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sunandshadow

Member Since 23 Apr 2000
Online Last Active Today, 04:16 PM

Posts I've Made

In Topic: Should i use "caveman-speak" for dialogs?

Today, 04:17 PM

I'd say definitely no.  Simple language would probably be good, but caveman speak is not.


In Topic: Tactics RPGs with an actual "game" (world exploration, etc)?

27 August 2016 - 08:35 PM

There were several interesting tactical RPGs for the PS1 which are still worth studying if you want to design one.

 

Monster Seed was the closest to what you describe, a JRPG which just happened to have tactical combat.  I don't remember whether it was full tactical combat or tactical-lite like the Monster Rancher series.

 

Azure Dreams takes a dating sim approach - the main town is all the world you get, but you can walk around in it freely, talk to all the NPCs, upgrade the buildings, race ostrich monsters, etc.  The tactical part is rogue-like, a tower of monsters that you try repeatedly to climb up, and most levels are randomly generated.  Tactical combat uses AI and steps rather than turns.

 

Eternal Eyes is basically an early version of the Disgaea series.

 

Also, not a PS1 game, there are the sibling MMOs Dofus and Wakfu.  Dofus doesn't have a lot of quests and is a "french grinder" type MMO similar to Ryzom.  I recommend the Osamodas class, which is the pet user, if you want to see tactical combat where your player is not the only unit you control (your pets are mostly AI controlled but you choose when and where to summon them and can buff them in various ways).  I haven't played Wakfu but I've been told the combat is very similar to Dofus.


In Topic: Unlockable characters with their own story?

25 August 2016 - 03:58 PM

Well, the global timeline approach is designed when you have at least a small main linear skeleton that all the sidequests are hung on.  For example, what triggers the ending of your game?  Is it the kind of game where you progress through physical areas by solving puzzles or defeating bosses?  If so then those would be the landmark events on the global timeline.  If it is the kind of game where the player has a set number of days or weeks to invest in activities, then each day/week is a landmark event on the global timeline.  If it's an openworld game then you still might have a global timeline but each quest chain is somewhat independent, and you check both on-demand whenever the player enters an area or talks to an NPC.


In Topic: Completely custom skills mechanic for RPG

25 August 2016 - 01:21 AM

 

If the player's body is made from one or more types of particles, that might allow physical characters to fit into this system.  You might have one type of particles for muscle strength and one for muscle speed and one for skin toughness...

Yep, thanks, I thought about this option.

In this case, all "physical" skills could be manipulations with such "physical" elements, in opposition to "magic" elements – but than not entirely clear, why warriors can't manipulate magic "elements" and why magicians can't manipulate "physical" elements...

Of course, it could be just hard-coded inside mechanics, but I'm trying to avoid any hard-coding for skills. Rather to create a kind of very basic physical laws.

 

p.s. to be clear, any type of character should be able to control everything, but still, there should be preferences for those who choosing one way or another.

 

I would recommend you don't make it impossible for warriors to manipulate magic elements or for mages to manipulate physical elements.  What's the point of having a flexible system but then forbidding hybrid classes to be made with it??  But preferences, sure, you just have to allow the character to invest points or quests towards increasing their control of one element or another.


In Topic: Unlockable characters with their own story?

25 August 2016 - 01:19 AM

RPGs usually have a global timeline, coupled with a game state file which contains a checklist of what's already been done/collected/destroyed/otherwise altered from the base state of the game, plus numbers for anything the game keeps score of, such as the number of times X or Y has been done and the relationship with each character or faction or high score at each minigame, etc.  Any time you advance the global timeline, you can check the state file to see if various conditions are met.


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