
     
    Last edited by a moderator: Jul 5, 2015
  4. TheGreatEater

    TheGreatEater Coding is my dump stat. Veteran

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    Honestly, it'd actually be interesting if the Characters from the loop fantasies [back door] were represented when you left out the front door. And when you move on, rather than the disappointment that you caused them. They congratulate you for moving forward / have some kind of scene with them, as a better person not inside that cycle. Rather than them just popping up when you go through the back door, to tell you that they are disappointed that you aren't doing anything with your life. 

    It'll add to the replay value. Otherwise, why really do countless cycles of quests, when all you get for it is being told that they are disappointed in you wasting your life by everyone whose life you made better? And when you stop, all you get is  you moving away from the table and moving away. Rather than getting cutscenes / a little visual reward for not only helping them, but will urge the player to keep at it longer to see more of those he helped be glad that (s)he moved on.
     
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  5. Rine

    Rine Warper Member

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    Already pretty deep into this project, but just found these forums, so would like so more feedback on this concept in general.

    The game I have been working on is a modern supernatural/horror game. Based in a world where some humans have a magical circuit inside them, that links them to the Earth's mana. This can manifest in numerous ways, through the lineage of your family (Blooded), through being infected by another individual (Vampire), through linking it to technology (Magitek), weaving the mana itself (Magus), or through being tied to a powerful relic (Cleric). In modern times, the people who are linked to the Earth's mana have been called Wyrds, and there are numerous organizations dedicated to making sure noone breaks the veil and shows their existance to normal people.

    Gameplay itself will consist of the main character leading just such an organization. They will have to recruit new characters to the organization, or recover agents from the field. They will then need to either place these characters to maintain territory to keep things from getting worse, or send them on missions to recruit new characters, untangle some of the stories as to what is going on, or to decrease the threat in an area.

    Features I'd like to discuss and get feedback on are as follows:

    Mission-Based Gameplay: In essence, the entire game will be cut into short missions, not even considered dungeons by most RPG standards. 3-4 encounters or so, in a small map. No random encounters, and each encounter is accompanied by text scroll to emphasize what the team is doing and what is occurring, allowing the player to make choices if they come up. This may include choosing to rescue one character over another, killing an enemy or protecting territory, or recruiting/killing a particularly vile individual. Missions will unlock more missions, or failing one/not recruiting a character will seal them off forever.

    Game Timer: Not in the literal sense of a set time limit, but more an amount of turns. Each turn, characters left in rest will heal (the only way they can heal other than abilities that are limited per rest), income will be generated from areas, threat will increase or decrease based on deployed characters, and a turn counter will go up. When it reaches the last turn, the final encounter will occur, whether the player is ready or not. Certain story events may increase the timer, or make you more prepared, but in general, there is not enough time for everything, and the turn counter is another resource to manage.

    Perma-Death: A vital feature, but one players may find only adds to the challenge...which is the point. Stats are low, HP is in the single digits most of the time, and when a character dies, their name goes on the memorial wall, all stories associated with them can not be completed, and the player must find new characters to fill the gap. Associated with this, the game will autosave, not allowing players to save scum without replaying a whole turn.

    Large, choice-restricted roster: Basically, I am already up to twenty+ characters, and not all of them will ever be recruitable at the same time. Some are mutually exclusive, some will require them killing others to finish their stories, some of them will even murder your other characters if they get the chance (IE deployed with them on missions). The idea being, no matter how 'well' you play, there will always be choices you didn't take, and you will need to see those choices to see what the full story behind some characters are. Each character has fully unique skillsets, and a theme they are based around (IE, tank/taunting, buffs, debuffs, using items to cast spells, etc).

    Limited Advancement: All characters will have a max level of 5. One skill per level, a few stat ups when levelling up. Most characters will average around 3 for a stat (except HP and MP, which use different gradiants), with 6 being max for most 'normal' characters. Characters will also have research options, which will cost the in game currency. Armor/weapons will not be changeable except by those research options.

    Story Advancement: Each character will have three story events they can accomplish, either through specific missions, through being stationed with certain characters, being stationed in a specific place, killing X amount of an enemy, having another character die, etc. Often leading to other characters, they will also grant the characters completing them bonus stats. A character completing all three of their events will be a good deal better than one without. Again, limited time frame and choices mean not all characters can be 'completed'.

