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HADEN OF LEGENDS

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@Kalin Actually, the books all induce a second action immediately afterward, to address this concern. So you'll be able to read the book in battle with any character, create dialog, then that same character will regain their action allowing them to either attack or defend accordingly.

     Yes, slimes have a common theme in RPGs where they are more prone to special attacks but strong against physicals. Where in your game, you cannot crush them, I don't have a crush feature. I however make it to where if you cut a slime, the piece you cut off becomes another slime, essentially. So Slime 1 Appears. You cut it, Slime 2 appears (weaker than slime 1) and now you have to kill 2 of them, but they will not multiply after this.
 

bgillisp

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There is one basic problem you run into if you make *every* fight hard, and that is that no fight is memorable in the end. Any attempt to make every fight epic and tough will fail, as how do you one up your standard random battles then?

And, I also second Kali. You better go visible encounters. Else the player could die from the RNG giving them a fight they were not equipped for and no way to prepare for it appropriately (though you could get around it by making escape work all the time, that way if they did get messed over by the RNG, they can run away at least).

Also, from a personal standpoint, I hate it when I'm level 25 and the basic slime is still trying to be an epic fight. Just let me smash it with one swing and move on. Or, maybe even mark the zone cleared out and have the monsters avoid me. Why would a level 1 slime take on a level 25 player? Monsters aren't that dumb.
 

HADEN OF LEGENDS

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   I have for the most part removed random encounters from my game considering it as a toxic asset. Instead, I let sprites of monsters run around freely on different maps and in different locations in general. Also, defeating them doesn't permanently get rid of them, unless they are a boss monster, those you generally only fight 1 time. What they do when they are defeated is temporarily delete themselves until you leave the designated area and return again. 

   However, remember that I said "most part" earlier? Yes... I still have a very special place for random encounters. In my game I am laying down shadow to produce proper lighting effect advantages.However, that shadow is more than a lighting effect. If you run around in shadows you risk being caught off guard by a random encounter. These encounters are not just regular old monsters..... well, they are.... but they are shadow version. Cursed version. Shadow monsters! So basically whenever you are running around in this game, avoid being in the shadows because the evil is lurking and you risk a shadow monster cursing you with their 5% chance to curse on contact. A curse removes and seals all armor types until it is removed. So you run around naked and vulnerable to battle damage, states and floor damage types as well as lose any beneficial perks or event types that come with a character being equipped with that armor. The shadow is a scary place my friends and removing a curse can be a challenge sometimes if you are not already prepared to handle being cursed effectively. This feature isn't so risky early on in the game, but more towards 1/3 into the game instead as I feel being raped of your gear so early would make it impossible to protect yourself at all which means 0 progression.
 

jonthefox

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I love this idea, and very much look forward to playing your game.  It's a concept that I've always wanted to implement myself, but find difficult to do so.  I hope to one day make a game with a similar philosophy ("every battle is a challenge").   
 

Milennin

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Yeah, it's probably a good idea to give the player a break with most regular encounters, especially if they are somewhat frequent, otherwise your game's battles are going to feel like a chore to get through very quickly. If every battle is challenging, then what makes regular encounters different from boss battles, apart from having to work through a bigger HP bar?
 

Kes

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I am going to move this to Features Feedback.  As it says in the rules for this part of the forum

Posted 03 March 2012 - 03:54 PM

1) Discussion should be general, not project-specific.
While you're welcome to use your project as an example, please try to keep the conversation broad. Feedback that's only specific to your project should be posted in your project thread. If it's too early in planning to have a project thread, you can use the Features Feedback thread.
This is totally specific to your project.  It also does not invite discussion, but is instead a statement of what you are going to do, and this subforum is intended to encourage discussion of different approaches.
 

Kes

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@ HADEN OF LEGENDS

I am wondering whether the time has come for you to start a project thread in Early Project Feedback.  You have now started more than one thread in General Discussion and/or Game Mechanics Design which are specific to your project.  As I mentioned in another thread the very first rule for this section of the forum is this:

1) Discussion should be general, not project-specific.
While you're welcome to use your project as an example, please try to keep the conversation broad. Feedback that's only specific to your project should be posted in your project thread. If it's too early in planning to have a project thread, you can use the Plot and Character Feedback thread.
I'm not going to merge this with Features Feedback until you have had a chance to say whether you want to start a project thread or not.
 

