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Th3Allstar

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  1. Recently, I have been thinking about how to implement saving into my game. My game is a top-down, action RPG similar to Zelda but with elements such as character building and questing. At first I thought I could just throw in a pause menu with a save button which could be accessed at anytime similar to Skyrim. After I added that feature into the game I found myself not liking it very much. The feature feels abusive since you can save constantly making some of the game design feel weak. I want the game to be challenging but not impossible. I came up with a few ideas of what I could do.   My first idea was to do the most cliche thing ever and have an inn saving system. The player would spend gold, rest up, and save his/her progress. This would also give purpose to inns instead of a place for rumors. However this would require the player to return to a town or major city every time they want to save. So I came up with a second idea.   My second idea was to have "save alters" which would be these runic looking places that are located at important locations in the game. I liked this idea because it would limit how much the player can save. With the feature I have now, I feel like the player can abuse it and make the game less of a challenge. With this I can put a save alter halfway into a dungeon or outside of a cave or wherever it seems necessary. Also I could put these alters at locations that the player can fast travel to when they are out in the over-world. However, I have this feeling that this is not the best way to implement saving.   So before I settle on what to do, I wanted to see what others have to say about the subject. Maybe I can come up with something better with a little feedback.
  2.   I do like the sound of having intermediate steps in order to make a powerful potion. It would make alchemy interesting and if done right maybe even fun. Thanks!         Yeah I think having different preparation methods is a must and depending on how the potion is prepared should definitely affect the outcome. The amount of an ingredient could also be fun to experiment with when making potions. Thanks this has given me some ideas to work with!         I think I might study more on some real life methods in chemistry to see if I can come up with anything. I think having different qualities/conditions of ingredients affecting the outcome of the potion would be cool too. Thanks for your input!
  3. Lately I have been brainstorming ideas for an alchemy system. For my game, I want an alchemy system that is interesting and addicting. I want the player to experiment with different combinations to see what cool potions and poisons they can make. So far I have designed a system where each ingredient will be made up of certain components and depending on how those components are combined, they will make different types of potions or poisons. However, I feel that this is still too simple and I am not sure if I want to settle on it or not. So I was curious to see what other people think would make a fun and addicting alchemy system before I made my decision. What would make alchemy fun for you?
  4. I would make it so that weapons have their downsides and upsides. This will make the gameplay more balanced and not so restrictive on the player. For example, you could have a very strong weapon that swings slower while having a weaker weapon that swings faster. Then you can add upgrades/perks for each level up that increases the damage, speed, etc. of a weapon. This would make it so that a small dagger could be as dangerous as a battleaxe if you train enough with it.
  5. I wouldn't borrow directly from other games but instead see what mechanics in other games are fun and try to improve them for your game.    Also I would look back at your first two puzzles and figure out how simplify them and add complexity to them. From what I've seen, most puzzle games start off with a ridiculously easy puzzle that takes 2 or 3 seconds to complete then the puzzles that follow gradually get harder and harder to the point where it feels impossible. See if you can make them easier and think about how you can add to them to make them longer and more difficult.   In order to this it will require a lot of thinking along with seeing what works and doesn't.