    Let me know what you think! And this is a doozy for a first post :p

    Edit: Guess I should have mentioned, but my inspiration for these were Big Bang Age (story advancement/character things), the Nasuverse/My own tabletop game based on it (Character concepts, theme), and X-com (The Missions styled layout)
     
    Last edited by a moderator: Jul 6, 2015
  6. andrechan

    andrechan Only hungry when asked Veteran

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    Oh, yeah. Wow. I never thought about that. I'll be sure to add this feature later on. First I have to do 1 or 2 loops, for a beta. 

    Will look forward to everyone's input then. 
     
  7. ThatTurtle

    ThatTurtle Warper Member

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    (I think I'm asking this in the appropriate place. Please correct me if I'm not.) I'm working on a horror game in VX Ace. I'm not sure what approach to conflict would lend itself better to the genre. I'm debating between something like Ao Oni and Ib, where enemies chase an unarmed player character, or something that combines on map enemies with a turn based system. Basically a typical turn based RPG but without random encounters. The best examples I can think of right now are Persona 3, SMT IV, or Radiant Historia, where you can see enemies on the field. Most of the enemies would pursue the player character and contact with an enemy would initiate battle. 

    I want to maintain the creepy atomosphere, but at the same time I want dealing with monsters to be more complex than just running away from them as fast possible, if that makes sense. 

    Should I go with survival horror mechanics and have the player character spend most of the game evading enemies, or have contact with on map enemies initiate turn based battles? Or does somebody want to suggest something else? 
     
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  8. Ryptide

    Ryptide Veteran Veteran

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    depends on how you see your game, do you want more than just running away from them or not that would be your first goal. there are many ways to deal with monsters, but a good idea might mean to use the runaway mechanic until your characters acquire the means to fight the monsters. then they could have options in how to deal with future encounters.

    just an idea mind you...

    <edit>03/08/2015

    I have seen many games go traditional routes for run or die scenarios, but you could be original with yours. in my own project I have to choose between the two types of combat system between turned based like pokemon or turned based on the world map with actual sprites.

    I might do the latter if im going for 3d graphics. I mean it would look a lot better but it would be a pain to do.

    go with your gut feeling the turned based combat that rmxp has or ace has is fine. making sprites fight though for your combat system is a bigger pain in the neck but if you make it work you can avoid transitions.
     
    Last edited by a moderator: Aug 4, 2015
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  9. Omega Weapon

    Omega Weapon AKA Laura Veteran

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    Okay, so this is one of my many ideas I have lingering around somewhere in the darkest corners of my brain:

    I had an idea for a game, in which elemental affinities play a vital role.

    It would be very interesting combat. Enemies do different things according to the elemental affinities present within the party, and of course among themselves.

    So the players and certain bosses have skills to throw these all around! Yes, you can be the barrier changing boss! (for lack of a better comparison here)

    You would have two groups: the elements, as in water, earth, fire and air, and life and (un)death.

    They all heal, buff, debuff, do damage according to the elements present.

    For the elements, you can have one or none of them. You still always are living OR (un)dead.

    Casting a different elemental shield will cancel the one you have active.

    Next to it, you have things like zombify or cleanse, to change how healing, revival, insta-deaths and drains work on you.

    Of course, the attack button still does damage, regardless of element... unless you have an elemental weapon of course :p
     
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  10. Ryptide

    Ryptide Veteran Veteran

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    now that's a very interesting idea you have going for you omega. and I hope you keep working on it.
     
  11. ThatTurtle

    ThatTurtle Warper Member

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    Oh~ That sounds neat, Omega. I didn't quite understand at first, but the "barrier changing boss" made the concept clearer. I dunno if you're familiar with Pokemon, but that kinda sounds like the Protean ability if it applied to all characters. That's an interesting feature to add to the usual element system.
     
  12. CriticalRPG

    CriticalRPG Necromancer Veteran

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    I was making a class, and I wanted to make sure it wasn't too OP. Here are the stat curves:

    MHP: 578-7441

    MMP: 100-1216

    ATK: 16-185

    DEF: 19-193

    MAT: 14-92

    MDF: 19-193

    AGI: 32-277

    LUK: 22-269

    All of the values grow at average rate.

