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#1 |
That's so PC of you
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So, bear with me here for a second or two. I always liked games and the idea to actually create them. Ever since i first saw a PC (way back in 91-92) one of the first things i ever wanted to do with it was to make games.
Same as now as it was back then, i'm still the bottom of the barrel in game design, an "Idea Guy". That being... someone who can't code to save it's own life, but has all these "great ideas" for games. I've tried to learn more than a few times, but always stopped midway since there wasn't ever anything more for me to do with it than to have it as a hobby. It's hard as all hell to find reliable people to work with, game design is massively underdeveloped here, and it takes a ton of work... so it simply didn't pay off as a Hobby nor as a possible career choice. ...Probably why i play around with video and image editing today anyways. So, from time to time i have these "chunks" of ideas for games and absolutely no way to turn it into something positive... that's where you guys come it. I get to waste your time, dump my ideas, clear my head, and make way for other stuff (like get back on writing ASAP). So, i had this concept for a SRPG... that i'm putting in spoiler tags because it's quite big and you may not want to read it all. HUGE GAME IDEA HERE So, this is it. And i'm glad i put it out of my mind. I would actually like very much if i could get feedback from you guys, some criticism evem. Just'cause... y'know. And also, your own ideas of games you would actually want to make |
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#2 |
Archer and Armstrong vs. the World
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Sound pretty good, I'd play it. My only recommendation is that if all a character's actions are based around so much AP they have per round you might as well just have it go back to 100% at the beginning of each turn. If movement and basic attack aren't affected by it, though, then in some ways the 70% recharge is too high.
Have you ever played Breath of Fire V: Dragon Quarter? That game's battle system was great and I think you might get ideas from it. Every action used AP (renewed at the beginning of each turn), it had circular movement patterns instead of squares, etc. I'd love to see something done like it on a larger tactical scale with numerous units instead of just the three (very different) ones in that particular game. Also, how would you handle the 3D environment as far as range weapons are concerned? Would it just be line of sight with guns or would you go for some kind of cool physics calculation that takes into account angle and trajectory of bows or something? I'm not sure how FFT calculated it but it seemed like you could basically hit any target with a bow, which was pretty unrealistic. Sure you could arc an arrow over a wall in real life but if the target is right next to the wall they're probably not going to be hit unless the arc is really high, an arrow shot nearly straight up, which isn't very realistic. Also I think that chance to hit should be separately calculated from damage--in most eastern RPGs if you hit the enemy you cause nearly the same amount of damage each time, whereas in western RPGs things like "glancing blows" can come into play where you may hit the enemy but it was a flesh wound that only causes a fraction of the max amount of damage. Sometimes this can be seen as "cheating", though, instead of an attempt at realism on the game's part. A balance between the two is needed.
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The Valiant Review |
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#3 | ||
That's so PC of you
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If you don't recharge your Full AP at the end of the turn, this makes you thing more strategically, so you can make sure to have enough when you really need it. As a game like this, is normal to have the bad guys outnumber your team. Quote:
With having a somewhat simplistic map system and opting for more stylized, lighter graphics, you could put more effort in a Physics system that would aid in the destructable scenario structure, so i think that would also be best used for Weapon Physics, specially Spells and Ranged Weapons. I also recall "Hoshigami" the game that was supposed to be the spiritual sucessor to FFT, it bombed hard, partially due to the fact that if you knew your level and the target's level you could say with 100% certainty the damage your attack would cause and how much XP you would get. So for damage, it's better to explore a more Variable system, but not too much that can get out of control. More like a "FIne Tunning" options in racing cars. They are there, you know they can change how the car handle wildly, but you also know you should temper with them only so much to get the better balance |
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#4 |
Action Hank ain't got nothin on me.
Join Date: Oct 2004
Posts: 527
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The gameplay sounds like it could be fun.
Any who, just as long as the design is flexible it would make it good enough for a start. As the game got developed it would go through changes for fun and balance. I very much doubt it would be the same at the end. Anywho, if you ever decide to go anywhere with it, make a simple prototype to test if the overall concept can be fun. That way you get an idea before really jumping in. If it isn't fun, its a learning experience. Prototypes are very good things to do. |
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