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The Enemy Within

No worries. Like I said, feel free to use my RGSS scripts if you really want em with credit. For edited ones, you only need to credit the original author and me if you really want to. Glad you enjoyed the game.
 
One thing I forgot. The arena in Wyndia is a bit too easy. I got easily 1200 silvers with my 7-8 level Risa, and I could have even go on even more.

I suggest you make the enemies harder, or even better, make their stats change depending on player's level.
 
Oh? You must've been using a trick I didn't think of then... I figured that the Arena was reasonably balanced; since the foes were meant to hurt you sufficiently to make repeat abuse too difficult...especially since menu access is disabled in the midst of arena matches and you only get one party member.

But then, if you can kill them in the 1st turn, or make use of prayer/potions etc. then that may not be the case. What stats/equipments/skills did you use? I'll try to replicate the situation.

Oh yes, the enemies do actually level up by the way (their stats are multiplied by your level/10 using a modified version of one of sephi's old scripts) but since you're below 10, nothing happens (I made the script replace values under 1 with 1).
 
All right.
I had Risa at level 9. At 1. turn I used Pinpoint Strike, it took nearly 90% of enemie's health and paralyzed them, and then I finished them off with regular attack.

It became more challencing when my mana ran out, but even after that it was relative easy. Regular attack dealt about 40 % damage.

The enemies did about 15-25 points of damage, if they attacked. My weapon was Lance, armors were Iron Breatsplate, Infantry Helm and Leather Gauntlets. Boots where Adventurer's.

The enemies did enough damage I think, but because I paralyzed them with Pinpoint Strike they didn't always get a chance to strike. Plus they sometimes used turns to raise their stats.
 
Thanks for your time.

Yeah; I just did the base tests at level 7. And they didn't compensate for Pinpoint Strike; thats the special you can get from Gino for doing the artistic extortion quest with the hot cross buns. And obviously you can't use these kind of additions in the battle test...

Well, it ~is~ abusable, but I can't really make the enemies too much harder; 15-25 damage is quite a chunk with my low stats system. Perhaps I'll adjust Pinpoint Strike, keep the paralysis (as its the theme of the attack) but make the damage less. I already made Paralysis much less powerful in the 0.7 edition (this was after running a test whereby I nearly won in -the battle you're obviously supposed to lose- :D by spamming Tomlyn's Electric grasp.)
 
I played until I managed to achieve my party of four. I'll definitely finish it later. :)

There are many great things about this game. For one, the dialog. "Scorpions... The ones over there..." Haha! All your characters have a distinct and entertaining personality. It's fun reading the dialog. The serious moments are done excellently, as well.

The dungeons are great fun, too. I particularly enjoyed your encounter rate. You never threw so many battles at me that I wouldn't want another one. In fact, at some points I thought "Yes! A battle!" Having the 'optional' roaming enemies was a nice touch.

However, I have some suggestions to (hopefully) help you improve upon certain things. In particular, the town. I would talk to people and they would respond by either running away or asking why I'm bothering to talk to them. I figured "Fine" and left. Not only that, but villagers share the same dialog. You should definitely make the town more interactive. I like how talking to the same person will not necessarily yield the same dialog, but unfortunately everything they say is meaningless. Add character to the specific NPCs to make your village seem more real. Also, reward the player with bits of fluff or side/back story when the decide to talk to people.

This next one is very difficult to get just right. I found that the battles were not very strategically oriented. I would always apply the same strategy battle to battle, which generally revolved around simply dealing as much damage as possible. I never had problems doing this, either. Now, I totally understand that this is the start of the game, and that I don't have access to many abilities yet. But this is something to store in mind for the future (if you haven't already).

This was a great experience, and I look forward to playing more!
 
Woah, thanks for your long comment. I'll try to grace it with suitably long reply.

Retlaf;193585 said:
I played until I managed to achieve my party of four. I'll definitely finish it later. :)

Ah, so you still have Chapter III for the most part to complete? It could be the longest chapter for you, depending on how much like to explore.

Retlaf;193585 said:
There are many great things about this game. For one, the dialog. "Scorpions... The ones over there..." Haha! All your characters have a distinct and entertaining personality. It's fun reading the dialog. The serious moments are done excellently, as well.

