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Post by Aaron on Nov 9, 2004 16:03:38 GMT -5
That is exactly what I had in mind. A goblin might drop herbal medicines or weapons that get better with increasing levels, while the blobs would drop poison antidotes that get better with the increasing levels. Like at level 3 they drop antidotes that cure poison. Then at level 13 they drop antidote that cure poison, and heal 40 HPs, and so on.
I was also thinking that it would be cool to have the robot/ metallic enemies drop "scrap metal" that the player could sell to a special blacksmith in a certain town for money or newer, better weapons. It could be a mini game that is not annoying to play over and over again to benefit from. I could also have the scraps change randomly to give more valueable metals. Like Scrap metal var= 1?100, If the number is 1-50: they get iron If number is 51-76: they get blue steel and so on for the rest. I thought that this idea was pretty good, and I just want to let everybody give their own opinion on it.
EDIT: I posted right after Jugem did. Hey Jugem, I fight battles in games for the fun of it. I hate going back too the beginning of a game and stomping all over the crappy little monsters because it isn't challenging or fun at all. But I do understand what you're saying. There are reasons to fight. Because if you don't you won't learn abillities that will help you beat bosses and stuff like that. Some monsters in my game will walk over top of you if you are don't know certain skills and magic. I hope that this gives you a different look at my system.
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Post by Deleted on Nov 9, 2004 17:04:56 GMT -5
Sounds good to me. Dark Cloud managed with about 4% of the money earned being from enemies dropping money and the rest from enemies dropping items that the player'd go sell. Yes, just make sure there's an incentive to battle and it'll be fine.
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Post by Tacticalman on Nov 9, 2004 19:43:30 GMT -5
I like ur robot parts idea, AMP
what if u had a minigame/sidequest where u used those parts to create robots... they could be party members or just NPC's....
It would give the player a reason to want to fight robotic enemies
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Post by Aaron on Nov 9, 2004 20:01:50 GMT -5
Well, tactical man, you gave me a good idea. In my game the party befriends a group of pirates early in the game(after the first dungeon, you save the crew) and they will take you nearly anywhere you want to go in the world on the ship. Since you brought up an idea about building robots, I could make it so that you build robots from scraps for the pirates. I could have this unlock special mini games else where in the world, or maybe something else. I could also do it the way I had planned, but also incorporate your idea as well. It would be unique if nothing else.
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Post by vespuleth on Nov 9, 2004 21:59:14 GMT -5
a plethora of ideas for ways to use the scrap metal would be ideal. esspecially if each use had unique bonuses. this way, the player would have to use thought to decide how to invest each piece, and would also allow more character customization.
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Post by Jugem on Nov 10, 2004 15:29:18 GMT -5
I fight battles in games for the fun of it. But why are they fun? Usually because you're getting something out of them. Although I can understand where you're coming from. After thinking a little more about this, I really don't know if battles are fun because of being rewarded sufficiently or if they're fun just because they're satisfying on their own. And fighting to learn abilities is definitely a reason to get into battles.
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Post by Aaron on Nov 10, 2004 15:37:11 GMT -5
Well, I believe that fighting battles is a reward in itself. But come to think of it, when my game comes out, I'd speculate that there will be a divide over it. Some people will like it, some will despise it. That's what I think. I wasn't trying to sound rude or anything when I replied to you, I can understand where you would be concerned about the whole idea. I'll just do my best to make the battling in my game fun and rewarding, just maybe in a different way. Oh, and what do you think about the scrap metal idea? Thanks Vespuleth, that's what I think I'll do, the only problem is that I'll have to sit down and come up with some legitimate tasks that you could use scrap metal for....with a reward at the end of it. It's going to be fun.
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Post by Jugem on Nov 10, 2004 15:51:08 GMT -5
You weren't coming off as rude or anything (I hope I wasn't either ). As I said in my last post, I can't really put a finger on why I enjoy battling in rpgs. I had thought earlier that it was because I was getting rewarded. But it could just be because the battles themselves are fun. Your scrap metal idea has two parts to it: the trade the metal for better weapons idea, and the build robots with the scrap metal idea. I like the "better weapons" idea, and having some more valuable (and I assume rarer) metal. Just be sure there's a large variety of different metals and weapons. As for the robot idea, I'm not exactly sure what the point is. Do they reward you with money for building the robots, or can the robots be used for anything? Until I know this, I can't really comment on it. I would advise having a lot of depth to this though, and don't do this half-heartedly. And like vespuleth suggested, having different ways to use the scrap metal would be a good idea. Maybe a combination of the weapon and robot ideas.
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Post by Deleted on Nov 10, 2004 22:24:50 GMT -5
Yes, it depends on the setting, but if robots don't fit into the game then I'd say skip them entirely. What I would do is make various metals like Iron, Silver, Gold, Bronze, Copper, Mythril, Demascus, Ohriculum, Steel, Platinum, etc. (maybe make elemental ones too); then make lots of blacksmiths throughout the world that can make stuff (with a price of course) out of various metals such as Weapons, Armor, Helms, Accessories (like Gauntlets), Shields, Bucklers, etc. (or some key items for sidequests). I think it'd give the player something to do to help them get stronger over the enemies (by better/advanced equipment), give your game something to make it standout among others, and make battling and not-battling more important and fun. (Now I'm thinking I might do this is my game too, but I don' t mind anyone else doing it too (AMP or others)).
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Post by vespuleth on Nov 10, 2004 23:47:03 GMT -5
ive been planning on doing synthing and scavenging for a while in my game, but i havent really worked on the idea yet.
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Post by Aaron on Nov 13, 2004 22:31:16 GMT -5
I have way too many ideas for my game. I don't even know if I'll ever finish it...... I get pretty discouraged sometimes. It seems like I work harder tinkering with my RPG than I do at actual work.