Kalin

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If every battle is challenging, then what makes regular encounters different from boss battles
Which is one way to address these issues: no random encounters, no respawning, no grinding, every battle is a (mini-)boss battle. This would make the game more like a puzzle and less like an RPG, but that's a respectable choice.
 

tlst9999

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You know those games where the strategist appears halfway through a tough battle and changes your stage objective? Why not use those books as the strategist mechanic?

For example,,,

Forest battle. If the main character has read a book about observing the winds, he would make a comment on the strong winds blowing towards your party and you're better off searching for a detour around the forest in case the enemy sets the forest on fire with the flames heading your way.

If he has not read it, the detour option remains locked and you'll be fighting an uphill battle with the fire damaging your party every turn. This results in a lower grade at the end of the battle.

It may work, but it's going to take a lot of research.
 
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HADEN OF LEGENDS

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Which is one way to address these issues: no random encounters, no respawning, no grinding, every battle is a (mini-)boss battle. This would make the game more like a puzzle and less like an RPG, but that's a respectable choice.

This is a semi-accurate description actually. While it is an RPG because there is role playing indeed, there is also a slew of tough enemies that can easily outnumber and overpower you as a human character. In my game, you're an inferior species minus the ability to create and think. That's the only advantage you have in the game because you our overpowered by basic things. You have to strategically think of how you're going to get out of the dangerous pickle you're in. So in a sense, yes it is kind of like a puzzle for every battle, just overlapped with a story line and some good character development. Everything in Helix is becoming infected with a Super Virus known as Vile Venum. It originated from super spiders who end up infecting the love of the main character and he has to find the cure or make the cure to the virus before she dies. It's also the only state in my game that cannot be cured in some way (until you make the cure or find it). Later in the game only gets harder and harder to fight because everything starts being infected with the virus.

Basically I look at it like your description clearly says. Every regular battle is a mini-boss battle, thus every mini-boss battle is a boss battle and every boss battle you better be prepared to think really hard about the important things or get swept with ease. I have made a huge plethora of different supporting techniques your support class can learn to help stifle weaknesses or create weakness points in enemies, next to already existing factors.

@ksjp17 It is true that the point of the OP was digressed into the project. However, I am only stating that I have implemented them myself to test their functionalities. The OP isn't actually about the game itself but how I'm using the mechanic in my game to show its effectiveness in specific situations that way people will know what ways they can potentially use it.

@Milennin It's not just an HP bar you're working through with bosses. I made easier monsters someone stupid. What I mean is that they will use Healing moves with a full HP bar sometimes. A boss wont. They'll use it at specific percents, and they also have very special techniques unique to only them. Also, special states come from them as well.
 
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Adventurer_inc.

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I believe it will work as long as you clearly provide enough information. I personally hate games that make you guess weakness.

Ex: The monster image has fins and is blue. Water type? Then after four turns of wasted attacks, you find out it is some sort of fire type fish resistant to piercing damage.

There is a fine line between difficult and punishing.
 

Mysticphoenix

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I like strategic battle. But please easy on the beginner-leveled players. Don't make it too hard in the beginning.
 

Kes

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@HADEN OF LEGENDS

I asked you to specify where you want this thread to go, and you have declined to say.  It still breaks the rules for this part of the forum.

I am, therefore, going to move it to Features Feedback.  
 
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MisterTorgue

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Feedback and ideas really welcomed!

Characters

Firstly, you choose between 1 of 4 classes.

Engineer(Builder) HARD start / Fighter EASY start / Scout EASY start / Healer MEDIUM start

**You do get the other 3 classes + others later on.

Classes will not be limited to the below but are some options currently thinking / implementing / implemented.

Engineer: Specialise in building and repairing, higher levels provide traits that reduce resources required and unlock buildings unique to him. 

Fighter: allows you to construct an advanced blacksmith, more efficient watch towers, this class is best at front end combat.

Scout: These allow you to build scout huts (when this building is active, when your scout his certain levels, it reveals new locations to be explored). You can also use deserted towers in maps which reveal hidden locations within the map (including entrances to new areas).

Healer: Allows a hospital (which reduces supplies required to fully heal) - Combat Tent is option before this. It also allows you to see if a survivor is badly injured before you accept them into your town, as some survivors may cost a lot more than they worth in jobs!

In-game Overview

You start off, with the story where a nexus portal was re-opened and a lot of creatures had been released into the world, majority of the world has been destroyed, when you start you are in a map with a  town, that has been completely destroyed. 

