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[Full Game] Lucid Awakening

So I'm having trouble deciding what kind of skillset the latest party member should have. Her name is Leandra, she is a warrior--highest attack in game. I'm thinking she shouldn't have an astonishing skillset or anything since she will mainly just be attacking...and I don't want her to be a completely overpowered character.

I was actually thinking of doing something different with her. Instead of having a skill tree she would use her AP to activate skill scrolls she would find or something? I dunno. The main reason for that is cuz I'm lazy and don't feel like doing a skill tree for her LOL!

I was thinking that she would have weapon enchants...that way she would still be all about attacking, but could power up her attacks. I dunno, what do you guys think?
 
Warriors having the highest attack in game? Nothing really wrong with that, but I just found it a bit odd since they're usually the median between defense and offense. o: If they have higher attack than clothies, isn't it bullying the clothies a bit?
 
Well, that's not her official class title, I just said that randomly lol...I should have said Fighter or Samurai or something.

If by Clothies you mean mages, then no, she won't be able to do more damage with her attacks than they can do with their spells. I just meant she has the highest physical attack stats (highest Strength, and weapons have highest attack power).

I'm definitely sticking with the norm and making Zeth (the "black mage") be able to do the highest 1-hit damage. There's another character in mind who I'm still deciding what to do with...she should be very intersting--she's a sort of psychic. She MAY be able to do more damage in one move because I was thinking it would be cool to give her some kind of 2-hit spells or something. But that was just a thought, I actually doubt I will give her that.

The psychic girl (Naveena) may have something maybe blue mage-ish...but not really...basically I was thinking of her being able to have a skill that does something different depending on which monster she uses it on. For instance, if you use it on a monster who is an ice based, magic-using monster, using the skill on that monster could either use an attack-all-ice spell, or maybe lower all monster's speed or maybe even buff the party or something. Stuff like that.
 
So I FINALLY am getting a proper World Map done.

Here's what the Cornelle continent looks like now:
http://i51.photobucket.com/albums/f389/ ... rnelle.png[/IMG]

As you can probably see, my World Map style isn't really big or grand. It's more of just a way to get from place to place...not really all that explorable. You get a ship around where I have developed so far, and then there will be a LITTLE more exploration, but not really. Like, you will still be basically linear on the order of dungeons and stuff, but you probably will be able to go do some side stuff.

Also I am trying to get a new sprite and battler for Damian (it's about time!!). Maybe I'll put up a new demo when I get all that stuff sorted out. There's also a lot of progress into the story--I just finished the 3rd gate, and got a new party member who I mentioned in the above post.

Edit: Oh, and those crosshairs on the map are just for me to know where I want docking points for the ship.
 
Thx ^_^. So do you think people will really mind my world map? Like I said, it's more just a way to get from location to location...no random battles, not many big places to explore, etc.
 
sillypieman;284912":csv8r8yh said:
Thx ^_^. So do you think people will really mind my world map? Like I said, it's more just a way to get from location to location...no random battles, not many big places to explore, etc.

Well, I always like world maps that have a few little extras hidden away in places. But, I wouldn't mind a generally simple world map.
 
K thx ^_^.

I officially have a working Ship now. It was kind of hard because I used Seph's vehicle script, but his was set up so that you would "transform into" a boat when you would walk up to any dock. So I had to do a series of map events with conditional branches and switches galore to make it like FF1 where you would park your ship somewhere, and the only way to ride it would be to go back to that dock.
 
It's been a little while since I've posted.

I have a question: What do you all think about having all characters get equal experience and AP whether they're in the party or not? I was really thinking of doing that...and here's why:

Cuz in my game, the characters' skill sets are layed out a little differently than a lot of games--
-Damian has Buffs, Debuffs, and attack skills.
-Ariana has status effects for one enemy (also does damage), status effects for all enemies (no damage), and status healing stuff (with some low level healing).
-Zeth has elemental magic (Fire, Water, Earth, and Wind) which does lots of damage to one enemy, and arcane magic (Dark, Ice, and Lightning) which does less damage but to all enemies.
-Glow has healing magic, and holy element attack spells.
-Aiden has protection magic, and he will probably have some attack skills.
-Leandra will probably have element based attacks that will do damage mostly based on the enemy's defense...this way if a monster has really high magic defense it would probably be better to use Leandra's skills as opposed to Zeth's. Also some damaging attack skills.
-Garett will have species-specific damaging skills. In other words, you will have skills that do a lot of damage for Plants, Demons, Aquatic, Beasts, etc.
-Naveena will be weird...I'm still deciding what I'm gonna do with her. I was actually thinking of only giving her one or two skills...but they would change depending on different things. Most likely there would be different effects depending on which monster or ally you use it on. Not sure yet.

