I’ve recently been thinking about how I could approach the default RPG Maker VX Ace system differently, particularly combat, to make things easier for me. What does the design suggest & what is the best way it could be utilized? I feel I’ve made some of these points before, so sorry if there’s a sense of deja vu here.
Hello, I got a couple of things I want to talk about.
Since I started working towards changing my mind to be more confident, my mind has been more chaotic than usual. I’m not entirely sure what’s been going on but the end results are looking good.
Hello, short semi-rushed update this time. I’ve made the changes to attributes from before & setup the new attack formula in my prototype.
I haven’t put much time into playtesting this week so my results are limited. I’ve had other things pop up, like Labour weekend right now & my 23rd birthday a few days ago.
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
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.
Hello, I’ve finally started doing some playtesting. I’ve got a test project setup with the four PCs, an average enemy (Skeleton), & some pieces of equipment. I’ve just been focusing on the core essentials by running the ‘battle test’ feature, seeing how the PCs perform with & without equipment if all they did was attack every turn.
I decided to skip physical prototyping as:
- I’m using an existing system. There’s little point replicating something that’s ready to use & quicker to setup.
- There are too many numbers involved for doing the simplest things by hand. Its not that I don’t like math, its just that I’d need to calculate the results of each & every single action (base attack + weapon attack – base defence – armour defence, etc) for each & every single character for each & every single turn for each & every single playtest. It really slows things down & becomes very tedious when you’re trying to see what changing a single value will do.
As they are without any armour, all PCs are quite vulnerable (which is the way I’d like it to be), however armour isn’t working the way I thought it would.
Progress at last! I’ve come up with some initial statistics for the player characters that I’m happy with. I haven’t done any playtesting yet so they’re prone to change.
I can’t believe I only thought to use Excel last week; made the process much clearer :P.
I’ve included the formulas I decided on, plus some initial stats for equipment to get an idea of how much they will affect attributes. I haven’t issued values for Ability Points since it depends on what abilities the classes have, which I’ve yet to figure out.
Hello, I’ve had a frustrating time seeing if any of my unique-ish ideas were possible to do in RPG Maker without scripting. There’s no point prototyping something I can’t implement so I’ve been delving into RPG Maker to see how I could theoretically implement them.
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?
Hello, I’ve had another reminder this week that I really don’t know what I’m doing when it comes to game projects. Rather than upload an informative post about task analysis like I planned to, I’ll tell you how I had an “oh shit” moment.