- Mar 13, 2012
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It's not my intention to make it punishing. Challenging? Yes. But not particularly punishing.So... it's a punishing game. Any reason for that? How do you signpost it?
The levels don't actually mean as much as they typically might in other games.Nice! Lots of free levels!
Non-Physical elements only exist natively on magic skills which tend to cost a lot of MP as compared to weapon skills and have a charge time which could be up to two turns or higher. So putting elements on a weapon could be advantageous when pitted against certain enemies.They tend to play a fairly large role in almost every RPG. I could even boast that about mine, it's so common. The question then becomes:
What elemental skills do you have? Far more efficient to use "Fire" as a skill than to put it on a sword that breaks.
That's actually something I do need to playtest more on. I don't want to, but I might need to put some sort of cap on leveling to keep players from game breaking stat levels. I am working on that, but it will def take time.My question is: "Would that boss even be a threat if I'm so overleveled that I can effectively destroy it in a few hits?". Because... with the way your XP Item thing sounds... Yeah, I definitely could and would and should. Much better than interacting with a mechanic that is basically bound to be excessively annoying.
Again, I'll have to test and see just how much of a problem this becomes. This one is especially subjective. I don't mind the menus as much, but that doesn't mean my audience won't either.One of your biggest hurdles is going to be "Menu Fatigue". Something that ensured I basically cut down my skill lists to 6-9 skills and no more (to avoid scrolling). Something that ensured I basically cut down Consumable Lists to around 20 items. The less time my players spend in menus, the better off the experience will be. Especially since the action doesn't stop for 10-20 seconds at a time to scroll a list of equipment and pick a new one after the old one broke.
And by the by, I do limit the amount of battle items to about 10 so they aren't clogging the menu up during battles. I also tried to make item categories to help when out of battles.
So a bit of info to maybe provide some context: In my game, you have 4 main characters. They all can equip most equips and thus learn almost any and all skills in the game.Jeeze, if I need to manage more than two... Yeah, that's not going to feel good for me as a player. I'm perfectly happy managing one set of armor. Put it on, forget about it. Equip a single weapon, forget about it. Navigate the menu again when I get an upgrade.
The player also has a great deal of agency when increasing the PC's stats.
So, depending on the situation, you might want everyone donning heavy armor and packing swords. Or, half of them take up a staff. Maybe one needs to steal a few items, so they get the thief gear. But the monster gets mad if you steal an item and nukes the party and you have to steal 2 items before you can get to what you need...
So everyone is a thief and then someone has to run away right after the steals are done! So a player might have sets of gear for each PC for each situation. I feel that overcoming these scenarios is part of the fun and giving tools with a small negative helps making those choices more interesting.
I have two weapons that can cast advanced magic. One does take durability damage from the spells.And if durability doesn't go down from skill usage... Man, let me save my swords and staves and just cast Firajajagigaburnboom every single turn. Cuts down on the amount of Durability I got to deal with.
Of course, the one that does has an effect which not only boast the spells but provides other bonuses as well.
Again, player choice should be interesting.
It won't happen today, but I will def keep you in mind. Thank you for that.Sure, shoot me a PM when you're ready, I'll take a look. I'll see how I can break it for you.
While I know these forums are for game devs, the vast majority are also the players.But, alas, if you describe your system from your game and give incomplete information... you get incomplete answers. You need to expect that going in.
It isn't really useful to say, "You can't critique it because you haven't played it yet!". This is a weird sort of gatekeeping that is intended to shut down criticism because it can't be handled.
I simply can't give ALL The pertinent data from my battle system away. So I am sorry if I leave a few details out. A lot of my systems kinda blend into each other and I didn't think I needed to reveal too much outside of the OP topic.
I like the idea of the tension it could cause in battle. You're three good FireFlipimOffaLotta spells from victory when your staff cracks in two! No one else has a staff strong enough to get the spell out at the potency you need so what do you do?Is swapping equipment around because it breaks fun? Why? What makes it fun?
I don't want to stress my players out, but I want those moments when they can answer the above question successfully to be something they are proud of finding on there own.
I'm a bit of a family man, so while I can read these forums and occasionally work on a plugin request or two, going in on my game design is more difficult. Just an excuse, of course... I'll have to find that motivation somewhere.Pick a reason. It could be just as simple as working on one thing every single day to ensure progress is made. If you need an excuse to work on your game, you probably won't ever finish it. If you need motivation, you can only find that within yourself.
Ooooo... I think I know who you mean! I'm sure they mean well, but they can be cringe-worthy at times.Plus, there's one person on these forums who has routinely told me all the flaws in every single one of my systems and helped me get better by throwing walls of text back at me and making me consider my own points of view. If nothing else, I want to toss the demo their way and see if what they thought my game was matches up to what it is. I do so enjoy my friendly rivalry with them. Maybe... just a little... I want to figure out how to impress them. And maybe... just a little... give them some material that they can launch their own ideas off of. That makes me happy.
Not sure if you were addressing me there, but I actually try to test my game with different playstyles in mind. While ultimately, mine is a min-maxer's dream game, I'd like to think anyone can try it out and have fun without having to dive too far into the game's mechanics. Test, test, TEST!sounds like you only playtesting with 1 mindset (the perfectionist) which seems to actually be the focal point of most of @Tai_MT critiques.