What are you working on?

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Kes

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I wanted to give the player some meaningful customization of the characters, so I've now got a system whereby at each level up and at every third side quest completed, they get some bonus points to allocate to the characters' stats.  Now I'm facing the total, complete and utter nightmare of trying to gauge how powerful to make enemies when I have no idea what the player has done with those bonuses, so that fights have some challenge in them.  Did all the points go into ATK, or DEF, or MDF or what?  Is the player one of those rare persons who has maintained the original balance of character stats, and boosted fairly evenly?  I sometimes wish I'd never decided to give this option.
 

WNxTyr4el

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The great part is though is that it's your game lol. You can do what you want to it!
 

Engr. Adiktuzmiko

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@ksjp17 - that's my problem too when I was trying to do a game which the player has absolute control over his stats... during testing, I find it such that if a player puts a lot to attack at the beginning, the enemies become easy to kill...
 

WNxTyr4el

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My feeling on it is that you shouldn't punish the player for putting ALL their bonus stats into ATK or MAT. If you make the enemies stronger to compensate for possible stat boosts in those stats that won't make for a fun game. But then again having too easy enemies will make the player bored (even if it is their fault for putting points in those stats). I'd say to compensate for their bonuses, add to the stats of the enemy. You have to think that every player is going to put stats into ATK or MAT to make their player stronger so you have to level the playing field :) . Hope that makes sense
 

Kes

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I'm trying to get round it by giving the enemies sneaky and slightly unexpected states.  Also given a few skills to actors which depend on other stats for their power e.g. LUK or AGI.  At least that will encourage the player to spread those bonuses around a bit.
 

Engr. Adiktuzmiko

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in theory it's easy... but it's really quite hard to do...because of course you need to account to the possibility that a player will not put everything in attack or will that palyers will have different builds... of course there are bad builds and good builds... but you would want to at least make the good build quite have a huge stat range... coz if ur just gonna balance around 1 build, then why let the player build at all?

it's easier if the bonuses are just really small since you can even somehow disregard the bonus effects... but if in your game, the player has complete control as to how his stats grow, it becomes really hard...
 

WNxTyr4el

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I'm trying to get round it by giving the enemies sneaky and slightly unexpected states. Also given a few skills to actors which depend on other stats for their power e.g. LUK or AGI. At least that will encourage the player to spread those bonuses around a bit.
That's a great idea. Just make sure to say that in the skill descriptions! I'm having trouble fitting everything I need into two lines of info lol
 

Fomar0153

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I had lots of fun today, cutting and drawing, scribbling out.

And then I recreated the paper version!

And managed to convince Indrah that I had been working today.


Edit: Before anyone pulls me up on:


9 + 3 * (index - 1)


in the code it's:


6 + 3 * index
 
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Kes

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@Fomar

I could see me throwing something at the screen before finishing that!  Nice bit of work.

@adiktuzmiko

No, the player doesn't have complete control, like I said, these are bonuses, so not a total build.  Each level only gives a small bonus, but the cumulative effect over 20 - 30 levels could be quite significant.  As I've also given the choice of 4 difficulty levels, that should enable most players to find a way that is enjoyable for them.

@WNxTyr4el

I've developed a very concise way of giving all that info, so no one will be able to say that they didn't know!
 

WNxTyr4el

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How did you manage difficulty levels? Common event that sets enemy stats based on what the player chose?
 

Kes

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@WNxTyr4el

I thought of doing it that way, but because I am also giving the player the choice of random (invisible) or evented (visible) encounters, that was going to be far too complicated, so in the end I'm using Todd's Difficulty level script.  This also allows me to adjust the exp and drop rates for the different difficulty levels if I want to.  I think the combination of difficulty levels, plus visible/invisible enemies plus some stats allocations means that players will be able to adjust the game to their own preferences fairly well.  It just makes my job of trying to balance everything more tricky.
 

Dr.Yami

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Working on Mac

 
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WNxTyr4el

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Worked more on my skills today. Have around 60+ now. ALMOST done the warrior classes thank god lol
 

Engr. Adiktuzmiko

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wow... so far I only have 4 skills... 1 armor and 1 weapon... hahahaha...
 

WNxTyr4el

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Hahaha. A lot of my animations are **** though. I have to redo them later on. The balancing of the formulas may also be off but that's been the main thing I've been working on. After finishing off my 31 classes, I started working on the skills. It's taken quite some time.

You've been custom making stuff all along. That in itself takes time lol. I don't blame you for only having that many. Besides, I wish I could customize more of my game using things I make but I don't know how. So for now I'm using GIMP where I can and different tilesets where applicable
 

Engr. Adiktuzmiko

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I only have two animations (not using any of the default anims)... XD... I'm focusing right now on the story part and the intro maps since I won't be needing the database objects in the intro anyways...
 
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WNxTyr4el

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Ah. Yeah I'm using some of the database animations. Items, weapons and armor are still default but I'll be deleting them and adding my own soon
 

PixelLuchi

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Made a detailed world map for Enelysion. Only Volume I's areas are shown. And I only realised just how many areas I made for the game. 0_o
 

 

Quigon

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I am finishing up the most bizarre cutscene I've ever made. Here are some pictures from it.

 

WNxTyr4el

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Those remind me oddly of Fallout and/or Bioshock. Is that what you were going for? I like it a lot. Wish I knew how to create something like that. One thing I notice though. The color of the font in the first screenshot is slightly bluer than the second one. Whys that?

@Luchino: Holy ****snacks Batman! That's a beautifully detailed map! How'd you do that?!
 
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