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Post by christi on Jan 24, 2005 22:48:37 GMT -5
It does make sense. Other than reducing another stat when a new one is accepted (which is something I hadn't thought of, and will take into consideration) do you have any ideas for how I should handle this? I'd thought about allowing the player to bypass a tile for no cost, but therein lies the problem that they could then just do this until they get to the really awesome spells further on. Basically, the reason I implemented the cost to bypass a tile is to discourage people from doing so too often, but at the same time make them feel as if they at least have the choice in whether or not they accept a stat. Another reason is, keep in mind that not only does it cost a level to activate a tile, but it costs a corresponding talisman as well. If, for example, a player only has one "ability talisman" and really wants to spend it on, say (I'm just coming up with ability names off the top of my head; it's late) "mega-heal", which is coming up soon, but they have to pass "darkness dance" first, which isn't something they want as badly, or at all, they then have the option to bypass it for one level, but save their ability talisman for something they really want that character (or another character) to have.
In summary, I really doubt anyone WOULD bypass much, if anything... but it's the only way I know of to prevent the player from rushing right to the most awesome spells and throwing off the balance. (If I remember correctly, in FFX's Sphere Grid, it cost a Sphere Level to move, regardless of whether or not you activated the node, and this seemed to work pretty well... I rarely bypassed any nodes, except the useless ones like "Spare Change" and "Bribe"...)
If anyone has any other ideas, I'd definitely be interested to hear them... I appreciate all of the input and insights.
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Post by Dungeon Warden on Jan 25, 2005 15:33:21 GMT -5
The way FFX worked was that there were Sphere levels that let you move around the board, and items that you could use to activate nodes. It cost 1 sphere level to move 1 space forward and 1 sphere level to move up to four spaces backward (or anywhere you have already been). You could activate the node you were on, the one ahead of you, or the one behind you. That way you could move forward and skip some nodes, but also go back and get those nodes later, if you wanted, for little sphere cost. Most nodes had beneficial abilities or stat increases, so it wasn't worth it to skip any of them. The activation items weren't hard to get either.
Note that even though you can activate nodes ahead and behind the current position, often every second node was blank, making this ability useless in most cases. It was great then two abilitys came together.
By using this method, you can allow the player to skip nodes they don't want without feeling they are missing out because they can go back and get them later. You could even have it cost 1 level to move forward but it's free to move anywhere they have already been. This would still work to prevent skipping ahead to more powerful abilities and still allow them to activate nodes they skipped without wasting levels to do it.
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Post by Doan the Nado on Jan 25, 2005 21:06:21 GMT -5
I like that idea, with being able to move freely on any activated space. I didn't really like in FFX how it cost spheres to backtrack, but it would be pretty cool to be able to do it free.
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Post by Tinbok on Jan 25, 2005 22:13:26 GMT -5
I know I'm kinda late on this, but your game sounds pretty cool. I envy everyone here... I can't come with a story if my life depended on it. However, if I have a plot, I can give all kinds of ideas. If you want any ideas on your game, I can think of some for you. I like your animal icon idea too, it's very well thought out.
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Post by Deleted on Jan 25, 2005 23:41:49 GMT -5
I'm also gonna have to agree with what DW last said here. That sounds like the best way to me too.
I like Ves's idea too. There should be something stopping a very weak magical character of getting a very strong magical spell. FFX was careful and sectioned off each character's section without letting people switch characters' into each others until very, very late in the game. They probably thought through a lot of the same things we are now and realized that was the easiest way to ensure everything was balanced. Ves's idea'd also be pretty easy, basically just make every ability have a stat requirement to get it. Thief moves could be speed, warrior's could be strength, and mage's could be intelligence.
I'd like to also mention, I personally like unit's that can do everything decently, so perhaps making a section that's a nice mix of magic power and physical power (that's useful but not as useful as the warrior and mage sections) would be a nice thing to add in. Perhaps, one would learn like 7/10's the Warrior moves and 6/10's the Mage's moves or something. Reusing moves like this can also help to save memory some. Just my thoughts.