    P.S. I was thinking about boosting the ATK a bit.
     
  13. Ally

    Ally Linked Rooms Games Founder - Fleshforward Member

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    Hello to all.
    I would need your help.
    This is the concept of Battle System that I wish I could use.
    As you can see, the party is made up of three characters.
    According to your opinion, there is too much space to the left end? (see the first image)

    bs_prova_2.png
    I have created an alternative.
    I have moved the graphics in the middle of the third character, and I added a black picture.
    What could go inside? Ideas?
    bs_prova_3_eng.png
    Or you leave everything as the first image without adding black picture?
     
  14. Milennin

    Milennin "With a bang and a boom!" Veteran

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    Why the ATB bars when there's there's already an ATB overview on the left?

    I'd compress the character status windows and make them all fit at the bottom. Remove the status boxes and make status icons appear right above/under the characters instead. Their level isn't important information, I'd remove that too. Even their names are not important if you're already going to use facesets anyway. Removing all that should give you enough space to fit them all down next to each other.
     
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  15. Ally

    Ally Linked Rooms Games Founder - Fleshforward Member

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    @Milennin:

    So?

    bs_prova_eng_1.png
     
  16. Milennin

    Milennin "With a bang and a boom!" Veteran

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    Looks a lot better.
     
  17. Ally

    Ally Linked Rooms Games Founder - Fleshforward Member

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    Thanks =D

    Other tips?
    Instead of the black picture, I could insert the edge as the rest of the graphics?
     
  18. Milennin

    Milennin "With a bang and a boom!" Veteran

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    Like I mentioned in my other post, I'd cut back on the amount of unnecessary information for a cleaner combat screen.

    Unnecessary stuff:

    -"Battle Info" in the top corner could be removed.

    -ATB bars above the characters can be removed since there's already the overview bar on the left.

    -Character names can go since you already have their facesets.

    -Character levels can go since it's useless information.

    Removing character name and level could give room to place HP and MP up higher and allow for more states to show at the bottom.
     
  19. HADEN OF LEGENDS

    HADEN OF LEGENDS Villager Member

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         In my game development, I made it absolute to myself, a promise, that even the basic fights will be hard fought, not just the boss battles. I wanted to engage in a strategic gameplay that focuses on hard decision making and advantage based turning points in battle! It's coming along very great! The enemies in the game have very strict strengths that will keep some character classes at bay but have also very distinct weaknesses that are typically unknown by the player until they are discovered.

         For example, if you try to cut a slime with a sword, it's probably only taking about a 10th of what you could do with magic specifically. Energy also is effective against them but not as much as magic. I also added a feature to the slimes via a script that when you cut them with swords, the original slime leaves battle and 2 new slimes enter battle that are weaker than the original, but a multiplied force. You CAN kill a slime with a sword, but it is much more difficult!

       This example being said, I added a school in my game, where you can earn battle degrees, cooking degrees and even smithing degrees to make your options and skills in the game better, if you earn them and clear the school events passing the tests. Also, in the school is a library full of books on the bookshelves that you can take as key items that will trigger an event of text dialog when you use them in your battles. This text will display a list of enemy strengths and weaknesses as well as the area's of general statistics, giving the player the advantage of knowing how to efficiently deal with that particular enemy type. If it's a slime, use a Slime Book, if it's a Phoenix, use the Phoenix Book. 

    How do you guys feel about such a mechanic being placed into a game where every battle can be a struggle well worth it?
     
    Last edited by a moderator: Sep 22, 2015
  20. Kalin

    Kalin Veteran Veteran

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    I trust you are using visible encounters and not random, and have appropriate sprites so I can equip the right items beforehand.

    Also, it sounds like players who haven't gone to school will likely have to flee the first time they meet an enemy, which is very frustrating. And even if you do have the right book, you still need to waste a turn reading it in combat.

    How about having a turn 0 battle event that checks for the book and if this is the first time you've seen this enemy, and if so one char will tell the others the strengths and weaknesses?

    PS. From another game I play, I'm used to using slashing and piercing against slimes because they are immune to crushing. Not sure if this is a common expectation.
     
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