How I Stopped Worrying and Learned To Make a Game
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Truthseeker4449
returnofmastercrazyhand
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Lief Katano
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Re: How I Stopped Worrying and Learned To Make a Game
All characters have eight base stats:
Attack, which is the default to use for hurting things more with physical skills.
Defense, which is the default to use to reduce damage from physical skills.
Magic Attack, which is like Attack for magical attacks.
Magic Defense, which is Defense for magical attacks.
Speed, which affects the order of turns and can be changed with Ability Speeds.
Luck, which has something to do with statuses or something.
HP, which affects how much damage you can take before you are Dead.
MP, which is what you use to cast spells. Too little MP means you can't cast spells.
All of these are determined with a class's base stats, and can be changed by a specific point value with equipment.
There's also effects you can apply to the equipment, which appears to be the same effects you can apply to a character and classes and statuses. They can change things like how many times a character can attack with the weapon equipped, what they can equip with the piece of equipment on, how much a character is affected by statuses and elemental attacks, and even add skills that they can use! It can also change other not-base stats, like regeneration, how often a character is targeted, how often a character can hit or avoid attacks, how effective an item is, how often they critical or not be criticaled, or how much EXP they get. It can also increase the base values by certain percentages, so the equipment scales with how powerful the character is.
Attack, which is the default to use for hurting things more with physical skills.
Defense, which is the default to use to reduce damage from physical skills.
Magic Attack, which is like Attack for magical attacks.
Magic Defense, which is Defense for magical attacks.
Speed, which affects the order of turns and can be changed with Ability Speeds.
Luck, which has something to do with statuses or something.
HP, which affects how much damage you can take before you are Dead.
MP, which is what you use to cast spells. Too little MP means you can't cast spells.
All of these are determined with a class's base stats, and can be changed by a specific point value with equipment.
There's also effects you can apply to the equipment, which appears to be the same effects you can apply to a character and classes and statuses. They can change things like how many times a character can attack with the weapon equipped, what they can equip with the piece of equipment on, how much a character is affected by statuses and elemental attacks, and even add skills that they can use! It can also change other not-base stats, like regeneration, how often a character is targeted, how often a character can hit or avoid attacks, how effective an item is, how often they critical or not be criticaled, or how much EXP they get. It can also increase the base values by certain percentages, so the equipment scales with how powerful the character is.
Lief Katano- : If I had a gil for all the fiends...
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Re: How I Stopped Worrying and Learned To Make a Game
That doesn't confuse so much as your question about what should emotional armor should do. It seems to me that you negated your question in your first answer.
Maybe I'm just mentally fried...
Maybe I'm just mentally fried...
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Re: How I Stopped Worrying and Learned To Make a Game
Emotions are basically an armor that I made up for Lux that makes his stats customizeable. I was wondering if Lux's stats should be raised normally (using the points on the armor) or have Lux's base stats modified with percentages.
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Re: How I Stopped Worrying and Learned To Make a Game
http://upload.wikimedia.org/wikipedia/commons/thumb/c/ce/Plutchik-wheel.svg/450px-Plutchik-wheel.svg.png
I use that normally, I say each base emotion boosts one stat and decreases the one opposite it and mixed ones boost two
Why not use fixed numbers but have more intense emotions(closer to center) use larger numbers?
I use that normally, I say each base emotion boosts one stat and decreases the one opposite it and mixed ones boost two
Why not use fixed numbers but have more intense emotions(closer to center) use larger numbers?
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Re: How I Stopped Worrying and Learned To Make a Game
Or we could do a mixture of both. (More intense emotions give a bigger % boost) I mean, it doesn't matter now because I wrote up all the stuff, but it's a thought.
I also added a battle background for Waldo - it's a picture of the ocean from Google Images that has a platform from Pokémon HeartGold and Soul Silver imposed on it for Waldo to stand on. In other news, I can't tell when to stop putting references into games.
I also started creating battle data for Much and the dragon he summons (I'm pretty sure Lux had him summoning a dragon). For Much I used a recolored image of Merlon, while for the dragon - which I have named "Lord Dragon" - I used Nova Dragon's card from Final Fantasy IX. This makes him pretty small - smaller then Much - but that could be Played For Laughs or I could make him bigger. Or I could accept that these probably won't get much farther then placeholders and move on.
- Lux's emotions:
- Each emotion gives a stat boost to its respective stat depending on how intense the emotion is:
Low intensity: +/- 30 (+/- 60 for HP and MP)
Medium intensity: +/- 60 (+/- 120)
High intensity: +/- 120 (+/- 240)
The emotions are aligned to as such (referred to as the highest intensity):
Terror
Stat: Speed
Element: Wind
Rage
Stat: Attack
Element: Fire
Amazement
Stat: Luck (also evade because luck alone seems like it would be pretty shitty)
Element: Ice
Ecstacy (which according to Google Chrome is not a word)
Stat: Magic Attack
Element: Lightning
Grief
Stat: Magic Defense
Element: Water
Vigilance
Stat: Defense
Element: Earth
Admiration
Stat: Max MP
Element: -
Loathing
Stat: Max HP
Element: -
Admiration and Loathing don't have elements because I jury-rigged all of Lux's attacks to attack with the corresponding emotions' corresponding stat (ex. Lux's fire attack uses his attack stat) against the opposing emotions' corresponding stat (ex. uses speed to determine how much damage is taken), and using Max x stats would end up being kind of lame since enemies will often have higher versions of those stats then the PCs. Instead I tooled light and dark to be elements corresponding to the Dream Queen and Nightmare King, and their AoE attacks do something different - Dream Queen's heals the party (pretty shoddily compared to Charles, though) and applies buffs to Magic Attack, Defense, Speed, and Max MP. Nightmare King's deals dark damage to all enemies and issues debuffs to Max HP, Attack, Magic Defense, and Luck.
