Post by Dungeon Warden on Nov 6, 2004 16:45:17 GMT -5
Since I will have my own forum to monitor soon (thanks Doan), I thought I would post some notes about my game. If you want to comment on some of my ideas for my game, that is fine, but please put more general comments about my game in the "Crown of Order" post. Thanks.
i dont know if im missing something or not, but it seems that your battle only has two dynamics: fighting and magic. are there going to be any support classes? what about classes that have a main stat other then atk and mag? if that is the case, i would really suggest something a little more dynamic then that. maybe some classes that play off of 'charisma' and such as well. if you want me to go into details, please let me know.
edit: however, i like the fact that your names have a certain continuity to them. does that make sense?
Last Edit: Nov 8, 2004 12:43:05 GMT -5 by vespuleth
Post by Dungeon Warden on Nov 8, 2004 15:06:30 GMT -5
I'm not sure what you mean by Chrisma. How does that work in combat? Can you give me an example of a game character that uses chrisma in battle?
Characters will have specialized attack abilities and items will do various things, so it wouldn't be all attack and magic is that's what you mean. Enemies will be strong against some attacks and weak to others, so there will be stragety as well.
I'm glad you liked the names. I tries to give them a similar tone so they would feel like they came from the same place.
hmmm... charisma is like, how drawn to you people are, in real life. like a charismatic person makes friends easily. sadly, not many games use this stat for anything. baldurs gate: dark alliance used it to determine what the prices would be for items at the stores (a nice touch).
an example... this is one im using in my game:
the bard: rather then the bard/dancer (think fft) effectiveness being based on magic atk (since they are essentially magic) i am basing them on the charisma score. so, the higher the charisma, the more effective the song and dance. does that make sense? it could also be useful for a thief, on some levels.
charisma is really just an example. what i was saying was that i hope that your combat system is more dynamic then just having fighters and magic users. hoping that having a high agility, dex, intelligence and so forth will be just as beneficial as having high strengh or magic ability (which may be intelligence). this is the downplay of most modern rpgs. they dont offer enough incentive to develop other attributes, other then atk, def, int, mag def, hp, and mp. and everything turns into a hack and slash. from the descriptions of your characters, it seems that your system follows to some caliber the same pattern. im hoping i read wrong. i undestand that you have fighters that use agi and dex, but i have always liked an rpg that made the support characters worth using. (TO: LUCT) and most rpgs avoid that. so thats why i mentioned the idea of charisma and support classes (bard would be a support class.) does that make sense?
Post by JimmyPaladin on Nov 8, 2004 21:00:11 GMT -5
Using the default battle system, what Vespuleth said is very possible. I'm making Luck a more important stat by making it determine about 3/11 of the damage of magic and physical attacks and 8/11 for the "main stat", therefore making people with higher Luck do more damage with both magical and physical attacks. What I mean by main stat is the main stat that determines damage. For example, a move like Blitz Slash's main stat is STR, while a move like Tornado's main stat is MAG, but a move like Nature's Fury's (not sure, away from my computer but something like that) (calls animals to come attack enemies) main stat is LUCK. Pretty much, I didn't want LUCK to be crappy compared to every other stat the way it starts as. And yes, complicating formulas a little is beneficial, such as TO:LUCT's damage was equal to STR + ([DEF]/2), INT + ([MGDEF]/2), and their hit and evasion formulas were AGI + ([EVA]/2) and [EVA] + (AGI/2), so that a weak attacking character was also weak at taking hits (like the ninjas ).
Oh yeah, I've also been meaning to for a while and will make AGI (ACU) effect damage of physical and magical attacks a little, since the more accurate and agile the character the more damage they could inflict, better they can perform the ability, better they can cast the spell, etc. After this, the "main stat," LUCK, and AGI will all factor into the damage (as well as a radom +/- 1 to 5% of the total damage or so to vary up the damage's possible slightly at the very end).
EDIT: And I find it's important to make status effecting spells hit most of the time instead of 1/4 of the time. Either that or make them do some damage and status effect 1/4 the or something. So often in games do I see status effects being useless.
