- Joined
- Oct 3, 2015
- Messages
- 646
- Reaction score
- 185
- First Language
- Russian
- Primarily Uses
- RMMV
I think that there needs to be a clear, good, concise, well-defined plan for each level you do battle in. What I am talking about is about the stats/parameters, states, armors and weapons.
I mean, for example. If you have a level where you go in a "fire cave" to battle mostly fire-based type of monsters/enemies. You can have a shop that allows you to purchase weapons that are effective against fire-based enemies (like ice Attack Element), armors that give small partial, large partial or complete "State Resist" against the enemy element (fire) element. Or is the latter one too much? I guess these items would be very expensive or something. Or you can craft/synthesize them from rare ingredients. Maybe you can even purchase an ability someone can learn to give one a state of partial or complete resistance to fire. And you can give this ability to anyone. But maybe someone who can cast it many times, like someone with a lot of MP or someone who uses a lot less MP to cast it.
What I want is to have a lot of states, weapons and armors to choose from in a game. The Final Fantasy games have only a limited amount of them. I want a lot of them, and that they won't get useless, ever. Or is having a lot of states, weapons and armors not a good game design thing?
Oh and you need to customize parameters/stats. Maybe the fire cave has high agility, or high magic attack. How would you customize the states, armors, weapons, skills and items to counter this cave?
I don't know what to do about this. Please tell me "good practices" here and hints & tricks.
I mean, for example. If you have a level where you go in a "fire cave" to battle mostly fire-based type of monsters/enemies. You can have a shop that allows you to purchase weapons that are effective against fire-based enemies (like ice Attack Element), armors that give small partial, large partial or complete "State Resist" against the enemy element (fire) element. Or is the latter one too much? I guess these items would be very expensive or something. Or you can craft/synthesize them from rare ingredients. Maybe you can even purchase an ability someone can learn to give one a state of partial or complete resistance to fire. And you can give this ability to anyone. But maybe someone who can cast it many times, like someone with a lot of MP or someone who uses a lot less MP to cast it.
What I want is to have a lot of states, weapons and armors to choose from in a game. The Final Fantasy games have only a limited amount of them. I want a lot of them, and that they won't get useless, ever. Or is having a lot of states, weapons and armors not a good game design thing?
Oh and you need to customize parameters/stats. Maybe the fire cave has high agility, or high magic attack. How would you customize the states, armors, weapons, skills and items to counter this cave?
I don't know what to do about this. Please tell me "good practices" here and hints & tricks.