W00t. Someone appreciating my writing...So that English Degree wasn't for naught... ROTFL :D
But seriously, I'm glad you say that; to me, a good story can inspire me through a chock-load of average gameplay in an RPG. And of course, one cannot judge ones own literature without a shade of bias.

Retlaf;193585 said:
The dungeons are great fun, too. I particularly enjoyed your encounter rate. You never threw so many battles at me that I wouldn't want another one. In fact, at some points I thought "Yes! A battle!" Having the 'optional' roaming enemies was a nice touch.

Again, my personal preferences in an RPG show their face here; I find it quite ridiculous you can be just walking along and have a random battle occur without good reason or the ability to avoid them. So I took the Tales of Symphonia approach, where enemies appear on the map and chase the player, but can be dodged.

Retlaf;193585 said:
However, I have some suggestions to (hopefully) help you improve upon certain things. In particular, the town. I would talk to people and they would respond by either running away or asking why I'm bothering to talk to them. I figured "Fine" and left. Not only that, but villagers share the same dialog. You should definitely make the town more interactive. I like how talking to the same person will not necessarily yield the same dialog, but unfortunately everything they say is meaningless. Add character to the specific NPCs to make your village seem more real. Also, reward the player with bits of fluff or side/back story when the decide to talk to people.

There are more random bits of fluff and backstory in Chapter III because of the random people who give you sidequests. But yeah, in general, the generic villager/townie doesn't have alot to say. I allieviated this slightly with the random talkie generator feature; but as you say, its all still kinda meaningless. In truth; its probably more because I'm lazy; theres at least 100+ odd random villagers wandering around the various maps~ thats ALOT of dialogue. But still, I'll take this into consideration- perhaps make a unique random talkie generator for each town/area.

Retlaf;193585 said:
This next one is very difficult to get just right. I found that the battles were not very strategically oriented. I would always apply the same strategy battle to battle, which generally revolved around simply dealing as much damage as possible. I never had problems doing this, either. Now, I totally understand that this is the start of the game, and that I don't have access to many abilities yet. But this is something to store in mind for the future (if you haven't already).

Can't you tell I'm the kind of guy who, when playing Pokemon, deletes all of the moves that don't cause damage? Growl, wtf is the use of it! Roar, don't be ridiculous! String Shot, but why? (Well, maybe I keep Amnesia or Rest...)

Eheh, that said, I'm not totally adverse to stat-changing moves (look at Seiken Densetsu 3 for examples of some stunning ones!) or things that give status (I'm personally very fond of Poison, Paralysis and Shielding Disc in my own game).

But really, a battle IS about dispatching your foe as quickly as possible, strategy only really comes into play when you're facing a tough opponent. There are two such battles in Chapter III that I believe require a bit of serious thinking, but they're both optional. I suppose you could say strategy plays a part in Arena fights too; assuming you want to go on for more than one battle, you need to seriously preserve your health. Oh, and I suppose the Vampyres and Toads in Chapter IV are pretty darn tough (though you have Elijah to help with the former).

Certainly, as you progress further, I have plans of making the difficulty level step up; and preferably, with it, add some more strategic fights.

Retlaf;193585 said:
This was a great experience, and I look forward to playing more!

Anyhow, thanks alot for your response!! :thumb: Having now completed the third version of my Dynamic Time system, I'll probably begin version 0.8 of The Enemy Within in earnest. More comments are always appreciated! :yes:
 
Its that time again! Bumpalicious, baby!

Heh, this seems to happen alot; I bump, I get one reply, I reply to that reply, then nothing else happens...so I have to bump again... T_T

Oh yeah, and to update, work has begun on Chapter V, finally. I had a nightmare finding all of my plot scribbles and re-compiling them onto a new pad in a semi-cohesive order so I could begin writing dialogue. (ROFL, one of my old GM habits)
 
Bump fever, bump fever, you know how to do it...

Also, a Version 8.0 Update:
The beginning of Chapter V is now complete. I completely re-sprited Princess Hecate as well so that her battler actually matches her charset and is in a similar style to the others. Also gave her more facesprites so she doesn't always look like such a jovial nonce when speaking. Also completely made a skeleton warrior battler from scratch (I wasn't satisfied with the basic Undead 3).