I also added a battle background for Waldo - it's a picture of the ocean from Google Images that has a platform from Pokémon HeartGold and Soul Silver imposed on it for Waldo to stand on. In other news, I can't tell when to stop putting references into games.
I also started creating battle data for Much and the dragon he summons (I'm pretty sure Lux had him summoning a dragon). For Much I used a recolored image of Merlon, while for the dragon - which I have named "Lord Dragon" - I used Nova Dragon's card from Final Fantasy IX. This makes him pretty small - smaller then Much - but that could be Played For Laughs or I could make him bigger. Or I could accept that these probably won't get much farther then placeholders and move on.
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Re: How I Stopped Worrying and Learned To Make a Game
might I ask how we are going to play the game once it's done though?
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Re: How I Stopped Worrying and Learned To Make a Game
I am going to have to bug zikeep about that.
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Re: How I Stopped Worrying and Learned To Make a Game
I presume it'll be exported as an executable file that may or may not have to be compressed into a ZIP or RAR before it can be distributed through Dropbox.
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Re: How I Stopped Worrying and Learned To Make a Game
So on a whim I decided to add stuff to each character class (which is pretty much the character):
- Class effects:
- Paladin - 95% damage taken from physical-element attacks, base 105% Target Rate
Lightning Thief - 10% evade rate (compared to: everyone else's 5%) and a 5% chance of taking another action.
Soul Captain - 1% HP regeneration (which is still a decentish amount, what with you having a starting HP value of 664).
Cool Pilot - 95% damage taken from ice-element attacks.
Flaming Archer - 95% damage taken from fire-element attacks.
Summoner of Ancients - 95% damage taken from magic attacks.
Spy Monk - 95% damage taken from physical attacks. (This is different then the Paladin's ability - Paladins would take regular damage from jokool's ice-elemental physical attacks, while Spy Monks take reduced damage from jokool's ice-elemental attacks as well as regular physical attacks.)
Omega Knight - 25% Critical Rate, although this may be changed.
Heartbreaker - 105% Item Healing Rate (Items used by you are 5% more effective) and 105% Recovery Rate (you gain more HP from healing skills).
I didn't make any right now for Dream Warrior, but it'll be tied to the Emotions and if we're being honest here it'll be elemental reduction unless someone suggests something else.
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Re: How I Stopped Worrying and Learned To Make a Game
Not sure if this is a good idea or not, but maybe near the start of the story Greece/Bunny are mad at each other for getting stranded on Morbo and blame each other, and for a time have a condition set so that you can't have both on your party without ill effects......
maybe have a status called "grudge" which runs a check to see if any other player/enemy has the status "grudge" and then sets the attack to auto target them? This way during the fighting period of the story, both Greece and Bunny have the "grudge" status on them at all times making having both on the same party a bad idea.
oh and if you couldn't get love to work, maybe instead set it up to just radically reduce hit rate?
oh, and thinking of making it that Cap's ship has a bunch of things that make it seem like he brought us together (like maybe Greece's spare gas container, part of Jokool's ship) and we all assume that, but after the end credits its revealed that all that stuff had nothing to do with us (he took the gas cause he was cheap and found the part of jokool's ship)
maybe have a status called "grudge" which runs a check to see if any other player/enemy has the status "grudge" and then sets the attack to auto target them? This way during the fighting period of the story, both Greece and Bunny have the "grudge" status on them at all times making having both on the same party a bad idea.
oh and if you couldn't get love to work, maybe instead set it up to just radically reduce hit rate?
oh, and thinking of making it that Cap's ship has a bunch of things that make it seem like he brought us together (like maybe Greece's spare gas container, part of Jokool's ship) and we all assume that, but after the end credits its revealed that all that stuff had nothing to do with us (he took the gas cause he was cheap and found the part of jokool's ship)
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Re: How I Stopped Worrying and Learned To Make a Game
You are overestimating the abilities of me/RPG Maker VX Ace. also assuming we ever get around to putting chemistry boosts in how would that even work Like the idea for the story, though, more then what you had for Lima, at least.
Any objections? *looks at Greece and Bunny*
Any objections? *looks at Greece and Bunny*
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Re: How I Stopped Worrying and Learned To Make a Game
I shall begin work on a script soonish!
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Re: How I Stopped Worrying and Learned To Make a Game
If the people don't mind that we bring in some other people's work for the game, I know of a script that will make the Emotions equipping for Lux a lot better (and also making him even more of a Mechanically Unusual Character).
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