Also, note that each character's BattleVariables1-9 can be used as other stats, the same exact way as Strength, Intelligence, etc. To keep things simple and easier to balance I'd recommend making 6 or 7 stats - STR, DEF, INT, M DEF, ACU, EVA, and possibly an AGI (for turn order, can also just mix together ACU and EVA and divide by 2, or something). This'll make it much easier to balance stats out. Good luck.
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Post by christi on Jan 26, 2005 6:46:58 GMT -5
Hey, thanks for all the feedback.
I like what I'm hearing; and I'm glad we're all thinking at least somewhat along the same lines... hopefully, this will lead to a levelling system in my game that most everyone likes/finds fair.
So, let's see: It will always cost a level to move onto a tile that the player has not activated, regardless of whether or not the player chooses to activate it or bypass it. However, bypassing a tile won't render it inactive (it did in my first version of the system), so the player can come back and get it later. Backtracking over tiles that you have activated will be free, until the player comes to a tile that isn't activated; they can then, as before, activate or bypass it for a level cost.
I'll also keep in mind what you're all talking about regarding stat balancing; that'll be my next area of concentration after the actual shell of the system is completed and all of the functions are executing correctly.
Oh, and Tinbok: I've got a pretty good outline of my plot from beginning to end, and will probably make a post detailing more of my story later. I'll definitely be open to comments, suggestions and ideas. (At first, my story was about all I worked on, but I'm FINALLY starting to get more into game mechanics, and am really enjoying working on them right now!)
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Post by Tinbok on Jan 26, 2005 16:07:19 GMT -5
Good! I'm glad to hear! ;D I'll be sure to give any suggestions if you need them.
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Post by NASH7777 on Jan 26, 2005 16:39:11 GMT -5
I have a suggestion, just make a variable that saves each party members location via "x,y" with their each unique variable. Then on the sphere grid map for the enter script have it match the xy of where they last were. It'll be a similiar script to my co-op mode if you try it out. You could have each character on their own grid, or have one big grid in which all characters would be on.
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Post by christi on Jan 26, 2005 17:55:00 GMT -5
Nash - I'll need to use a script like that; in order to return the party members to the location on the Upgrade Board (I, uh... REALLY need to come up with a better name for that.) If I didn't, they player would have to start at the beginning each time, which wouldn't work too well for what I have planned. Thanks for pointing that out; I'd almost forgotten I needed to do that. (I'd actually tried doing something like this before I figured out how to properly use the Teleport command... I'll give it a try, but I may as for a bit more help if I can't get it to work. I've got basic variables down, I think, but I still have a bit of trouble with them sometimes.)
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Post by NASH7777 on Jan 29, 2005 10:21:42 GMT -5
Okay, I hope you can get it to work :-) Oh and I replied to your post in my board a while back, wasn't sure if ya saw it. Just was wondering what ya thought and stuff, or what he thought
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Post by christi on Jan 29, 2005 10:46:22 GMT -5
Hey, that's kind of ironic... I just posted a question for you over on the "Technical Help" board regarding that idea.
I did see the post on your board, and we'll definitely write you a review once we get further along in the game. (It's been kind of one of those weeks... today's the first day I've even had RPGM2 started up since like, Monday or Tuesday) but, I'm just kind of hanging out at home today, so I may get a chance to play later this evening after I work on my game for awhile. (Actually, that reminds me, I need to pull a few more things off the memory card so I can actually save while I'm playing your game this time. I have like, 91K left, and we've got a bunch of game saves on that card we never use, so I think I'll just transfer them over to the computer...) But, yeah, what I've played of it so far is really impressive, and I'm hoping I'll get to play more tonight or so.
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Post by NASH7777 on Jan 29, 2005 11:09:16 GMT -5
Cool, I just got done posting to your Technical Help Q. It took a while so I noticed you already took off. Keep me updated on how my game goes. Where you are, where you get stuck, what ya think. I do have the first 3 dungeon's strategy guide map. It doesn't spoil anything so don't worry, it just sort of shows you where everything is and where to go next. If you really get stuck ona puzzle, nobody better to ask then the creator. And actually the first dungeon has probably one of the hardest puzzles, not because it's that confusing, it's just a lot of running around and com ing back to the same room from a different direction.
