Gear Description in your Games

Black Pagan

Veteran
Veteran
Joined
Feb 21, 2017
Messages
350
Reaction score
271
First Language
English
Primarily Uses
RMMV
How do you guys Label the Gear Description in your Games ? I have been thinking about doing this many different ways. Here are 3 different ways I could think of labeling Gear in my Game :

Only Stats :

Only Desc :

Desc + Stats :
 

HumanNinjaToo

The Cheerful Pessimist
Veteran
Joined
Apr 18, 2013
Messages
1,226
Reaction score
603
First Language
English
Primarily Uses
RMMV
I like flavor text that also tells any added function beyond the obvious stat increases that you can already see on the equip screen. Telling the def gain is probably unnecessary, while including the state resistance is mandatory I would say.
 

The Stranger

The Faceless Friend
Veteran
Joined
Sep 14, 2012
Messages
3,341
Reaction score
21,535
First Language
British English
Primarily Uses
RMMV
This is why I loved the description pop-up box script for Ace. You could use the description box for flavour text, and the comment box for the various stat and state changes of the item. Huge fan of flavour text, and dislike descriptions that just tell me what an item does; makes the item seem like it's not really a part of the game world, like it exists for purely mechanical reasons.
 

KakonComp

Lucid
Veteran
Joined
Jun 16, 2020
Messages
158
Reaction score
1,082
First Language
Ostinato
Primarily Uses
RMMZ
I'd say the top of SS3 and the bottom of SS2 would work best assuming there are no scripts/plugins to add more space for flavor text. Omitting what's already seen from the equip screen saves room for the above to mostly work out.

Keeping the flavor text on the top line could be tough depending on what you wanted to describe about the item, but it's also a good exercise in cutting back on making item text too flowery or verbose. I have that problem myself :rswt
 

Aesica

undefined
Veteran
Joined
May 12, 2018
Messages
1,523
Reaction score
1,415
First Language
English
Primarily Uses
RMMV
Flavor text is one of those things that I love when it accompanies more detailed mechanical information, but I absolutely hate flavor text when that's all an item or skill has. As such, the description of items in my game tend to go something like this.

This is for the "Gunblade" weapon, intended as a nod to FF8 as well as a little joke about the absurdity of Squall's weapon of choice:
Code:
Pulling the trigger shoots the blade at your target...but then
what?  ATK +110, SPD +5, Bonus Skill: Gunblade Trigger
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,853
Messages
1,016,990
Members
137,562
Latest member
tamedeathman
Top