STRAK'S PROFILE
Strak
1560
Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
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Massive Update and New Demo - Progress Report 9
Thanks! I hope that the things you're devoting your time to are going well! This game will be here when you're ready for it. I'm glad you find it interesting.
Three.png
pleth·o·ra
/ˈpleTHərə/
noun
1. a large or excessive amount of (something)
I mean, let's be real, three is enough for anybody.
/ˈpleTHərə/
noun
1. a large or excessive amount of (something)
I mean, let's be real, three is enough for anybody.
Did KK get banne?
Did KK get banne?
Don't want to name drop, hopefully the initials are obvious enough. Also not looking to flame, just curious. She signed up for gift exchange, then wasn't on the list of Santa's, and then there was like a big iceberg post that got pretty quickly taken down, and nothing since. If so, I totally understand why, it's just weird to go this long without seeing a post of some sort. Hope she's okay and getting the help she needs
it's kinda weird this site still exists right?
Makerscore is like crypto currency. Only valuable while it's cool.
EDIT: Actually, it's better than crypto. Makerscore is still cool.
EDIT: Actually, it's better than crypto. Makerscore is still cool.
it's kinda weird this site still exists right?
As far RPG Maker developer communities go, this is the one I feel most at home with. So, nah. Not weird at all IMO.
Countering the Psychology of Touch Encounters
Hmm. I'm seeing some differing perspectives, and I guess I'm using my own experience and thinking that other players feel the same. I know that in games like Villnoire, I would quite often try to sneak past enemies since I didn't feel I really needed much experience to level up, so I could always grind later in areas where I'd get more exp per kill. Loved that game, but that was where the main psychology surfaced for me. But, thinking about things from an alternate perspective, I never shyed away from trainer battles in Pokemon, mandatory or not. I would seek out every single one, whether I happened to accidentally wander across their path, or if there was a clear detour. Granted, there were limited numbers of trainers on each route, and they wouldn't "respawn" so to speak, plus they were the best source of exp. So the psychology was a bit different. They also weren't particularly challenging in any of the games I played.
But, thinking about games like the mystery dungeon series, I would also avoid battles where I could, but would inevitably be forced to deal with encounters as a natural course of the game. I didn't need to seek them out, but avoiding them only went so far.
Either way, you've given me lots to consider. I'll think on this more.
But, thinking about games like the mystery dungeon series, I would also avoid battles where I could, but would inevitably be forced to deal with encounters as a natural course of the game. I didn't need to seek them out, but avoiding them only went so far.
Either way, you've given me lots to consider. I'll think on this more.
Countering the Psychology of Touch Encounters
Alright, so your game doesn't use random encounters. Enemies are on the map, you can see them, you can avoid them if you want. If you get too close, they chase you. If they touch you or vice versa, a battle ensues.
But. When being chased, people tend to run. Not because they can't handle the enemy, but because of human psychology. Something runs at you and you want to see if you can outrun it and avoid danger. Now there's a dilemma. You need to get into battles to get exp and level up and maybe get some good enemy drops, but the player is actively avoiding those very encounters. You don't necessarily want the player to go LOOKING for trouble, but you also don't want them to run from it at all costs.
So, my question is, how do you combat that psychology? In games like Diablo, they implemented methods such as enemies dropping health globes so that players who need healing would seek out weak enemies. Doom eternal did something kind of similar. But neither of those games are turn based, and so it's easier to play things cautiously if you need to.
I'm thinking something like, if you deliberately trigger the encounter you'll have a chance of a pre-emptive attack, but that doesn't feel quite right. Anyone else have any ideas? How do you encourage your players to engage in your battle systems?
But. When being chased, people tend to run. Not because they can't handle the enemy, but because of human psychology. Something runs at you and you want to see if you can outrun it and avoid danger. Now there's a dilemma. You need to get into battles to get exp and level up and maybe get some good enemy drops, but the player is actively avoiding those very encounters. You don't necessarily want the player to go LOOKING for trouble, but you also don't want them to run from it at all costs.
So, my question is, how do you combat that psychology? In games like Diablo, they implemented methods such as enemies dropping health globes so that players who need healing would seek out weak enemies. Doom eternal did something kind of similar. But neither of those games are turn based, and so it's easier to play things cautiously if you need to.
I'm thinking something like, if you deliberately trigger the encounter you'll have a chance of a pre-emptive attack, but that doesn't feel quite right. Anyone else have any ideas? How do you encourage your players to engage in your battle systems?
Developing Systems
I made a couple more videos. One is scheduled for release this Sunday, so I'll update this post on that day when the video comes out. First one is about implementing 8 Directional Movement in this game, which will be available in the updated demo (which could be coming soon). This video was also in a recent blog post, so nothing really new.
The second video is about how the random loot in this game is generated. It's pretty technical and kind of boring, but I don't care, I wanted to talk about it. Hopefully someone finds it entertaining.
The third video, available this Sunday, is about Experience and Leveling, and how I had to rewrite the way the engine handles the allocation of EXP in a game where enemies scale to the player level and stats are not increased on level up.
The second video is about how the random loot in this game is generated. It's pretty technical and kind of boring, but I don't care, I wanted to talk about it. Hopefully someone finds it entertaining.
The third video, available this Sunday, is about Experience and Leveling, and how I had to rewrite the way the engine handles the allocation of EXP in a game where enemies scale to the player level and stats are not increased on level up.
Balancing HP Regen
Great advice, all of that! I'm using most of your initial suggestions already, all instant healing spells have cooldowns, items are limited, etc, but there are some suggestions here that I really hadn't thought of that are very good!
Stat healing items giving a very small HP restoration effect is actually brilliant. You find tons of those, and they're already quite limited in their usefulness, so having a slight health gain would kill two birds with one stone. Make them more useful and give the player more early game healing items.
That said, I also just double checked my stat allocations for enemies based on the levels I described, and realized that the stat progression is way too slow. Enemies aren't gaining ATK stats per level nearly as much as players are gaining DEF stats, so that goes quite a ways towards explaining the reverse difficulty curve. Either way, I still need to work on balancing, and I do think the Regen is a bit OP, so the more feedback the better.
Stat healing items giving a very small HP restoration effect is actually brilliant. You find tons of those, and they're already quite limited in their usefulness, so having a slight health gain would kill two birds with one stone. Make them more useful and give the player more early game healing items.
That said, I also just double checked my stat allocations for enemies based on the levels I described, and realized that the stat progression is way too slow. Enemies aren't gaining ATK stats per level nearly as much as players are gaining DEF stats, so that goes quite a ways towards explaining the reverse difficulty curve. Either way, I still need to work on balancing, and I do think the Regen is a bit OP, so the more feedback the better.