So there will be some parts where you will be using completely different party arrangements most likely. If I make it so everyone will be on the same level and be getting the same amount of AP, people will be more willing to try different characters.

For example: Someone doesn't like Leandra very much cuz they always just use Zeth to do elemental damage. But what if they get to an area where they NEED Leandra, and Zeth is almost useless. They haven't leveled up Leandra at all, and now that specific dungeon or whatever is going to be near impossible without her...but they don't wanna go grind. Now they just quit my game lol.

So you see my point? I'm just going to do it for now, and if a lot of people don't like it in my next demo, maybe I'll change it...but prolly not lol. Sorry for the long post :P
 
A game I have at home has a feature similar to that, where each party member, regardless of whether they have fought or not receives experience...

I think it means you don't have to grind each individual character to the same level...

I think it's a good feature :)

Edit: Nicely done so far, keep up the good work :)
 
Yeah, cuz no one really liked grinding honestly unless it's a really fun game...which I'm not gonna pretend my battle system is lol.

Thx for the compliment! ^_^

Edit: I'm just wondering, would everyone rather me wait till the game is completely done to release another demo? In that case I would say that it would be done by like May of next year probably. And by "by may of next year" I mean that it would probably be pretty long before that, but no later than that.
 
You may lose an audience, then again it's rather pointless to constantly point out your every step in the progress of this game... Is it?
 
Minor Update:
Monsters now drop money. So you don't have to completely rely on selling the spoils to get your money. BUT, they don't really drop that much, so you will still have to balance selling spoils and using the spoils for making armor somewhat.
 
I'm using Dubealex's Advanced Message Window. Look for it in the scripts section, it's a very nice CMS (Custom Menu System). There's other features to it that I didn't use that you might like. Like changing speed of text, size of text, changing fonts; stuff like that.

It seems weird typing in \p[0]\name[Damian] to make the message pop up over the player's head and show his name, but I'm so used to it now that it's second nature.
 
K, I need input. I don't know when to release a new demo.

I am still deciding if there will be gameplay after you have sealed all the Gates, or if that will basically be the end of the game. Of course, there will be a LITTLE more after you seal the Gates, but I'm just saying that in my mind there are about two different things that could happen then, and in one case there could still be about another 45 minutes - 1 hour of gameplay between when you seal all the Gates, and when you go to the final dungeon.

I don't know what I'm getting at lol. Well, if there is no post-Gate gameplay, I could wait till like early next year and release a COMPLETED game (yay! it would be my first one lol). But if there's going to be more after the Gates are sealed, then I could just release another incomplete demo within the next month or so.

I'm thinking, so people don't have to play through my game twice (once in the soon-to-come demo, and once when I release the final game), I could just release a zip file with the rest of the maps when the game is complete.


So what do you all think?
 
NOOOO! The forbidden Second Page of Disinterest!!

Update/Bump :P

K, I'm probably...70% done I would guess. I'm constantly redoing stats, skills, and all that stuff.

SephirothSpawn is going to update his Sphere Grid script so that I can easily do the skill trees. This is big news, because I had given up on the skill trees basically lol. So yeah, expect all characters' full skill trees most likely in the next demo ^_^.

I have a new smexy menu layout as well.

Also the crafting system will be far more balanced and easy to handle if I can get enough scripts together.

Here's some stuff that would really help my game out if anyone could tell me where to find them/do them for me:

-A menu where you can change equipment/use skills/etc. of 8 different members without having to switch them into the party.
-Also if it could show the characters' AP on the menu (amount of AP is stored in variables)

-An equip menu which shows all stats INCLUDING Evasion.
-Equip menu with an Optimize feature which factors in Evasion. It would also be nice if it had an Empty feature as well which would take off all equipment, but it's not required.

There's probably more...but yeah.
 

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