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Messages - Zizka
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51
Devlogs & Projects / Re: Battle System for RPG Game
« on: May 03, 2018, 11:12:42 pm »
Hello twill14, thanks for the reply.

I can't really prototype anything. I don't have the resources to do so. I don't code things myself so I need to pay someone else to do it, which means I need to be careful not to waste resources/money.

The system is very similar to something I've tried before in Bioshock:


it's also based a nes remake of Resident Evil:
.

I know it can be fun as foundation, it depends on the context.

Quote
Also, is your game meant to be turn-based? Imagine if the player had to fight 10 enemies in a row, would the system start to feel exhaustive?

There shouldn't be that many fights in the actual game, I'm thinking 10 or maybe less. So I don't think it would become too much.



Since I'm on the topic, I've decided to get rid of the dodge mechanic. It's too complex.

I'm thinking of simply using two different faces of a same coin. The offense side when the player isn't being attacked and the defense side when the player is being attacked. The principle would be the same. It's just that the colors would have different functions.

In other words, every time a player is attacked, he/she has to react with the same meter as before, only this time the outcome is how much damaged he received as opposed to how much damage he deals. That is, of course, if there's still some stamina left to do so.

Using that mechanic allows me to keep the stamina management aspect while having something more practical to settle the offensive/defensive aspect of battle.


52
Pixel Art / Re: WIP: Motel Scene (Looking for criticism)
« on: May 02, 2018, 02:59:18 pm »
Quote
were is the hotel manager with with the keys

That would be inside, first floor, first door on the right (the one with the mat).

*I removed the fountain entirely and enlarged the parking lot instead. It makes a lot more sense that way.

*I added some garbage bags.

*Added a pickup truck in the parking lot.

*Started working on a realistic looking tree (still very WIP).

*Moved vegetation around.

*Added some street lights.





53
Pixel Art / Re: Game Design Question
« on: May 01, 2018, 03:57:33 pm »
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but  the shape looks wrong

In which way please?

I reworked it a bit. I've added some possible icons to indicate that something is equipped. Do you guys have a preference for one between the checkmark, the big hand, the little hand, the big E and the little e?



I'm also experimenting with the status page.



You'll notice various meters/numbers to represent which stat. Any preference?

54
Pixel Art / Re: Game Design Question
« on: April 30, 2018, 03:29:57 pm »
Yeah, I think I'll have to bite the bullet on that one and drop the meter. Shame to pay for it and not use it though  :'(. Oh well, can't let it guide my decision.

So here's what I'm thinking for the health meter instead:


The problem is that the number ends up being tiny. On the bright side, it makes better use of the space on the left. I'd need the tab to be the same size as the other tabs.

So I made a few of those in order to make up my mind as to which tab to use. I will be referring you to each tab by their numbers.

#1: Too small, too hard to read.
#2: Better. Still too plain.
#3: Approached the rotating part of the tab to the side. Number is more readable (still too small?). Once it's x2, it should be just fine I reckon.


I like the cohesion of the overall thing. What do you guys think?

55
Pixel Art / Re: [OC] [C+C] My Monsters
« on: April 30, 2018, 01:59:20 pm »
Good first attempt!

If I can give you an advice from someone who regularly creates thread for feedback: limit your thread to one creation. Threads which contain many creations tend not to get as many replies. Also, it can get chaotic when different people comment on different things.


What is the perspective for this character to be used in? Right now, I'm getting the impression the character is seen directly from the front. Usually, in walking cycles like those, you'll use the 3/4 perspective. In this case, you'd see more of the top of the head of the character. It could work either way though.

In games, proportions are often disregarded when it comes to characters:


In this case, the head is bigger than both torso and legs combined.


In Earthbound, the torso is as big as the head but the legs are barely visible.

I think you could think what you'd like to emphasize on for the character itself and then restructure it accordingly.

Right now I have the feeling you're going  for something realistic but the proportions aren't right.

56
Pixel Art / Re: steven buscemi [WIP]
« on: April 30, 2018, 12:48:41 pm »
I like the shading of the face and the iris of the eyes but I can't say I recognize Buscemi just yet.

57
Pixel Art / Re: Game Design Question
« on: April 29, 2018, 07:25:59 pm »
Thanks, I'll fix it.

For inventory I was thinking of something like this:


Inventory on the left page and a description on the right.

I'm unsure if putting the selected item on the right page. It seems redundant.


Do you guys prefer one or the other?

58
Devlogs & Projects / Battle System for RPG Game
« on: April 28, 2018, 04:40:34 pm »
Hello everyone,

(you can skip to mechanics if you don't want to read the intro).


I'm currently working on a battle system for my game. I think I've learned from my past experiences developing games that I need to be vigilant about how complex I make things. I have a tendency to over-complicate things to the point where it gets bogged in details. I often stumble upon indie games who are a lot of fun with very simple designs, art wise or mechanic wise.

Anyhow, this time around, I want to make sure my foundations are simple and fun. The reason I'm creating this thread here is to discuss with other members User Interface (U.I.) and the mechanics I have in mind so I can get some feedback. When you're alone developing something, you are so close to it you sometimes miss what others perceive as glaring flaws.

Mechanics: Initial Core Concepts:
1. Health Unit: I'd like to keep everything low not unlike The Darkest Dungeon. I'd like to stay within the realm of 1 to 10 if at all possible. I like low numbers, they are more representatives as abstractions than high numbers.

2. Character Health: I'm thinking the player character would start with something around 10 health. This should give you an idea of what damage increments represent what to the player.

