Dope Enby Vibes
- Feb 26, 2022
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A comment on the plugin page at Hime's site said it works as intended for MZ, but I haven't confirmed it personally. As for FOSSIL, it isn't one of the Hime plugins listed as confirmed to be compatible, but there's a fair chance it will work. You lose nothing by giving it a shot.Does it work in MZ? By way of FOSSIL or otherwise?
I'm just thinking, you'll have overworld enemies that don't respawn, and also a half encounter item?Random Encounters:
I will have overworld enemies in all dungeons that wont respawn. (Might have some way to trigger the respawn if you wish, might cost you something though.)
- There will also be roads on certain maps, the roads and the area around them are safe zones.
- Certain terrain like Cliffs will be low encounter zones.
- Will most likely have a Half Encounter item (But might have a drawback to it.)
I'm just thinking, you'll have overworld enemies that don't respawn, and also a half encounter item?
Seems like that's be ... weird.
Do you just spawn less on the map the first time the player enters?
If I equip it, do some encounters just go poof?
Is it random which ones you remove?
Can I cheese this by quickly equipping the half encounter item just for the ones that go poof, and then re equip to something different once I'm past?
Ah, so now I get it, the half encounter items only for the world map randoms, not the dungeon on screen encounters. Gotya.Overworld enemies in dungeons. I just don't know what to call them, event enemies? Non random encounter enemies? Visible enemies? The point is that that will only be inside dungeons
Month late. Thank god I'm not alone with this one.Linear Motion Battle System
Anyone who listens to me talk about JRPGs for any length of time will eventually hear me talk about my undying hatred for Active Time Battle. It is a ridiculous halfway house that fails to capture the draw of either turn based (to which I'm strongly partial) or real time combat and I haven't the slightest idea why anyone likes it. I once compared it to trying to dance while someone shoots at one's feet with a pistol and I stand by that analogy. While my favorite RPG is Final Fantasy VIII, that's in spite of it's use of ATB.
Funny you bring that up, because I actually tried to incorporate it into my own game to see how it worked... and I immediately trashed it because I did not like how it felt.
I like turn-based combat because there's so, so, so much you can do from a strategy/storytelling/mechanics angle with it. Not to mention you can track the passage of time more reasonably.
I like the way Chrono Trigger handles ATB though, primarily because you can choose whose actions you want to use (as opposed to having to go through everyone's actions one-by-one) and their enemy patterns actually make timing a real factor and not something arbitrary.
Month late. Thank god I'm not alone with this one.
They lack the fluidity of an action game, the precision of a fighting game, and the strategy of a normal RPG... including many well-implemented Action RPG systems.
I get they have fans, but I just don't see it. It's simply not for me.
My opinion is that if I buy a turn based RPG, is because I want to experience the mechanics of a turn based RPG. If I want platforming, I buy a platformer. If I want puzzles, I play something like Professor Layton (puzzles + fun stories and characters). Minigames only get in the way, always.Re: Minigames
I read most pages of this thread (I think) last week or so, but wasn't able to get through every single one because it already took me several afternoons, haha. So sorry if this has already been addressed in-depth. But:
Why do some people seem to not like minigames in general? Does it depend on the type of minigame at all, or is it truly just in general? Because some responses have described things like shoehorning poker or sudoku into your game, which I agree is annoying (at least when it's not optional). But other responses weren't so clear, and I'm curious if they include more immersive/built-in minigames as part of their definition of those they dislike.
For example, the lockpicking in Oblivion and Skyrim are technically minigames. Fishing in Stardew Valley is technically a minigame. But they both blend pretty seamlessly into the overall theme and gameplay, and I like them because it makes me feel like I'm actually, interactively doing something rather than just pressing a button and watching the results happen.
Some people's distaste for minigames won't deter me or anything (so don't worry about that), but I'm planning on implementing some minigames into my game world for optional immersion. Specifically, they'll be interactive "campus jobs" to earn some extra cash, and will be only one of many ways to obtain money - just a totally optional alternative to grinding mobs for gold or making/finding items to sell, etc. I envision them fitting naturally into the rest of the game, such as a "diner dashing" type of event launching if you "clock in" for a shift at the café, or a "trace within the lines" minigame scene popping up if you take on a forgery job, etc.
So I guess I'm just curious, for those who generally dislike minigames in RPGs, if this type of minigame is included in that distaste?
armor break/stagger mechanics.
cant damage (or only deal 5% damage) the enemy until break their guard or stagger them.
this mechanic was created with action games and doesnt translate well into other styles.
To expand upon this, replace the underlined with basically any mechanic. If something is only in the game because someone wanted it in the game and did nothing with it, then it is at best harmless (day-night cycle that only affects the colors on the screen and nothing else) and at worst actively detrimental (hour long unskippable cutscene that doesn't progress the plot or characters). I'd go so far as to even apply this to exploration or combat; if it's only in the game because "every rpg does it" but you don't actually do anything with it, then it is just padding. Although an rpg without exploration or combat is a bit hard-pressed to be called an rpg...Day-night cycles that exist mostly for the purpose of having a day-night cycle.