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
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
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.