- Joined
- Oct 17, 2012
- Messages
- 394
- Reaction score
- 98
- First Language
- Español
- Primarily Uses
- RMVXA
One of the games I have seen this is Radiant Historia and this one showed me a inconvenient in one aspect: Balance
This character will be all the time in the party, which will mean he'll take all Experience Points, which in development process it means
a) You make sure the experience curve is designed in a way the main character arrives to the important points with the desired level, but that implies the other characters might doesn't get the enough experience/level for those places, or.
b) You make sure the experience curve is designed in a way all other characters can arrive to important points with a desired level (asumming player rotates their use of course) but that'd imply main character would arrive to really high levels, probably becoming it in a gamebreaker
I'm saying that not to discourage you to lock it, I'm saying that because that'd imply a careful way to character experience growth. RPG Maker is quite malleable in this subject and you could, for example, create a different experience curve for main character and that can help to avoid main character gets a experience snowballing.
Regardless that, if you say he's the main story device and istory and world can't exist without him, the most logic approaching would be to lock the character, so you'd need to check properly the experience curve to avoid a lack of balance in your project.
This character will be all the time in the party, which will mean he'll take all Experience Points, which in development process it means
a) You make sure the experience curve is designed in a way the main character arrives to the important points with the desired level, but that implies the other characters might doesn't get the enough experience/level for those places, or.
b) You make sure the experience curve is designed in a way all other characters can arrive to important points with a desired level (asumming player rotates their use of course) but that'd imply main character would arrive to really high levels, probably becoming it in a gamebreaker
I'm saying that not to discourage you to lock it, I'm saying that because that'd imply a careful way to character experience growth. RPG Maker is quite malleable in this subject and you could, for example, create a different experience curve for main character and that can help to avoid main character gets a experience snowballing.
Regardless that, if you say he's the main story device and istory and world can't exist without him, the most logic approaching would be to lock the character, so you'd need to check properly the experience curve to avoid a lack of balance in your project.