3. Stamina:
a. I want stamina to be a critical aspect of battle management. In other words, spamming attacks should not be an option, there should be more strategy to it.


b. This bar represents the stamina bar. It can be considered as magic points to some extent. The difference being that every action in battle requires to spend stamina.

c. Stamina regenerates over time. So, unlike magic points, you can never run out.

d. Actions have a different stamina point (SP) cost. Blocking might cost x, while a certain attack might cost y and a different attack cost z.

4. Danger Meter:
Under punching bag in the picture below, you'll notice a skull with a meter next to it. That'd be the Danger Meter. Much like the stamina bar, it fills up over time. It's similar to the active time battle of Final Fantasy in that aspect.



I'd like the A.I. to select a random attack from database when the meter is filled up.



5. Actions in battle.
a. In the picture with the punching bag, you'll notice four circles of four different colors. The idea was to assign a specific action (out of battle) for each color. The colors would then be distributed in the action bar:


b. The yellow arrow moves from left to right. The player needs to press an interaction key to stop when the action he/she wants is selected.

c. When the action is selected, it triggers in battle, reducing the stamina.

d. In other words: three things are dynamic in battle: the stamina bar regenerates, the danger bar for the enemy and the yellow arrow.



Self-Criticism:

1. Too. Complex.
See what I meant when I said I tend make things too complex. There are too many variables right now so I want to reduce it.

2. Streamlining:
One way to simplify things would be to get rid of the various colors altogether. This also solves assigning actions to various colors. It's too complex for the score of game I'm going for.

One way would be to have two colors on the bar: green (success) and red (failure).


When you succeed, you get to choose an action from a list of action. When you fail, you lose some stamina as penalty.

Every time, the segmented bars layout are randomized when a selection is made, whether it's green (success) or red (failure).

3. Problem with #2.:
It's still a two step process; make the right selection AND THEN choose an action. Still needlessly complex.

4. Another alternative:
Keep the 4 colors but have them assigned to one action each. In other words, the player doesn't assign an action to a color. It's more simple that way I feel.

Red: Miss
Green: Hit (weak attack)
Yellow: dodge
Purple: Hit (strong attack)

That way, it'd be a bit tactical without being overly complex.

5. Dodging:
Dodging successfully should be rewarding to the player. Only... what's the best way of dealing with that mechanic in particular?

You can't ask the player to trigger the dodging at the exact same time the enemy attacks, that would be impossible.

I was thinking of this: when the player selects dodging (yellow) he holds down the interaction key. During that time, stamina decreases instead of regenerating but he is actively dodging. During that time, any attack triggered by the enemy is automatically dodged.

It adds a layer of complexity but I don't know how to otherwise handle it.

6. Player stats vs enemy stats:
I'd like the player stats to be processed with the enemy stats. A skilled enemy would mean more red areas on the battle meter (more chances to miss) while an unskilled one would mean more green and purple areas.

This means adding some sort of combat proficiency attribute to the player character and each foe in the game. I feel like it's doable and not overly complex.

7. Weak hits VS Strong hits.
What would be the difference between the two. I'm thinking of a risk/reward system. Green hits should be more prevalent and easier to target with the arrow while purple hits should be fewer and harder to target (but provide more damage output).

Logically, I'd need to have a different stamina cost for the weak hits and the strong hits. But then there wouldn't be enough of an advantage to select purple hits.

I could just change strong hits with critical hits and have both normal green hits and purple hits have the same stamina cost. That'd be more simple to handle.

8. Long range vs melee:

As it stands right now, I'd like players to be able to move in battle BUT that really adds complexity to the whole thing.

Each tiled movement should cost stamina for the player and danger meter for the foe.

I need to be careful not to be in a situation where the player can just move away continuously when the foe comes closer.

How would I handle long range combat then? In melee I can contrast the player's combat stat with the monster... but what about ranged attacks though?

Then again, I could have a in-built artificial foe statistic based on the distance separating the player with the monster to proceed with my contrasting. I.e.: four tiles: 4 Five tiles: 5 Six tiles: six... etc...

That could work. But again, it adds a lot of complexity to the whole thing.



So this is what I have in mind. As you can see, a lot of brainstorming going on. I'd like to have a conversation about those mechanics with you guys.

Thanks for reading!

Z.

59
Pixel Art / Re: Game Design Question
« on: April 24, 2018, 11:15:18 pm »
*Bump*

I'm experimenting with the choice mechanic. Choices are on the right page. I've tried the silhouette of a scale. I've redrawn the fountain pen.

That's about it for now!


60
Pixel Art / Re: WIP: Motel Scene (Looking for criticism)
« on: April 23, 2018, 12:12:50 pm »
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1- you stretch the sidewalk (to the south) to be  wide enough to accommodate the sidewalk and the stair.
2- the stair lands on the street/parking lot, which I suppose would break some safety rules

I think it could land in the parking lot judging from this picture:
http://c8.alamy.com/comp/DA8DTE/st-saint-petersburg-florida-largo-belleair-village-motel-budget-guest-DA8DTE.jpg

So I shifted things around a bit and I added a fountain and improved the swimming pool as well. Looks a bit on the big side. Maybe I could just fill in that spot with grass like in your mockup, Vinik.

It looks wonky with the slabs being pretty big compared to the sidewalk which is smaller and of a different palette though. I'm wondering if the parking space isn't really too mall now though as well. Probably should add some slabs on the right side as well now.








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