UNITY'S PROFILE
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.
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A Balanced Three-Hero Party
author=GreatRedSpirit
I know this adds nothing to the discussion but there is Healing Rain in SaGa Frontier which heals all party members. I forget who gets it but I think some monsters can pick it up too. Also it costs 1 LP which is kinda significant!
Oh, you're absolutely right! I had forgotten! I just didn't use it because of the LP cost. The LP system is a pretty unique and interesting change to the gameplay in itself.
A Balanced Three-Hero Party
author=JosephSeraph
I personally think it's odd to stick with a 3 man band for the whole of the game and, all of a sudden, a fourth character appears. But that's particularily me.
Most games that do that make you get used to it by having guest characters and things of the like.
But hey
Yeah, I know it seems weird. But since I'm trying to make this pretty short, I'm not sure there'll be time in the game for any guest characters. And the fourth party member joining is very tied to the plot, and it's a character you'll be seeing throughout the game who just has no intention of joining you until the end.
A Balanced Three-Hero Party
author=edchuy
You should also consider using TPs that are gained or used up depending on the choice made for the party member. You could either use them up for special skills which have a high TP cost or for non-magical/healing skills which have a lower cost. Also, have items that boost TP to speed things along for a party member. That would give your players more choices to make during their turns, especially for your CTB and make them more tactical.
Oooh, that'll layer the strategy even more. Nice! I'll have to play around with TPs as this is the first time I've had access to them, as this will be my first VX Ace game and my last game was in XP.
author=RyaReisender
In SaGa games more often than not, the monster damage usually exceeds the power of your healing spells. Like for example you can heal for 260 HP but the boss can do two attacks per turn for 180 HP damage. So healing there is more for managing even HP distribution, as in healing weaker characters so they don't get unconcious too early, but will never increase the total remaining HP of your group on a turn. That means there is automatically some time limit until which you need to win the battle (SaGa games have full HP recovery after each battle).
I also noticed in Saga Frontier that I didn't come across a "heal the entire party" spell. Which def. made things more tense as there was no quick-fix for healing up everyone. I may want to incorporate that, or at the least, if I do make a heal-party spell, put some big limitations on it.
A Balanced Three-Hero Party
author=LockeZ
Giving them deadlier moves over time would work really well in RPG Maker, since it requires zero scripting.
Yeah, that was my thought ^_^ Especially since, aside from making very small modifications to existing scripts, I'm no good at scripting.
author=LockeZ
It depends how much you want your dungeons to be a battle of attrition that the player has to have enough resources to survive. If you make the player spend items to recover MP, though, he or she is going to try to conserve MP during fights. The player's focus won't be on winning quickly before he or she runs out of MP, so much as winning with as little MP usage as possible. It could still work, but I think you might need to, like, remove the normal attack command so that every single way of dealing damage costs MP.
Hmm, that's an interesting idea. I'd have to think about that, as it would completely change what sort of items and such to use, and rewards for the player would no longer be MP restoration items. But it's not like it's hard to find other things to give players, and it would make the battle possibly more refreshing and different to play.
[Poll] What do you think about multiple endings?
author=RyaReisender
SaGaFrontier is my favorite game of all time. =3
I can understand that. It has a lot of charm and good points, despite its messiness. Even though I only played through it once, I'm glad I did.
Back to the topic at hand, I have a specific question. If I have a situation where the main villain of the story unleashes a greater evil, but at some point realizes that he's in error and tries to redeem himself and help the heroes, would it feel like a cop-out that when it comes time to deal with that villain's fate, the player doesn't get a choice in the matter and the story/characters just decide if the villain lives or dies?
Especially when giving them that choice would necessitate a separate ending to it. So either the story is told regardless of how the player feels about a major part of it, or there's the need for multiple endings, which could annoy the player.
If the game gave the choice to kill the main villain, would it work better if there really isn't a "right choice" and both endings are happy but different? Or at least neither of them feels like a "bad end?"
A Balanced Three-Hero Party
I like the idea of "as turns progress, enemies get stronger." Would giving them deadlier moves each turn accomplish this, or would something more complicated be better?
