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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Royle Page Previous  1, 2, 3, 4  Next
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DBAce9Aura
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PostPosted: Sat Mar 12, 2011 6:12 pm    Post subject: Reply with quote

Currently sprucing up the inventory/equipment (they're both for the price of one) menu and doing more research on how the souls (there are two examples of such in the mockup) are going to work.
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Sirocco
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PostPosted: Mon Mar 14, 2011 5:19 pm    Post subject: Reply with quote

Just dropped by to say the menu looks much nicer now. Good stuff.
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DBAce9Aura
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PostPosted: Mon Mar 14, 2011 5:22 pm    Post subject: Reply with quote

I think I have a rough idea on the soul system mechanics. Basically, they're the only way to increase the stat of the characters. You equip them in the item menu (you can have up to two), then inspect them in the growth menu with info on various skills and the stat growth parameters. Each of them can go up to Level 20 and regardless of each level, they require 10 Talent Points to gain a level. Talent Points can be gained during battle and this is the indication on the success/failure of various battle actions taken I mentioned a while back. Enemies can stock up TP (up to 10) from the similar methods so that upon defeating them, you gain additional points in addition to the usual increase. Removing the souls during growth will reset the progress to Level 1. Souls can be purchased in stores as well as gained from enemies by assimilating a portion of their being into a golden energy I refer to as Essence.

TP Gains/Losses:

Expected success: +1
Failure when success is expected: -2
Expected Failure: -1
Success when failure is expected: +2
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DBAce9Aura
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PostPosted: Tue Mar 15, 2011 5:20 pm    Post subject: Reply with quote

@Sirocco: I updated the image again, you might like what you see.
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sonrisu
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PostPosted: Tue Mar 15, 2011 8:26 pm    Post subject: Reply with quote

Wow, looks really good. Like the font, especially.
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Sirocco
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PostPosted: Wed Mar 16, 2011 7:09 am    Post subject: Reply with quote

Indeed. The font is really easy on the eyes. Kudos for that.
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DBAce9Aura
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PostPosted: Wed Mar 16, 2011 9:47 am    Post subject: Reply with quote

Yeah, it's one of the PC Paint fonts I downloaded from somewhere.
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Sirocco
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PostPosted: Wed Mar 16, 2011 12:32 pm    Post subject: Reply with quote

DBAce9Aura wrote:
Yeah, it's one of the PC Paint fonts I downloaded from somewhere.


Sweeeeeet. I'm gonna play with these tonight :)
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DBAce9Aura
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PostPosted: Fri Mar 18, 2011 9:23 am    Post subject: Reply with quote

Finished redrafting the core stats (apart from HP, AP, and Key Signature) and here's what I've come up with,

*Fortitude: + Success Rate, - Influence of supportive effects (defending, healing, buff, etc.)..
*Essence: + Magic Spell/Special Move potency, - Damage resistance

(+ stands for increase if stat is high, - stands for decrease if stat is high)

*Strength: Damage Effect resistance.
*Willpower: Endurance towards battle performance penalty via current HP.
*Mobility: Action Point recovery.

While the first two are set in stone with specific roles, the other three, aside from their core functions, aren't so much. Which means the potency and (in the case of harmful actions) resistance can be assigned to any of the three stats. Body Magic, for example, is influenced by Strength (so much for the generic Magic stat, eh). The possibilities are pretty much endless from there on out.


Edited by DBAce9Aura on Wed Mar 30, 2011 1:18 pm; edited 1 time
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Gil
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PostPosted: Sun Mar 20, 2011 12:07 pm    Post subject: Reply with quote

Fortitude and essence seem interesting, but I feel like you're approaching everything too much top to bottom.

What I mean is this:
Right now, it feels as if you're taking the things you feel should be in an RPG and you're shoe-horning them into interesting stats. This works, you've come up with some interesting mechanics, but it lacks coherence.

Try to establish the core gameplay structure and work your way upwards, fitting extra mechanics on top.


Right now, the most interesting start point seems to be Essence. I like how it describes a character's magic vs physical alignment. It's a strong stat and it allows for many cool battle effects (especially when attacks alter this stat and set up for other attacks). Try to boil down this stat to a very simple mechanic, for example: physical = (1 / essence) * strength, magic = essence * willpower.

I'm a little confused on fortitude. I read it now as being a stat which ups base defense, but makes a character less susceptible to buffs. This is certainly interesting, as it aligns on an axis of rigid vs dynamic. I'd personally express this stat as being just that, the resistance versus buffs, positive or negative. Does the stat need an extra emphasis on success rate? I'd split that off into the mobility stat entirely.

These are my ideas, which are in no way better than your ideas, I'm just trying to offer a new perspective of looking at it.
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DBAce9Aura
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PostPosted: Sun Mar 20, 2011 12:19 pm    Post subject: Reply with quote

Actually, Fortitude is for Success Rate aka accuracy. But yeah, I'll get to the core route of the mechanics, and then see if the stats can keep up accordingly.