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Post by christi on Feb 13, 2005 18:31:22 GMT -5
Just a quick update regarding Reawakening's newest feature: the Custom Menu System.
I had no intentions on adding a CMS to my game, until I realized that the DMS was going to cause a lot of problems with my gameplay. I won't diverge from the topic at hand by going into all of that; I think I posted something about it in the "Technical Help" forum last night, if anyone's really interested.
At any rate, with a little help from BloodKnight's Scripting FAQ, I was able to create an almost-fully functional CMS within a couple of hours. It's not particularly amazing, but it gives the player the options I want them to have, and removes the options that I don't want them to have, while still allowing players to check their cash balance, item inventory and stats, which is all I really wanted to begin with.
The "Upgrade" feature will also be housed here; that's the only part that isn't functioning. Other features may come later; but for now, it's working really well.
Just wanted to share, as I haven't made a progress update in a couple of weeks. I've basically been working on the levelling system (and menu system today) during that time. I've also been writing out a more detailed plot summary on the computer, which I will post as soon as it's finished... it's currently about 3/4 done.
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Post by christi on Feb 14, 2005 23:18:29 GMT -5
Reawakening: A Considerably More Detailed Plot Outline
A war-torn world sees a fleeting moment of peace, as a prominent community struggles for revival in the wake of a plague that nearly destroyed it.
This is Reidarhavn. Nestled herein is the world-renowned Einherjar Academy, a venerable warrior training institution. Its existence stands as proof that the principal religion of the land, Aesirism, places its warriors in the same caliber as the old Norse mythology from which it was derived.
For centuries, Einherjar has taught its students to live and die by the sword. Only one has ever dared dispute these sacred beliefs; a charismatic young priest whose controversial sermons challenge the very principles of Aesirism's foundation.
One by one, the citizens of Riedarhavn who renounce their faith begin to fall inexplicably ill. Initially, the Aesirists rejoice at what seems to be divine retribution. But as the disease begins to spread past the dissenters, accusations turn to skirmishes, and skirmishes to battles, as Riedarhavn finds itself on the verge of self-destruction.
Seven years later, a misanthropic young warrior whose path in life was altered drastically by the course of events at Riedarhavn returns in search of answers; seeking closure to his troubled past.
This is where our story starts...
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Post by Deleted on Feb 15, 2005 0:06:11 GMT -5
Sounds good. The priest interests me because he could be going against the live/die by the sword lifestyle but really be a good guy like Jesus promoting peace and harmony and all that good stuff, but maybe he's bad too.
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Post by Doan the Nado on Feb 15, 2005 0:43:56 GMT -5
I really like this opening. It creates a certain tension and suspense throughout the game as the player feels what the character does, not knowing exactly why the past occurred the way it did. There is a lot of intrigue and plot twists seem as if they will be a'plenty, so I think this will be a great game.
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Post by WarDragon on Feb 15, 2005 17:34:37 GMT -5
I can't wait to play, this game sounds very promising. ;D
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Post by christi on Feb 26, 2005 15:39:29 GMT -5
Not many new developments over the past couple of weeks, I'm afraid... my CMS and CLS are almost fully functional; I just haven't had the motivation to actually complete them. Working on the technical side of my game has been a bit of a switch for me, after spending several months programming storyline-type events and cutscenes. Oh well... it needed to be done.
At any rate, tomorrow is an unusually free day for me; if nothing else comes up, I'll more than likely be able to work on my game virtually all day; something I haven't done in a long time.
(And to those of you who have games/demos out, I really do plan to play all of them one of these days... probably just as soon as I give the Pac-Man emulator back to the guy who lent it to me. For an eighties game, it has some serious replayability...)
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Post by WarDragon on Mar 14, 2005 17:16:53 GMT -5
when can we expact a demo.
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Post by christi on Mar 14, 2005 18:47:40 GMT -5
To be honest, I haven't really given this a lot of thought. I've actually considered not putting out a demo at all; just going straight to release. I don't have anything against the idea of demos... I think they're really inspirational, and encouraging, but on the other hand, I'd almost like everything to be a surprise; to make it more exciting and new when the player is actually playing through the game for real.