Post by Doan the Nado on Nov 9, 2004 0:30:22 GMT -5
I like the character list. They all seem like believable champions to compete for the crown. I agree that it would be cool if a champion who supposedly relied on luck and cunning to get through the cave had similar qualities in battle. Something like that might be hard to accomplish, but in my mind, it would be worth it.
Also, it may be a little late for this, but what do you think of adding an option to the title menu to set the difficulty? I actually found the battles to be much too easy for my tastes, as once I got to level 2 or 3, I could easily just Attack over and over to win the battles while taking minimal damage. By changing the difficulty, you could make attacks a lot weaker and spells a little weaker, forcing players to use a little bit more varied strategies. I think this would help cater to some of the people like me, Ves, and William.
So often in games do I see status effects being useless.
one way to solve this problem is make them necessary to defeating certain enemies. like, say, certain enemies can only be defeated if you use defense down, or petrifying them, or turning them into a frog. or somethin like that. maybe thats a bit extreme, but i think that would eliminate the problem.
Post by Dungeon Warden on Nov 9, 2004 15:45:28 GMT -5
I never really though about changing the battle system to use different stats. I understand what you mean about a bard using Charsma, this is how the D&D bards work. I thought about putting a bard in my game, but it would be a lot of work to create music/ charsma based magic. I'll think about it.
I increased the effect on Int in the game so that character's with high int do more damage with spells. I may add luck to the formula, since luck is pretty useless in the default game.
I don't know if I need a difficulty level. The first few enemies are hard when you are first level, and still challenging at second. By the time you're third level, you should be moving to the next part of the dungeon where the enemies will be far tougher. I also plan to give enemies strengths and weaknesses, so until you know the enemies weakness, they will be very challenging. Don't worry, I will be fully play testing the game as I work on it and I'll make sure the enemies stay challenging through out.
Status effects should work most of the time. Only creatures strong against an effect should resist it. This goes for characters as well. I have player RPGs where you needed to use a status effect (often Armor Down) in order to defeat the enemy. I plan to do that in my game as well.
I don't know if I need a difficulty level. The first few enemies are hard when you are first level, and still challenging at second. By the time you're third level, you should be moving to the next part of the dungeon where the enemies will be far tougher. I also plan to give enemies strengths and weaknesses, so until you know the enemies weakness, they will be very challenging.
I agree; I don't like the idea of having different difficulty levels in an rpg. I would prefer to have the battles be fairly difficult though, rather than flat out easy. But battles should become easier once you level up a bit.
Post by Dungeon Warden on Nov 10, 2004 11:02:22 GMT -5
You can't make an experience curve when there are random encounters. This is because the player can generate their own curve. For example, a player could go to 5-6 level fighting weak enemies over and over before going to the next area, thus making the rest of the dungeon easy. Someone else might want to get through the game quickly and find it very challenging all the way through, and eventually finding the last few areas impossible.
I plan on balancing my battles somewhere in the middle, so if you explore and fight every battle you encounter, you'll find the game challenging but not overly difficult. I don't like building up characters just so you can move to the next area, so I'm not going to force people who play my game to do that either. My game is about exploring and story development, not endless combat.
(first time in here...) ;D I like the characters names, they're cool in my opinion! And, for the status effects and how they could be used to kill certain enemies, you could make a enemy that can only be killed by the slow and painful way of Poison! just a thought I figured i'd check out other people's boards. only 6 or so left!
Post by Dungeon Warden on Jan 7, 2005 22:21:55 GMT -5
Sorry, it's been a long time since I posted any new information. Here is some info I posted in another forum that should really be here:
I am planning to put in a waitress mini game in my game. You would control Sarah (the girl friend of the main character in my game), and try to serve all the customers in the inn. If you give them the wrong order or leave them waiting too long, they get upset and leave, lowering your points. You need to try to keep as many people happy with in the time limit as you can.
I actually have mini games planned for all my party members. Each character has wants and desirers that effect how long they will stay in the party. You need to learn what each character likes to do (usually pretty obvious by their skill sets), and enter contests (i.e. mini games) to keep them happy.
