- Joined
- Feb 26, 2013
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- First Language
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So, I've been working my ass off for almost 1.5 years with my main project, and a demo is coming up soon (ignore the project links in my sig, because my main project has been overhauled to the point that the project thread is now completely irrelevant), and so I have a few questions.
As the story, most of my assets and core game-play mechanics are nearing completion, I find myself going back, and tweaking a lot, to make things optimal for a wide variety of players without having to sacrifice too much of the core components that make the game what it is.
So, the following are some balancing aspects and features that I have already implemented, but consider changing or removing based on input from potential players.
1.) Uniform Level Progression system ("no hero left behind")
The entire party levels up uniformly at specific points throughout the game, meaning that even if you don't grind at all, your entire party will still be at a certain stage in terms of stat-development (the bare minimum for making it through the game).
This essentially means that no players will be (unreasonably) punished for not using a particular character they don't like, or for opting out of standard encounters.
Standard encounters only give very little exp, and the general stat progression and leveling is done through the use of consumable items.
This means that you can make the game easier by exploring and grinding, and also make yourself stronger to fight the stronger enemies you find off the beaten path.
You can still clear the game though, by simply going through with the uniform level progression system, although that will require significantly more strategic thinking in battles.
2.) Dualistic skill progression
All party members have one unique skill-tree each, with a small amount of unique skills.
Magic however (general spells, like healing, fire, ice etc) is non-specific, and can be bought or found around the world in limited quantities.
This means that while all characters are unique to a certain degree, their roles in battle can also be customized to a certain degree as well.
3.) Encounter-pass
For each encounter you have (this game uses touch-encounters), you'll be given a consumable item that can be used to skip another encounter.
Technically speaking, if you clear a path going through a dungeon, doing all the encounters, then you can skip all the encounters when you go back.
Dungeons that have been completely cleared can have encounters turned off upon entering the next time - this is to allow players who wish to backtrack for items they might have missed(etc) to save time.
4.) Battle continues
Granted that you have a certain type of consumable item, standard encounters can be re-tried whenever you lose. This is to lessen frustration of players who lose due to a fluke or lack of concentration.
Boss encounters on the other hand, have unlimited re-tries.
Items used in battle will not be given back upon re-try though.
5.) Context Save
Towns, over-world, and cleared dungeons have free save.
New dungeons use save-points, but a limited consumable item can be used to call up the save menu in case of emergencies.
This is to maximize comfort while still retaining a certain amount of tension during dungeon runs.
Summary :
So, I have incorporated these 5 elements to make sure that the game can be played with as little frustration as possible, while still trying to allow for some of the game-play traditions that many people are polarized on like grind vs skill/strategy, static characters vs open characters, save-points vs free save, and so forth.
My hope is that people who like things to be strategic can then enjoy the core of the game without grinding, while those who like grinding and want to feel power-full as the result of long-time efforts can do that too.
Players who enjoy easy access, and smooth play can run through stuff pretty quickly, use continues and encounter pass, and rely on the games journal system to stay on top even if they've gone for a long time without playing.
Those who like to commit for long periods of time, to stay immersed, likes a good challenge etc, can do that too, by not relying on those systems, and going for the side-quests etc.
My fear of course, is that I might have stretched to the game-play out too much, and will just end up alienating everyone instead.
Anyways, what do you guys think? Should anything be scrapped? If you could change something, what would you change and how?
If you like the sound of it the way it is, then by all means, write that too.
Thanks for any and all support!
As the story, most of my assets and core game-play mechanics are nearing completion, I find myself going back, and tweaking a lot, to make things optimal for a wide variety of players without having to sacrifice too much of the core components that make the game what it is.
So, the following are some balancing aspects and features that I have already implemented, but consider changing or removing based on input from potential players.
1.) Uniform Level Progression system ("no hero left behind")
The entire party levels up uniformly at specific points throughout the game, meaning that even if you don't grind at all, your entire party will still be at a certain stage in terms of stat-development (the bare minimum for making it through the game).
This essentially means that no players will be (unreasonably) punished for not using a particular character they don't like, or for opting out of standard encounters.
Standard encounters only give very little exp, and the general stat progression and leveling is done through the use of consumable items.
This means that you can make the game easier by exploring and grinding, and also make yourself stronger to fight the stronger enemies you find off the beaten path.
You can still clear the game though, by simply going through with the uniform level progression system, although that will require significantly more strategic thinking in battles.
2.) Dualistic skill progression
All party members have one unique skill-tree each, with a small amount of unique skills.
Magic however (general spells, like healing, fire, ice etc) is non-specific, and can be bought or found around the world in limited quantities.
This means that while all characters are unique to a certain degree, their roles in battle can also be customized to a certain degree as well.
3.) Encounter-pass
For each encounter you have (this game uses touch-encounters), you'll be given a consumable item that can be used to skip another encounter.
Technically speaking, if you clear a path going through a dungeon, doing all the encounters, then you can skip all the encounters when you go back.
Dungeons that have been completely cleared can have encounters turned off upon entering the next time - this is to allow players who wish to backtrack for items they might have missed(etc) to save time.
4.) Battle continues
Granted that you have a certain type of consumable item, standard encounters can be re-tried whenever you lose. This is to lessen frustration of players who lose due to a fluke or lack of concentration.
Boss encounters on the other hand, have unlimited re-tries.
Items used in battle will not be given back upon re-try though.
5.) Context Save
Towns, over-world, and cleared dungeons have free save.
New dungeons use save-points, but a limited consumable item can be used to call up the save menu in case of emergencies.
This is to maximize comfort while still retaining a certain amount of tension during dungeon runs.
Summary :
So, I have incorporated these 5 elements to make sure that the game can be played with as little frustration as possible, while still trying to allow for some of the game-play traditions that many people are polarized on like grind vs skill/strategy, static characters vs open characters, save-points vs free save, and so forth.
My hope is that people who like things to be strategic can then enjoy the core of the game without grinding, while those who like grinding and want to feel power-full as the result of long-time efforts can do that too.
Players who enjoy easy access, and smooth play can run through stuff pretty quickly, use continues and encounter pass, and rely on the games journal system to stay on top even if they've gone for a long time without playing.
Those who like to commit for long periods of time, to stay immersed, likes a good challenge etc, can do that too, by not relying on those systems, and going for the side-quests etc.
My fear of course, is that I might have stretched to the game-play out too much, and will just end up alienating everyone instead.
Anyways, what do you guys think? Should anything be scrapped? If you could change something, what would you change and how?
If you like the sound of it the way it is, then by all means, write that too.
Thanks for any and all support!