Another option I'm looking at is releasing a sort of "commercial," in other words, video cuts of some of the high points and more interesting aspects of my game.
If I do release an actual playable demo, it would likely be limited to the features of the game; primarily, the levelling system, and possibly the custom menu system. And although the levelling and menu systems are, for the most part, functional, there is still a lot of work to be done before I'd be satisfied with it enough to show it off. I'm a terrible perfectionist; hopefully, that works for me instead of against me in my game.
At any rate, this is all subject to change, and I appreciate your asking. I've recently been spending a little more time with RPGM2... I took a bit of a break from it (and the board) for awhile, and of course, went back only to realize I'd sort of forgotten how some of my more complex scripts work. But, I sat down and figured them out, and I'm feeling like I'm back on track. So, hopefully, I'll make some significant progress here pretty soon, and as always, I'll keep you all updated.
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Post by Neo Samurai on Mar 14, 2005 20:31:50 GMT -5
I would like to see a demo because most of your game features sound great, but if it's going to reveal too much about the story, then don't do it.
I don't like a good story to get spoiled, and that includes yours.
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Post by Doan the Nado on Mar 14, 2005 21:21:24 GMT -5
To tell you the truth, demos are interesting, but unless you feel the urge to release one, I don't think it's really necessary to put forth energy into making something ready to play when the time could be better spent on other game elements.
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Post by christi on Apr 23, 2005 23:44:32 GMT -5
So... I haven't been feeling the greatest lately, which hasn't been helped by the fact that the temperature's dropped about fifty degrees in the past five days. That's right, it's currently 32 degrees and SNOWING here in good old Indiana. Anyway, in an attempt to help alleviate this rather unfavorable situation, I decided to take a bit of a break from my typical routine, and ended up playing RPGM2 basically all day.
I am, at this point, pretty happy with the progress I managed to make. The Custom Menu System is running beautifully, and the Custom Upgrade Screen has seen some serious improvements.
Custom Menu System: Items/Equipment -Can check each party member's equipment -Can check party's item inventory Stats -Can check each party member's HP/MP/Level/Etc. Upgrade -Takes you to the Custom Upgrade Screen Exit -Closes the menu. Nothing too exciting. (More to come... this is just what I have done right now.)
Custom Upgrade Screen: This is the one I've been working on for the past couple of months; similar to FFX's Sphere Grid. Players use Levels (collected in battle) and Talismans (collected throughout the world) to upgrade skills and abilities to their liking. I've had the basics up and running for awhile now, but thanks to some much-needed scripting help from Vespuleth, each party member's location is now monitored by a variable, which allows the player to switch out characters to upgrade, while keeping track of each member's most recent location on the screen.
I've also had a pretty big plot enhancement running through my head for about a week now, inspired by a particular aspect of a movie that I would have liked to see go in a different direction. As much as I hate to be vague, all I should probably say is that it's going to add quite a bit to both the plot and cinematography of the game. Hm... how's that for cryptic?
At any rate, I'm hoping now that some of the more, er... behind-the-scenes-type-mechanics are finished, I'll be able to make some visible progress here pretty soon.
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Post by christi on Oct 21, 2005 10:21:52 GMT -5
Hey...
It's been about four months since my little board has seen any sort of activity (ironically, about the same amount of time i've been gone...) but I just wanted to check in and let you guys know I'm still here, and yes, I'm still working on my game. Just, uh, without a PS2.
Yeah, so there's no longer a PS2 in my life, but I do still have my copy of RPGM2 and my Max Drive (which I plugged into the computer the other day - it looks like I have two pretty current saves of my game on there.) That's a good thing; as it turns out, the memory card I've got doesn't actually have my game on it after all. Bahh.
Anyway, this whole thing came about this morning... I was getting around for work, and out of pretty much nowhere, came up with a completely perfect solution to a couple of problems I was having with my game. So, I got to thinking about it, and decided to come let you guys know I was still around, and still thinking about my game. So, hopefully everything will get back to normal soon, and I'll be back in business. We'll see...
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Post by doyleman on Oct 21, 2005 19:10:10 GMT -5
Good to hear from you chirsti Glad to hear your still around!
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