EDIT: Heh, I only recently re-read the project requirements thread; I didn't realise the usual wait 72 hours before bumping rule didn't apply to this board (in that I'm not supposed to bump at all). That said; I've not been bumping the topic haphazardly, and I have been giving a brief update of my progress with the bumps. So hopefully, its okay to do this, ne?
 
A version 8.0 update:

Chapter V is pretty much complete (its a mostly scripted one, like Chapter IV). I just need to complete the royal ball sequence. After this, I can begin work on the big beast, Chapter VI; which will be like Chapter III in its total freeformness, only bigger. MUCH Bigger. I've completed the basic plans and assembled music for all of the towns in Tuskuru, and completed some preliminary ideas for whats gonna be in Kahnshire and Silesia.

Also I'm pretty sure that the next edition will further personalise each town, since I'm introducing a more unique way to create the Random conversations via a Common Event. Also, I will be adding readable books to all the bookshelves, detailing culture, history, and every silly literature.

Well, thats all for now. Still no replies recently, huh? (sigh)
 
A version 8.0 update:

Been mostly tinkering with the system and writing the books to go into the game, (In fact, I spent about 4 hours at Word writing text for books; considering the worlds ancient history, the theory behind magical power, the rights of citizens and so on. That word file is now 15 pages (!))

Also been tinkering with skills. Made some cool new animations for level 5 spells (Saulms Starfire, Hezetys Hurricane, Garmeres Gyrfalcon and Sendervils Shockwave, respectively) and also rewrote my Game_Battler 3, adding a crap load of special skill effects to the code (Now has Dreameater, Coup de Gras, Demi, Lifedrain and Quickattack effects. I probably could've taken the easy way out and got Tricksters Skill FX; but I wanted to do them myself.)

Still no replies, huh?
 
Thanks for your reply tibuda. How far did you get by the way? (You posted awhile back about finishing chapter 1)

Also, a general question for everyone. Would people like to see a version 7.5 released with chapter V completed and the improvements noted above? Or would you guys prefer to wait for a proper version 8.0. I ask because chapter VI is gonna be a monster, and might take quite some time.
 
Well,
I've not played your game in the last month because I'm with no time for it, but Ill play it again for sure (this weekend I promiss). I had to play everything again because I was not able to defeat that thief in the sewers, so I was stuck there. But it was fun to play it again.
I have to say you created a great and detailed world, including cultural aspects. The third chapter is the one I'm liking more, because of all the exploration and mini-quests.
Now, about the release I think you can released it if chapter V is completed, you know.
Keep the good work with this nice game.
Edit: I was able to reduce some lag in battle removing the custom damage display script (sorry for opening the project, but my computer is not so good and the "Script is hanging" thing was annoying)
 
Ah yes, sorry about the Wyndia sewers problem. Its been reported already once.

Don't worry about modding it. If I was tremendously concerned about people opening it up, I would've encrypted it. But, as it stands, being able to manually correct problems if you want to is a good thing for a demo version like this.

Glad to see you like the world. Making fresh stories, backgrounds and cultures, has long been a hobby of mine, and I'm an experienced pen+paper RPG Gamesmaster in that regard.

And thats a vote for a 0.75 version then? I figured most people would like a stopgap, so making a buffer version like this is on my list of to-do's.

Thanks for your time tibuda.
 
Hi again e-Harper the Third,
Just finished to play the 0.7 demo now, and I just have a question: where can I find some leopard lilys??
 
You're doing Sinderons quest, right?

After taking that quest, Tomlyn talks about about the plant specialist in Mitagen; you should go and see her (shes in the eastern bit of the town). She'll tell you where to find all of the bits you need (Mong Flower, Fireberries, Jinki Leaves and Leopard Lillies)
Once you do that you can buy Leopard Lillies from plant girls mother in the southern meadow. Mong Flowers can be found in sewers. Jinki Leaves can be found on gravestones. Fireberries grow in the cave of fire (but can also be bought in Remoran).
 
Oh thanks, I've talked to her, but I was not able to remember what she said about the lilies. Now I've completed all your sidequests, and I'll try some luck in the arena.
 

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