Jump to content

  • Log In with Google      Sign In   
  • Create Account


theBenni

Member Since 17 May 2012
Offline Last Active Apr 22 2014 06:43 AM

Posts I've Made

In Topic: Comments on an RPG party system

01 November 2013 - 04:52 AM

 

The issue I'm having is devising a system in which the Player's choice of party members affects their performance in combat. It's important for the characteristics of the party members to affect the player in some way. I guess I'm just interested in ideas for party members influencing their leader in some way. 

I'm a fan of the "less is more approach", so it has to be just the right mechanic for us to add it to the prototype list. 

 

I think party members should influence combat mainly in what they do. If you bring a healer and he heals you he has an influence. If you bring a melee fighter he can deal damage, tank damage, tie up opponents and potentially interrupt ranged/support opponents. This is plenty of influence. I don't need +phys dmg or something on my main guy on top of it.

 

 

Awesome. My thoughts exactly, it's nice to hear it from someone else. Cheers for the help. 


In Topic: Comments on an RPG party system

31 October 2013 - 05:40 AM

Thanks for the in-depth response powerneg, appreciate it. The game will have a relatively high visual fidelity, we're using unreal 3 for mobile and we've released a game with it before so characters should be fully actualised. 

 

The issue I'm having is devising a system in which the Player's choice of party members affects their performance in combat. It's important for the characteristics of the party members to affect the player in some way. I guess I'm just interested in ideas for party members influencing their leader in some way. 

I'm a fan of the "less is more approach", so it has to be just the right mechanic for us to add it to the prototype list. 


In Topic: Comments on an RPG party system

29 October 2013 - 10:50 AM


Are you hellbent on the not-switching-the-character part?

 

It's a license I'm afraid, the lead character is already established and the story is told from his perspective. So... I don't think there's too much chance at the moment of changing that. 

 

I was thinking that if someone was more interested in a party member's personality and character, then they might be less interested in stats. So, the models I was exploring were along the lines of:

 

More Stats = Impersonal party members or Fewer stats = Party members as characters

 

My thinking is that if there's lots of stats to assess, you'll be spending time doing that rather than getting to know the party members.

 

Thanks for your input btw. 


In Topic: Art quality as a design element

12 September 2013 - 07:53 AM

Surely it's not a case of using the best available graphics to accompany design, but more along the lines of: What style of art best complements and is appropriate for the design / and vice-versa.

 

I think that establishing a theme between art and design, something which works for both disciplines is necessary.


In Topic: Looking for some good ideas

03 September 2013 - 07:16 AM

Top Scrolling games are an interesting format. 

Perhaps you could do an endless runner where you're trying to escape from something? Maybe you're a fox being chased by hounds or Bonnie and Clyde trying to outrun the police. 

 

Or if you wanted movement along the X and Y axis together you could do something where the start point is an origin, maybe you're tethered to a post, and the further away from the origin you move, the higher the danger. If the tether is elastic, the further away from it you move the less responsive the controls are and if you let go you're pulled back to the origin. 


PARTNERS