Not allowing MP recovery also sounds fun and viable. Would they get full MP restored after battle, or maybe MP restoration items are available but can only be used in the field?
Not allowing MP recovery also sounds fun and viable. Would they get full MP restored after battle, or maybe MP restoration items are available but can only be used in the field?
A Balanced Three-Hero Party
A lot of great advice, thanks! ^_^ Hmmm. Let me organize my thoughts a bit.
The Hero could be a faster character, and if I use a CTB battle system, would get to take turns more often. They could also have buffing and limited support magic.
The Warrior could be much slower, have powerful attacks, but also be the one with some healing abilities, which would create the dynamic of "Do I want to cleave that monster in half or heal my ally who is hurting?" They could be weaker to magic attacks.
The Mage could be average speed, and basically do what a mage does, while having lesser armor. Though if I could think up some neat abilities for them, (things other than just elemental damage spells and the like) they could be a bit less boring.
If I look at it that way, then I think I might not yet be skilled enough to have combat without having one character with some healing abilities, though the idea of battles getting more overwhelming as time passes is very appealing. I definitely don't want to overdo the defense either, and I've also noticed that I've been a bit too generous with healing items in past games, so I'll need to work on that, too.
The Hero could be a faster character, and if I use a CTB battle system, would get to take turns more often. They could also have buffing and limited support magic.
The Warrior could be much slower, have powerful attacks, but also be the one with some healing abilities, which would create the dynamic of "Do I want to cleave that monster in half or heal my ally who is hurting?" They could be weaker to magic attacks.
The Mage could be average speed, and basically do what a mage does, while having lesser armor. Though if I could think up some neat abilities for them, (things other than just elemental damage spells and the like) they could be a bit less boring.
author=LockeZ
If you're worried about giving the player enough survival strategies, an alternate to a dedicated healer would be a dedicated tank, or maybe a defensive buffer. Someone who can mitigate or nullify enemy attacks before they happen, instead of afterwards like a healer does.
It depends what kinds of enemy strategies you're comfortable making. If you don't like having enemies that have tells and clear patterns to warn the player of upcoming attacks, a healer might be a better option. If you feel confident in your ability to make a game full of engaging battles that primarily are testing the player's offensive strategies, with enemies that do lots of things to overwhelm you if you take too long, you might not need a healer or defensive character at all. If you aren't confident you can do anything even close to that, a healer and a tank might be a good choice, because letting the player win via defense is usually much easier to design - but it can result in more boring battles if you overdo it, since it makes your one offensive character feel kinda useless, in that his/her power isn't really needed to win, only to win faster.
If I look at it that way, then I think I might not yet be skilled enough to have combat without having one character with some healing abilities, though the idea of battles getting more overwhelming as time passes is very appealing. I definitely don't want to overdo the defense either, and I've also noticed that I've been a bit too generous with healing items in past games, so I'll need to work on that, too.
A Very Long Rope to the Top of the Sky
After a little over an hour of playing the game, I thought I'd give my first impression:
Pros:
*The setting is very interesting, especially since the player knows about as much of the world as the girls do at the start.
*Both of the girls are great characters and play off each other's personalities well.
*Dungeons are spiced up with neat ideas like the buttons that open different doors in the first dungeon and the falling boulders (and having to track down a couple of characters) in the second.
*Character interaction is done fantastically, as is the resolution to the scene after the second dungeon.
*The overall feel of the game has quite a bit of charm to it. The event after the first dungeon provided a genuinely tense feeling, where you really wonder what's going to happen.
And the cons:
*The buttons, to me, went a little overboard in the last case on the first dungeon. The doors were labeled with a puzzle to which one needed to be opened, which was cool, but on top of that the buttons to open the doors also had a puzzle so you had to figure out which button you were pressing opened which door. Each puzzle is fine on it's own but combined it took me a little bit to find the answer. On the other hand, I'm not the best with puzzles and I still enjoyed the mechanic overall.
*Areas tend to be very square-shaped and sometimes lack details, which make some spots seem rather bland.
*Save spots were distributed about as often as you'd expect for a commercial RPG. I personally prefer being able to save a little more often in case I can't play for a long stretch of time, so a few more would have been nice, but it still functions fine as-is.