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Post by vespuleth on Nov 13, 2004 22:56:26 GMT -5
eventually im goin to do an article in my 'guarantees topic' on how to stay the course. for now, im gonna say stick to what is necessary to your game, and add all the extras in after you have a solid game. by game, i mean atmospher, story, and player interaction (ie battle system). after that do the mini games and sidequests and other stuff. i mean, these are going to be your players priorities when playing the game, why not design the game the same way?
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Post by Aaron on Nov 14, 2004 15:55:07 GMT -5
You have a good point Vespuleth. I have been working too hard on it I think....trying to do too much at one time. I do need to set up a checklist from important to not that important things I want to do in my game and finish one task before I start another.... Do you guys think I should start my game with the player in jail? (He is being freed for a day because it is a world wide holiday). I am going to have a movie of sorts before it cuts to him laying in a jail cell. Also note that you get the choice to kick the guards *butts* for trying to bully you around (It's pretty funny ) If you don't think this is the way to go, try to give me a suggestion.
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Post by vespuleth on Nov 14, 2004 20:48:01 GMT -5
if there is something he is actually supposed to accomplished while hes free for the day, id start it there. if something happens while hes free for the day, but he doesnt start w/ a specific goal, id start it where the 'something' happens, and have the rest of it be cutscene. the last thing you want is the player to have to roam around pointlessly w/in the first few minutes of gameplay...
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Post by Aaron on Nov 14, 2004 21:37:56 GMT -5
Yeah, there is a reason that he is free for the day. The mayor of town wanted everyone in the town to be able to celebrate "Deliverance Day" which is the equivelant of Independance day for us. It is celebrated fanatically throughout human culture in my game. The player has no control of the scene in the jail, other than the choice to remain calm with the gaurds or beat em up. Then after that, the player goes upstairs to and anothercut scene starts. The first five minutes or so in the game is two cutscenes. It probably sounds excessive, but they have good purpose, and they're not boring....
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Post by vespuleth on Nov 14, 2004 22:59:45 GMT -5
given that info, id just say you make it all cutscenes, (maybe condense it a little) and let the player start after the cutscene which takes place upstairs.
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Post by Doan the Nado on Nov 15, 2004 15:58:54 GMT -5
I personally like the cutscenes to be broken up a little bit. I kind of get bored with just hitting the X button, so if a cutscene ends and I can go up some steps before a new one begins, that is a welcome break.
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Post by Aaron on Nov 15, 2004 18:45:43 GMT -5
I try to keep my cutscenes free of talkative messages....They are mostly action oriented, visual scenes with lots of feeling. Many of my cutscenes are flashy and fast paced so I can keep the player interested. I hate it when I have to press the x button over and over for ten minutes.
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Post by Tacticalman on Nov 16, 2004 18:12:13 GMT -5
Amen i say lol Action is awesome, button pressing sucks, just like the dbs
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Post by Deleted on Nov 16, 2004 19:43:35 GMT -5
It depends, I made all the DBS text much shorter, and it goes automatically withoutthe player pressing X, and if the game's done well, whether action ("hack and slash) or RPG, the player won't just press X over and over any ways.
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Post by Aaron on Nov 16, 2004 22:02:03 GMT -5
You're right William. In a good game, the player never presses x over and over and over and over and over again. Keep the game relatively fast paced, unless there is a very very important reason to slow it down for a minute.
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Post by NASH7777 on Nov 20, 2004 7:58:48 GMT -5
Just a thought....but I don't think the "enemies leveling as you do" is that good of an idea, personally I kinda like it but there is a big problem with that. You could sit and level up in the beginning town until you got to like lv 99 then just walk through the rest of the game!!! That's why games have easier enemies in starting places and harder ones later, then when you are in areas where your too strong you don't get enough experience to level up and the battles are too easy but it forces the player to continue the game. Just what I was thinking... so idk take for whatever, you could also set a breaker at areas in your game where you can't level any more after a point up till you do something in the game....then after thaqt you may level up to the next breaker ;D
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Post by vespuleth on Nov 20, 2004 12:21:28 GMT -5
actually, neo, if they level to 99 at the beginning, im thinking that would be detrimental. because, since monsters level up w/ them, all of the fights in the game would be lvl 99. see, they wouldnt be able to walk through the rest of the game. this is actually a good idea to prevent power leveling and munchkin characters.
i like it.
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Post by Aaron on Nov 20, 2004 12:51:56 GMT -5
Yes, Neo, Ves is right. You would be screwed into fighting extremely difficult fights all the way through the game if you sat and leveled to 99 at the beginning, NOT a good idea. This battle system eliminates pain in the ass monsters that waste your time by getting you into a fight that takes 20 seconds to win, with little or no reward.
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Post by Deleted on Nov 21, 2004 3:27:19 GMT -5
Leveling up too high will help to beat bosses (as he's said they're stats don't change), so the player can have cake-walks on bosses, but that's only if they choose to. Leveling up wouldn't change anything. (read through some of my posts here to see more specifically this) Since the enemies and party members increase proportionately with every stat, the same enemies always have the same effect on the same party members. Say they damage 5 HP out 100 Max HP in a normal attack at Level 1, and at level 11 they damage 10 HP out of a Max HP of 200, because the formulas are the same and the ATK and DEF raise proportionately too. This means that the only way for the player to get better against enemies is to learn new moves, gain new classes, get new items, get and use permanent stat raising items (don't know if he'll have these, haven't mentioned them before), get new party members, and/or get new equipment. In other words, they'll have to complete quests, fight enemies(stats-which only effect boss fights and ability costs, money for items and equipment, learn abilities), advance forward in the game, and find treasures/buy stuff to gain an advantage over enemies (undoing the default proportions between the party members and the enemies).
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