RM Hack’n Slash – Developing Concept 4.1


Hello, I’ve been changing the numbers around to better suit my new character attributes.

With these changes, balancing character attributes has become more like a sudoku puzzle. I’ve probably spent most of the time just swapping numbers around to see if the rows & columns add up the right way, whilst trying to keep what I like. Having said that, I feel I’ve come up with something better than the first iteration.

The way it is with the new attributes:

  • Warrior: Good strength & endurance, average craft & agility, poor focus & aura
  • Mage: Good focus & aura, average endurance & craft, poor agility & strength
  • Agent: Good craft & agility, average strength & focus, poor aura & endurance
  • Cleric: Good aura & endurance, average strength & agility, poor focus & craft
Class Statistics V2

Class Statistics V2

Continue reading

RM Hack’n Slash – Developing Concept 4


Hello, I’ve stepped back from prototyping to rethink my character attributes.

I was content with using the default attributes, but I thought they could be better designed. Now that I’ve had a better look at where I can utilize attributes, I’ve come up with something I’m pretty happy with. Continue reading

RM Hack’n Slash – Developing Concept Part 3.1


Hello, I’d forgotten that I’d written some of this back in Te Anau (whoops). This post has a lot of “my line of thinking” design notes.

Since it’s been about a month since my last RPG Maker post, I think a reminder is necessary. I realized that my framework was already flawed in regards to game development & I was supposed to start thinking about a prototype for combat.

So, how then do I go about combat in this game? Continue reading