Also, worth noting that Success Rate is simply a substitute for accuracy in that it mainly lessens the potency of the action taken (a post more or less explains this) if it fails.

Edit: Changed another typo.


Edited by DBAce9Aura on Sun Mar 20, 2011 2:11 pm; edited 1 time
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Gil
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PostPosted: Sun Mar 20, 2011 1:43 pm    Post subject: Reply with quote

I highly prefer accuracy over success rate, since missing attacks entirely is a mechanic that is very hard to balance and can lead to frustration easily, but I guess you already arrived at the same conclusion :)
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DBAce9Aura
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PostPosted: Mon Mar 21, 2011 12:33 pm    Post subject: Reply with quote

Updated the inventory mockup...again.
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DBAce9Aura
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PostPosted: Mon Mar 28, 2011 3:31 pm    Post subject: Reply with quote

Remember what I said about those three stats I mentioned? Well, thanks in part to abandoning the concept of specific action types (and by that, I don't mean the main three which are Basic Action, Magic Spell, and Special Move), the flexibility for the stats effecting the actions just went up five notches. Oh, and Gil, to keep in mind what you suggested for Essence, I'll mark the actions with what Essence polarity is assigned (negative for less efficiency with higher Essence, positive for the opposite).
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DBAce9Aura
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PostPosted: Fri Apr 15, 2011 7:06 pm    Post subject: Reply with quote

Just an update on what I'm thinking about doing in regards to health. In a nutshell, it's going to be similar to Super Smash Bros. (i.e. the percentage rating that starts at 0% but increases whenever damage is taken).
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DBAce9Aura
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PostPosted: Sat Apr 23, 2011 10:23 am    Post subject: Reply with quote

Thread bump. See previous post.
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DBAce9Aura
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PostPosted: Mon Apr 25, 2011 4:21 pm    Post subject: Reply with quote

I'm also thinking of redoing the inventory mockup, since I'm not content with how it looks.
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Sirocco
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PostPosted: Mon Apr 25, 2011 5:06 pm    Post subject: Reply with quote

DBAce9Aura wrote:
I'm also thinking of redoing the inventory mockup, since I'm not content with how it looks.


Is it purely aesthetics with this thought, or is there some sort of functionality you'd like to add to the inventory screen?
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DBAce9Aura
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PostPosted: Mon Apr 25, 2011 5:40 pm    Post subject: Reply with quote

Mostly aesthetics, simply due to my primary graphical inspiration, though there's also a bit of functionality involved since there's an equipment type called gear, since there's a dead certainty of more passive items being available (and I didn't want them to interfere with the usable ones). Also, I have a feeling that it's going to be a royal pain for many people to stare at the near bottom of the screen to find out what the highlighted item is called, especially when it's very far from the item in question. And now I'm off to do some research.
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DBAce9Aura
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PostPosted: Wed Apr 27, 2011 5:41 pm    Post subject: Reply with quote

Phew, Elemental Clash is now finished and I can now focus on doing the GUI mockups for the menus.
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DBAce9Aura
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PostPosted: Thu May 19, 2011 10:57 am    Post subject: Reply with quote

This thread is no longer in session....for two reasons.

1: It's moved to http://rpgmaker.net/games/3109/
2: It's actually going to be worked on as a full fledged game there (and the Stencyl website)

Edit: Added game page link.
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DBAce9Aura
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PostPosted: Tue May 24, 2011 4:03 pm    Post subject: Reply with quote

Now that this is a dev log, I should probably spill the info on the current progress being made. Unsurprisingly, it involves the menus.
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Sirocco
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PostPosted: Tue May 24, 2011 4:29 pm    Post subject: Reply with quote

Nicking a quote from the linked page:

Quote:

And the same goes for other of your images, or for your "game" in general. I think is best if you wait until you have something more substantial to show us or otherwise you're just gonna hurt your chances of getting people interested on it. -_-;


:(

This is why I don't bother showing my WIP stuff off outside GDR (in general). People have such a hard time understanding what work in progress means.

Post away. I want to see what's going through your mind!
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DBAce9Aura
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PostPosted: Thu May 26, 2011 7:57 am    Post subject: Reply with quote

Well, I've already made up my mind on how health is going work. Basically, it's kinda like Super Smash Bros. where instead of having a set maximum for health, you start out with 0% damage taken and every attack increases it until you get KO'd. Of course, since this isn't a platformer-type fighting game where getting a ring out = KO, it'll be somewhat altered.

http://super-smash-bros.wikia.com/wiki/Damage
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DBAce9Aura
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PostPosted: Fri Jun 03, 2011 7:36 am    Post subject: Reply with quote

Progress update:

* Basic format of inventory is now revamped (still needs function)
* Minor attribute-based stuff added into the game structure

Also, designated functions for the four main stats (Strength, Willpower, Intuition, Mobility) are no longer existent to have them be more flexible in terms of action properties (damage, resistance, etc.)
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