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Post by NASH7777 on Nov 24, 2004 21:51:11 GMT -5
Well if you well make our game the battles difficulties shouldn't change that much at all as you go through, cause if your at the right level at the right time, the battles difficulty should be about same except bosses, all the way through. And if you level up right away to like 99, yeah the enemies will be harder but you'll be also stronger so it should balance out.
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Post by Deleted on Nov 25, 2004 3:05:23 GMT -5
The only problem'd be when characters and enemies start getting jipped stats because they reach 999 in them, but making a level cap-off before that starts to happen would stop that.
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Post by Aaron on Nov 29, 2004 12:41:40 GMT -5
The stats that the monsters are based off of do not have the weapon and armor properties factored in. So every piece of equipment that the party gets, they get stronger over the enemies. If a monster stat formula ends up giving the enemy 400 HPs, and the sword that Hesh uses has an attack property of 400 + strength, then the monster is gonna die in one hit from his weapon no matter if his base strength is 1. The special moves that the characters get also adds the character's weapon attack property. The enemies that have the ability to cast magic and use skills makes them harder than enemies that can't cast spells and perform skills. And every monster has unique stat formulas. The bosses have been changed so that they fluctuate as well.
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Post by Doan the Nado on Nov 29, 2004 19:15:54 GMT -5
Awesome. This concept is beginning to sound better and better. I've always thought it would be a good idea to make a game like this, so I can't wait to see what you do with it.
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Post by Aaron on Dec 3, 2004 11:01:50 GMT -5
I think it's coming along well for the most part. I've ran into a few bugs that I hope I can work out. Sometimes when the monster graphics are supposed to change in the Enemy Modifier scripts they either disappear, or change to something they're not supposed to be. I can't see why this is happenning, and it only happens once in a while. I am also trying to figure out some original spells and skills that I could use in my game. If anyone wants to help, feel free to post. Thanks.
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Post by Deleted on Dec 4, 2004 3:02:35 GMT -5
I find a good way to name spells is to look up words that you can think of for spells/skills (like fire, ice, volcano, inferno, or just slash, etc.) at www.thesaurus.com, then right down lots of "first words" and "second words," then combine those words accordingly. Some combos will be bad (such as the worst, Aero Arrow haha ), but many will be good (such as Inferno Squall ). This also makes your spells/skills more unique because most one-word spell/skill names have already been used, whether it be something simple like Fire, or something better like Inferno. Hope this helps, good luck. Naming things well really just comes from having a good vocabulary, but if you don't you can just use a thesaurus. At least, that's how I did it, and I have about 350 or so moves for characters and classes, so some aren't that good, but they all beat the crap out of Fire, Fire2, and Fire3. My other tip is obvious: don't steal names from other games and don't just use numbers for better spells. At the very least I'd say Double and Triple Flame beat Fire2 and Fire3 (for example).
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Post by Aaron on Dec 5, 2004 16:03:50 GMT -5
Thanks for the link William. I am actually planning on having alot of original spells and skills, not just the regular elementals, and poison, sleep, confuse, berserk, death, and all that. I want to make mine a little different ot add some spice to my game and occasionally make the player say "Wow, that's something I haven't seen before." I know it will be hard, but I think that it can be done.
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Post by Aaron on Jan 1, 2005 23:21:14 GMT -5
Scratch the "Original-never-before-seen abilties" idea. I just simply can't come up with all original ideas to use. I'll probably use the method that William said to make up original names. I have been working on other, more important things as of now. I am currently fully writing out the story and events for my game, instead of working out of my memory. I know that I should've done this before I ever started, but i thought I could handle it inside my head. I was indeed a fool to think I could make such a massive game (75 to 100 hours) with only a few ideas jotted here and there. I know that I can definately make that large of a game from every thing that I want to happen in the game, but I need to get it all out right now so that I have a solid bridge to walk on. I repeat, I am a fool. To all newcomers: FULLY PLAN your game out on paper before you start. DO NOT try to work from your memory. YOU WILL forget a lot of your good ideas before you get them into your game, especially when you quit working on it when you decide to play another game for a few weeks. Wish me luck.
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Post by Doan the Nado on Jan 2, 2005 19:47:40 GMT -5
Good luck. Besides, writing your ideas down will allow you to share some stuff with us, too, if you want.
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