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The Screenshot Thread

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Prexus said:
Questions:

What does "DEF Broken!" mean?

Why does that third bar never empty/fill? What is it?

Why do the names turn red/orange? What does that indicate? Are the ones on the left the player skills, and the ones on the right enemy skills? Why should you be able to see the enemy's skills if it is? Is the enemy that friendly that he tells you all his abilities and how to do them before hand?

This would be covered in the tutorial for the combat system, BUT:

DEF Broken is when that third bar fills up all the way, that bar represents your "Break Meter" and when filled fully, your defense is broken for 3 rounds. While your defense is broken, you take FULL damage (normally all damage is reduced to 1/5). After the 3 rounds, the bar completely empties itself.

I suppose I should have picked a screenshot with one of those bars not full, since the "DEF Broken" isn't there then, my bad. :)

The red names of skills means you don't have enough MP to cast that skill right now, it will turn black once again when you have enough MP. Both you and your enemy gain MP back in ticks over time.

I want enemy skills to be visible because of how skills work, and because you can tell what they MIGHT be able to use on you next!

The icons represent either: (Sword) Power Attack (STR-based damage), (Running person) Fighting Attack (DEX-based damage), or (Wand) Energy Attack (INT-based damage).

Attacks have different damage both to your HP AND to your Break Bar, in this case, "Body Slam" is a high-break damage skill with low actual damage. The more you attack someone with the same TYPE of attack, ie. Power, the less the break bar will fill up each successive time until they're broken (then those counters reset).

So using just "Body Slam" to break their gauge will take longer than a combination of other skills.

The reason I put enemy skills there was so you could watch and plan out a strategy on when to use which attack, if they're keeping their own MP low and their healing skill is unavailable, you can waste your MP to try to finish them quickly, whereas if they don't have any healing skills, you can try to defend more and protect your own break bar until you break theirs.

You can't see it, but if you hold down the B/Esc key, you "defend" which reduces damage and break-damage.

After you use a skill, however, there is a period of time based on your AGI and the Delay value on the skill you use where your character will "walk in place" so that you cannot "defend".

You can also not be defending AND entering combos at the same time.
 
Yeah I figured you'd explain it in the game, but when posting screenshots a nice brief overview like you gave helps us understand the screenshot :) Anyways, its nice. I still don't agree with showing what the enemy is capable of. There is a good reason its very rarely (if at all, I can't even think of any instances) done.
 
Ok! Last batch of these until the picture is colored in and finished.

This is the "final" product! The picture on the side is just a place holder while it's true version is being finished. However, it IS the picture that will be there!

The second screenshot shows one of ArtBane's ideas; states that, while active, HIDE the combo listing!

He is also responsible for the idea of MP to come back overtime regardless of if you attack or not, which I expanded to cover how long states last and you stay in your "Defense Broken!" state. This is ALL realtime now, except that you cannot move around.

http://rmxp.org/anaryu/2WG/Screen5.png[/IMG]

http://rmxp.org/anaryu/2WG/Screen6.png[/IMG]

http://rmxp.org/anaryu/2WG/Screen7.png[/IMG]


EDIT:
@Prexus: The reason I show what the enemy can do it because you will usually have the same skills, so you'll know about them. You will have a wide array of skills available to you to equip, and picking skills to help beat tougher fights, or to change your tactics if you get stuck on an enemy, is planned on being a cornerstone of the combat itself.

Hiding what the enemy has would only make it more frustrating. There will also be a reason your character can see what moves the enemy has, in fact, I can turn on the ability to see enemy skills very easily, so if I HAD more than one character, I could make it so that some could and some couldn't see those skills.
 
Not bad kid. Some of the pillar usage is ugle on the temple looking one. The world map forest autotile looks a bit stange, as does the mountain autotile.

It's good to see someone use the rainbow character set.
 
Not bad. The rainbow is a good effect but hardly anyone uses it with that TS. oh and well done for using many shades of grass. I've seen that world map tileset used so badly so many times, but that looks quite good (to me).
 
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