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#ActualAcharis

Posted 06 December 2012 - 05:22 AM

I think you have to start with the question why those elements should be in the game at all. "Because other games had them" is not good enough answer. Once you answer that question, it will be clear enough how to implement them.

Reasons:
- mood (AKA: "because other games had them" Posted Image), I think games should not be all about logic only, about how it fits into mechanics only, it should also have things that are "fun" or because we are used to them and we want to see them again. That reason should not be discarded.
- progress, probably the most important one, the player needs and wants to feel some progress, getting stronger, more powerful. Attributes are a nice tool for this.
- rewards from exploration (AKA "The potion of fire resistance"), similar to progress, but more like a sort of treasure you find.
- in case of spells, more tactical options during combat (what kind of spell to select against whom and when and if), also some basic resource management (MP conservation)

the core of an entertainment should lie in the possibilities for tweaking the characters.

No... I wanted to focus it on exploration. You can go where you want when you want, explore dungeons and ancient ruins, find many NPCs (not in cities but in wilderness) with tiny quests to give. This would mean it's quite unbalanced in terms of difficulty level (you can go from the very beginning to areas where you have no chances of surviving at all if you choose so), also I need the character development options as rewards for exploration (you have these crystals in dungeons, when you find one it disappears and you get a bonus to an attribute (you select which character get's it)). I simply can't/shouldn't make it "get X attribute points to distribute after level up" for this kind of game...

As for resistances I thought of numeric 1-X random damage reduction. Let's say you have 260 fire resistance, it means it reduces damage from fire by a random number between 1 and 260. This would prevent making characters immune to fire after some point.

Generally, I was thinking of making level up as a source of HP & MP (plus some base damage bonus maybe) while attributes and resistances would be rewards from exploring the world (which means your attributes could be quite uncolerated to level, unlike in majority of RPGs).

#3Acharis

Posted 06 December 2012 - 05:21 AM

I think you have to start with the question why those elements should be in the game at all. "Because other games had them" is not good enough answer. Once you answer that question, it will be clear enough how to implement them.

Reasons:
- mood (AKA: "because other games had them" Posted Image), I think games should not be all about logic only, about how it fits into mechanics only, it should also have things that are "fun" or because we are used to them and we want to see them again. That reason should not be discarded.
- progress, probably the most important one, the player needs and wants to feel some progress, getting stronger, more powerful. Attributes are a nice tool for this.
- rewards from exploration (AKA "The potion of fire resistance"), similar to progress, but more like a sort of treasure you find.
- in case of spells, more tactical options during combat (what kind of spell to select against whom and when and if), also some basic resource management (MP conservation)

the core of an entertainment should lie in the possibilities for tweaking the characters.

No... I wanted to focus it on exploration. You can go where you want when you want, explore dungeons and ancient ruins, find many NPCs (not in cities but in wilderness) with tiny quests to give. This would mean it's quite unbalanced in terms of difficulty level (you can go from the very beginning to areas where you have no chances of surviving at all if you choose so), also I need the character development options as rewards for exploration (you have these crystals in dungeons, when you find one it disappears and you get a bonus to an attribute (you select which character get's it)). I simply can't/shouldn't make it "get X attribute points to distribute after level up" for this kind of game...

As for resistances I thought of numeric 1-X random damage reduction. Let's say you have 260 fire resistance, it means it reduces damage from fire by a random number between 1 and 260. This would prevent making characters immune to fire after some point.

Generally, I was thinking of making level up as a source of HP & MP (plus some base damage bonus maybe) while attributes and resistances would be rewards from exploring the world (which means your attributes could be quite uncolerated to level, unlike in majority of RPGs).

#2Acharis

Posted 06 December 2012 - 05:20 AM

I think you have to start with the question why those elements should be in the game at all. "Because other games had them" is not good enough answer. Once you answer that question, it will be clear enough how to implement them.

Reasons:
- mood (AKA: "because other games had them" :)), I think games should not be all about logic only, about how it fits into mechanics only, it should also have things that are "fun" or because we are used to them and we want to see them again. That reason should not be discarded.
- progress, probably the most important one, the player needs and wants to feel some progress, getting stronger, more powerful. Attributes are a nice tool for this.
- rewards from exploration (AKA "The potion of fire resistance"), similar to progress, but more like a sort of treasure you find.
- in case of spells, more tactical options during combat (what kind of spell to select against whom and when and if), also some basic resource management (MP conservation)

the core of an entertainment should lie in the possibilities for tweaking the characters.

No... I wanted to focus it no exploration. You can go where you want when you want, explore dungeons and ancient ruins, find many NPCs (not in cities but in wilderness) with tiny quests to give. This would mean it's quite unbalanced in terms of difficulty level (you can go from the very beginning to areas where you have no chances of surviving at all if you choose so), also I need the character development options as rewards for exploration (you have these crystals in dungeons, when you find one it disappears and you get a bonus to an attribute (you select which character get's it)). I simply can't/shouldn't make it "get X attribute points to distribute after level up" for this kind of game...

As for resistances I thought of numeric 1-X random damage reduction. Let's say you have 260 fire resistance, it means you reduce damage from fire by a random number between 1 and 260. This would prevent making characters immune to fire after some point.

Generally, I was thinking of making level up as a source of HP & MP (plus some base damage bonus maybe) while attributes and resistances would be rewards from exploring the world (which means your attributes could be quite uncolerated to level, unlike in majority of RPGs).

#1Acharis

Posted 06 December 2012 - 05:19 AM

I think you have to start with the question why those elements should be in the game at all. "Because other games had them" is not good enough answer. Once you answer that question, it will be clear enough how to implement them.

Reasons:
- mood (AKA: "because other games had them" :)), I think games should not be all about logic only, how it fits into mechanics, it should also have things that are "fun" or because we are used them and we want them to see again. That reason should not be discarded.
- progress, probably the most important one, the player needs and wants to feel some progress, getting stronger, more powerful. Attributes are a nice tool for this.
- rewards from exploration (AKA "The potion of fire resistance"), similar to progress, but more like a sort of treasure you find.
- in case of spells, more tactical options during combat (what kind of spell to select against whom and when and if), also some basic resource management (MP conservation)

the core of an entertainment should lie in the possibilities for tweaking the characters.

No... I wanted to focus it no exploration. You can go where you want when you want, explore dungeons and ancient ruins, find many NPCs (not in cities but in wilderness) with tiny quests to give. This would mean it's quite unbalanced in terms of difficulty level (you can go from the very beginning to areas where you have no chances of surviving at all if you choose so), also I need the character development options as rewards for exploration (you have these crystals in dungeons, when you find one it disappears and you get a bonus to an attribute (you select which character get's it)). I simply can't/shouldn't make it "get X attribute points to distribute after level up" for this kind of game...

As for resistances I thought of numeric 1-X random damage reduction. Let's say you have 260 fire resistance, it means you reduce damage from fire by a random number between 1 and 260. This would prevent making characters immune to fire after some point.

Generally, I was thinking of making level up as a source of HP & MP (plus some base damage bonus maybe) while attributes and resistances would be rewards from exploring the world (which means your attributes could be quite uncolerated to level, unlike in majority of RPGs).

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