None of those complaints are anywhere close to deal-breakers for me, so I'll continue with the rest of the 49+ hours and see how it goes :D
Pros:
*The setting is very interesting, especially since the player knows about as much of the world as the girls do at the start.
*Both of the girls are great characters and play off each other's personalities well.
*Dungeons are spiced up with neat ideas like the buttons that open different doors in the first dungeon and the falling boulders (and having to track down a couple of characters) in the second.
*Character interaction is done fantastically, as is the resolution to the scene after the second dungeon.
*The overall feel of the game has quite a bit of charm to it. The event after the first dungeon provided a genuinely tense feeling, where you really wonder what's going to happen.
And the cons:
*The buttons, to me, went a little overboard in the last case on the first dungeon. The doors were labeled with a puzzle to which one needed to be opened, which was cool, but on top of that the buttons to open the doors also had a puzzle so you had to figure out which button you were pressing opened which door. Each puzzle is fine on it's own but combined it took me a little bit to find the answer. On the other hand, I'm not the best with puzzles and I still enjoyed the mechanic overall.
*Areas tend to be very square-shaped and sometimes lack details, which make some spots seem rather bland.
*Save spots were distributed about as often as you'd expect for a commercial RPG. I personally prefer being able to save a little more often in case I can't play for a long stretch of time, so a few more would have been nice, but it still functions fine as-is.
None of those complaints are anywhere close to deal-breakers for me, so I'll continue with the rest of the 49+ hours and see how it goes :D
A Balanced Three-Hero Party
I'm working on a short game (aiming from 4 to 6 hours playtime) on the side to blow off some steam from my more major project (insane, probably, but hey) and I'm still in the planning stages and was hoping to get some advice on party roles in regards to gameplay.
The game will feature four party members, but for most of the game you're stuck with just three, and the forth is a last-minute recruit before the final dungeon.
I'm trying to come up with a way to have the other three characters all cover the needed bases for a well-rounded party while still allowing for some level of customization without one of the characters necessarily being solely a healer.
The three characters characters are the well-rounded hero, the physical based warrior, and the magical based, well, mage. But I think it'd be neat if they were somewhat customizable as the story progresses. Perhaps, instead of leveling being the biggest factor in character growth, after beating a boss, you could get a powerup that allowed you majorly boost what direction a character took in their progression, allowing tough choices like "Do I want the hero to have access to special healing spells or to be more of a powerhouse" etc.
But since none of the party members are designated healer types, I want to make sure that the party still has a means of survival. Perhaps that means having the hero being the one having access to all of the healing magic, but if you don't choose a healing build, then I probably need a fall-back. Perhaps the mage should have a healing route?
Oh yeah, and I should probably mention I wanted to do the game in VX Ace if at all possible.
Any advice would be greatly appreciated, and hopefully this doesn't come off as too long and rambly, as it's early in the morning here and I haven't been able to sleep ^^;;
The game will feature four party members, but for most of the game you're stuck with just three, and the forth is a last-minute recruit before the final dungeon.
I'm trying to come up with a way to have the other three characters all cover the needed bases for a well-rounded party while still allowing for some level of customization without one of the characters necessarily being solely a healer.
The three characters characters are the well-rounded hero, the physical based warrior, and the magical based, well, mage. But I think it'd be neat if they were somewhat customizable as the story progresses. Perhaps, instead of leveling being the biggest factor in character growth, after beating a boss, you could get a powerup that allowed you majorly boost what direction a character took in their progression, allowing tough choices like "Do I want the hero to have access to special healing spells or to be more of a powerhouse" etc.
But since none of the party members are designated healer types, I want to make sure that the party still has a means of survival. Perhaps that means having the hero being the one having access to all of the healing magic, but if you don't choose a healing build, then I probably need a fall-back. Perhaps the mage should have a healing route?
Oh yeah, and I should probably mention I wanted to do the game in VX Ace if at all possible.
Any advice would be greatly appreciated, and hopefully this doesn't come off as too long and rambly, as it's early in the morning here and I haven't been able to sleep ^^;;