If you want to look at what my waitress mini game will be like, check out the new web game "Diner Dash." My idea came from a Japanese game, and this game may have come from the same source. Diner Dash
Other mini games are:
The archery challenge, which most of you have seen, for Selysa the Archer.
Kill the seven serpents - Arimer the Knight - more of a side quest then a mini game. Each serpent has a hidden weakness that must be found before you can defeat it.
Dojo challenge - Rumiko the fighter - wants to challenge the best fighters in the land and prove his martial arts is the best. One on one fighting game.
Drinking game - Throm the Barbarian - wants to find hearty men to join his crew. Has to prove his worth as a leader by winning a drinking game against the toughest men in the land. Drink more drinks then opponent without passing out (timed button presses).
Mage challenge - Wyonda the wizard - wants to be the most powerful mage in the land. Mix powerful ingredients and prove you are a better caster then your opponent. Find ingredient lists or experiment with ingredients before excepting the challenge (similar to cooking mini game in Suikoden II).
Treasure map - Sakura the ninja - Find the 9 pieces of the treasure map and get the hidden treasure. Part fetch quest- part puzzle challenge is you search a bonus dungeon for the treasure.
They do sound fun. I like the drinking game idea... I'm just thinking about how funny an RPGM2 character model would look "passing out." One of the characters in my game has a pretty big alcohol problem, but it's a pretty "serious" part of the storyline... no fun drinking games for him.
Post by Dungeon Warden on Jan 18, 2005 15:44:44 GMT -5
I've almost got my waitress mini game working. I have 14 random customers working from one event and using Event Number to store information for each one. It's pretty cool and is better than Diner Dash in some ways, not as good in others (though I play to fix this before it's done).
I have a question. Would it be going too far to include an inventory of ingredients and make the dishes on the spot before serving them? You could run out of ingredients and make the customer's unhappy (lower tip) if they can't buy their favorite dishes. On the other hand, you could make bonus dishes with special ingredients (like the gold eggs and Milk in Harvest Moon) to make customers really happy. I like the idea but it's extra work, so I'd like a few opinions on it.
Post by Doan the Nado on Jan 18, 2005 16:09:21 GMT -5
It sounds pretty neat, but I have no idea how you plan on doing it. I know that when I got to the higher levels of Diner Dash, I found myself running around like crazy, so to require the waitress to actually make something may make it difficult. I'm sure you would balance it out by slowing the speed down a little bit, though, so if you can do it right (I'm sure you can) I think it would be a good addition.
Post by Dungeon Warden on Jan 18, 2005 18:38:12 GMT -5
Another option would be to prepare some things at the start of the day so that you have to manage your resources in anticipation of what people want to buy that day.
Here's a link to Lemonaid Tycoon 2, which is similar to Diner Dash except you have to manage your resources (lemons, sugar and cups) at the begining of each day. Which game play style do you like better?
Update: Well, LT2 was okay I guess, but it was more difficult to get into than Diner Dash. I could see how it would be fun with some practice, especially once you get a lot of stands, but having to manually keep an eye on every stand's stock and what the people thought about it was pretty annoying. Now Rollercoaster Tycoon... now that's a fun game!
Post by Dungeon Warden on Mar 14, 2005 16:53:14 GMT -5
Crown of Order Update
I final got my waitress mini-game working. It was hard work getting 14 duplicated events to act independenly of each other but I finally did it. Now I can add as many customers to my mini-game as I want just by adding four commands to the script for each one.
How it works:
There are four tables in the inn. A group of customers (chosen randomly) will appear at the door and you can then tell them where to sit. You then ask each one what they want to eat from the five selections. You prepare the food and take it to the customers two at a time (one in each hand) and wait for them to finish eating (actually you'll have other customers to serve but I mean you have to wait a certain amount of time for the customer to eat his food). When he's done, you can bring the bill and when he leaves you clean the table for the next group of customers.
Remember, each customer is a duplicate of the same event so this is a pretty impressive achevement. I want to thank whoever pointed out that Event number can be used to keep track of two duplicated events so you can treat then seperately.
I have the week off so expect a new demo with my mini-game and a custom menu system soon (baring any unexpected surprises).