Though the day you can explore different areas, finding supplies and new areas, finding survivors on your path with good or malicious intent.

With the supplies, you can build new buildings or craft new weapons or items to help you.

some buildings you can build are;

Watch Towers : Prevent monster raids, if a raid happens has a chance of thinning the herd.

Combat Tent: allows you to fully heal for supplies

>Hospital: allows you to fully heal for substantially less supplies

Blacksmith: Make armour and weapons to defend yourself

>Adv Blacksmith: Make better items and reduces costing of others

Housing: When you have a house, it allows random survivor events to occur throughout the game (where you can take people in or turn them away) they can gift you items, go to work at gathering e.c.t.

Some survivors can become a burden or want to actually destroy your town, they have signs when speaking to them, you can kick them out at any time, but if they have started an event, you must finish it before having this option 

example: if a survivor starts trying to raid your supply storage, you need to stop him before being able to kick him out.

when it hits a certain time when you are scavenging, you are required to fall back to your village (forces you to do this) so you need to keep an eye on the time when scavenging.

On the night, there are a huge array of random events that can occur some of:

*Monster Raid

*Survivor asks for Aid

*Nothing!!!!

*Alerts of various creatures being spotted close by (if not dealt with can kill survivors in your town)

So what do you guys think of this concept so far, pros/ cons / additions?

Cheers all :)
 

Kes

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The first rule for this part of the forum is this:

1) Discussion should be general, not project-specific.
While you're welcome to use your project as an example, please try to keep the conversation broad. Feedback that's only specific to your project should be posted in your project thread. If it's too early in planning to have a project thread, you can use the Plot and Character Feedback thread.
It seems to me that this is specific to your game.  Do you have an early project thread yet?  If not, I shall move this to Features Feedback.
 

MisterTorgue

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The first rule for this part of the forum is this:

It seems to me that this is specific to your game.  Do you have an early project thread yet?  If not, I shall move this to Features Feedback.
Oh Sorry!!

I don't yet as I am still working on the very standard stuff, dont want to put a early project one up until I have some resources to share :)

If you can move this, apologies for the misplace of the thread!
 

Kes

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No problem.  It can be confusing at first where things go.

If it is a discussion about general principles, things which apply to many games, then it goes in General Discussion.

If it is about a specific project then it goes into a Project thread, Features Feedback or Character and Plot feedback (depending on the content of the discussion).
 

steeltamashii

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My post actually has to do with two separate features in my current WIP, a sci-fi dungeon crawler RPG.

In my current WIP, the player is charged with exploring a massive abandoned space colony to discover information. The object is to discover what happened to the colony by accessing computer databases scattered about the "dungeon". The player collects these in a fashion similar to Metroid Prime's scanning mechanic to learn about enemies, settings, and other story background. Depending on how much information the player finds will affect the ending to the game.

The second feature is that the player recruits party members on board a starship, the game's "main hub" or "town" if you will. They will accomplish this by speaking with people on board the ship, or by contracting a party member for pay from the "lounge". The player can recruit as many people as they care to, however can only have 4 people in the immediate "landing party" at a time. They can change the current landing party by speaking with the attendant in the ship lounge. They have to be careful however, once a party member dies, they have until the end of the battle to revive them, or they are dead forever, similar to a rogue-like. Obviously deaths of the party members can have affects on the game's story as well as ending.

My question is that I could do these myself from elaborate events or by hiring someone to script these functions. Which option would be best for these two features?
 

AwesomeCool

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@Steeltamashi - feedback!

The idea sounds cool, but there should be a point to the people not in the landing party (people on ship work on research and what not) besides backup for the landing party.

You could do it with both scripts and events, but a script could make the system look better (menus and information displayed better) and less clunky.  It depends on how fancy you want the system really.
 

Lyson

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For some reason I can't get the thought typed up well.

-Large maps (Areas like cliffs, caves, valleys, hills, etc)

-No loot chests (No or limited equipment to find from exploring)

-Crafting ingredients to find in the maps

-Crafting ingredients to be dropped from enemies

-Many areas would not be heavy in the frequency of battles

-Exits can be easily found (They aren't requiring you to explore thoroughly)

Would people find it worthwhile to explore areas like these?

Would it be more or less likely to be explored if there was no towns or world map?

Better with a camping mechanic?
 
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