Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


powerneg

Member Since 29 Dec 2012
Offline Last Active Today, 04:39 PM

Posts I've Made

In Topic: New take on Conversation in Video Games

Yesterday, 12:51 PM


First we start with an absolutely huge cache of words, phrases, and paragraphs.

 

Soo, the AI would need to "find it's way" through this ?

It would come closer to how humans think then most algorithms, so +1 for that,

 

I see however two problems:
1) It would take a real big database, probably something like a 20-dimensions big matrix.

2) Without action tied to the conversation, it'd be just another cleverbot.

 

 

@Onigiri Flash:Awesome vid.


In Topic: Dual Stick Shooters - Flying or on Foot?

28 July 2015 - 06:16 PM

Most walking shooters are about avoiding fire as well, usually meaning the player gotta keep moving and occasionally hide behind something.

You probably already seen it but the game Descent is a flying shooter inside a complex mibe.


In Topic: To use mana or not? (that is the question)

28 July 2015 - 06:01 PM

Powerneg why so patronising?

As you see in the long thread its not THAT simple of a question and the point of the thread is to clearify pros and cons with different systems.

 

Yes the way im aiming to pace my game needs persisting effects to be limited, mainly to avoid players stalling for time i easy fights to spam heals (as you could do in "darkest dungeon"). Such a system works of course, but its not very fun to play (and in very hard games you are almost forced to use exploits like that).

 

Well, it seemed like you were making up arguments along the way, showing your preferences,

Having preferences is off course good as you're the one who 's actually going to make the game, but it doesn't help the discussion,

because most issues can be solved using proper finetuning/balancing.

Instead, you could list your preferences, like: do you want each spell to be "mandatory" used?

do you want healing to be nerfed/weak? How many spells/abilities are you aiming for ?

 

 

Yes the way im aiming to pace my game needs persisting effects to be limited, mainly to avoid players stalling for time i easy fights to spam heals (as you could do in "darkest dungeon"). Such a system works of course, but its not very fun to play (and in very hard games you are almost forced to use exploits like that).

 

 

How about full health-regeneration between combats ?

It gives you the opportunity to realy restrict the use of healing-spells without the player needing to go back to town every three battles.

It also makes battles seperate from each other, instead of one big battle(with some choice of opponents i suppose)

 

One thing to keep in mind, btw, it may sound fun for you from a design-perspective that the player needs to use every spell,

but from the player's perspective, someone will have made some(all?) of the choices for him.

 

 

Yes. If a single skill is always the best option, then players aren't really making a choice. They're simply selecting the obvious option from the list every time over and over again until they get victory. That's not much of a game.

 

Make an improved heal-spell with 50% more healing and 100% more mana-cost.

Add the cost-less basic attack.

Now it's situational which spell is best.


In Topic: To use mana or not? (that is the question)

28 July 2015 - 05:45 AM


The problem with mana only is that it might end up using some classes just for one thing, for example if a cleric can heal and do some damage skills (which both cost mana) you might end up ONLY using the heal and not wanting to "waste" mana on a more diverse set of skills.

 

So you're going to introduce a character who is specialized in healing, make his healing skills way more powerfull then his other abilities,

then complain that players use his best skill instead of randomly choosing a skill ...

 

This is mainly a problem with skills that grants persisting effects (such as healing):

 

Because you allow them to stack infinitely ??

 

As a designer you can use any system you like, all you gotta do is balance it out,

and if you realy wanna go with limited-use-skills, just do so.

Just keep in mind that now YOU will be determining which spells the player uses, not the player ...


In Topic: To use mana or not? (that is the question)

26 July 2015 - 06:58 AM


1. All skills (including basic attacks) are "equally good" and you can choose anyone each combat round (used in darkest dungeon)

 

It's hard to balance them that way, and on top of it, the player may get bored.

 


4. Use both CD and energy (like most MMORPGs, like wow)

 

With those two included, balancing becomes much better.

As you're not making an AAA-titles, you may want to focus on mana, and only use CD for some special spells or something like that.

 


5. No mana is used. Skills are limited use. So you can only use ice bolt 2 times and healing wave 1 time. Resets in town.

 

It sounds like a hard game to play.

It also sounds hard to design, since you gotta keep a trip interesting(with 3 spells) and make sure a trip isn't just a repetition of a previous trip.

I think some games use this mechanic through one-time-use scrolls, usually having something to do with the story/progression(or a "transport-back-to-town-scroll")

 

6.

This is partially stolen from Golden Sun(GBA iirc):

Each character can bring with him one djinn, this djinn passively boosts the character, some stats-increase and maybe slow health-regeneration.

Each djinn can also be activated for his skill, this skill is strong enough to change the course of a battle,

but the djinn is exhausted and loses his passive(and active) until a town is visited.


PARTNERS