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$5+ reward: Update #1 February 2015

🕑 Added 2015-02-06 02:08:50 +0000 UTC
$5+ reward: Update #1 February 2015

Comments

BBBen

That sounds spot on.

Hank Rillek

Fair enough, I'm looking forward to help test the combat module. Having a couple iterations of the battle sim will improve gameplay significantly. As for the characters talking, it helps connecting the battles to the story and adds a lot of characterization. If you're making battles a larger part of the game (compared to PAF) then the characters should have a larger part in the battles. You can have them say all sorts of stuff. Have them panic when they're low on health, cheer when they're getting healed. Think of all the possibilities with the archetypes and how they'd respond to certain things happening on the battlefield. It will not only help characterize them, but also make the battles more immersive. This immersion was already happening in PAF. With the following: 1: "Attack head." Critical hit! Double damage! 100 damage. 2: "Attack head." Critical hit! Double damage! 100 damage. Chiemi: 'Great hit Kenji!' Subjects characters could talk about: The type of enemy themselves their status ("Help I can't see!") Kenji And obviously let Kenji have his lines as well.

BBBen

Actually, what you're describing was the original plan for the combat system. The reason I changed my mind about it was that I felt it would be tedious to give so many orders, especially considering that a lot of the time you'd be giving the same orders each round. "Iku heal Fumi, Fumi attack head, Kimiko attack." Next round: "Iku heal Kimiko, Fumi attack head, Kimiko attack." It just seems a bit too slow, and possibly a bit too easy. It's also not very tactical with that much control, ironically. The reasons I feel the new system won't be too random are a) you train up the characters' skills before the battle, and b) all the important tactical choices will still need the player to make them. Another option I was considering was that giving characters potions would be a 'free move'. Also it's not actually all that different to the system in PAF, which already had one command each round between two characters, but you couldn't choose which character gets the move (enemies will still be one per battle). However, all that said I do take your point, and I really don't know whether it'll be too random, so you could be quite right. I don't like taking control away from the player unless there's a good reason. My first step with the combat system this time around is to build it into a playable module so that I and others can test how it feels. If it's not working well I'll still be able to rebuild it. BTW I did run it by Another Wannabe, he's been helping me develop the ideas for the combat system since the start. It won't make it into the game without testing! (Oh, and I like the little demo you laid out there - particularly having Kimiko complain, I'll use that.)

Hank Rillek

"The plan is this: picture the PAF combat system, but you have three companions automatically attacking rather than one (the three maids). Kenji, however, cannot attack or be attacked – he's their trainer. Each turn you can issue one order, maybe "Iku heal Fumi", or "Kimiko attack head", and this will override their basic attack for that round. That's the system I'm currently trying to implement. " I've reread this, and as a strategy game fanatic, it sounds mediocre. Not bad per se, but I do have a problem with it. It sounds like I as a player will have little control over the battle. You have 3 units, and the enemy will presumably have 3 as well. (asuming tournament style) This means that the RNG/AI will control 5 actions and the player just one. This is a lot of randomness. Generally, theories about game design state that if a player loses, he should feel like it was his fault, like if he'd taken another action he would've won. Controlling only one of 6 (or 4, if the enemy makes only one move) is quite bad and random. This will make players feel like they have little control. Perhaps a system where the player gives 3 commands every turn. How this would work technically I'm a bit in the dark about. Perhaps have the player give all 3 commands in one 'sentence', or have the game ask for input 3 times. -------------------------------------------------------- Example: Round 3 Tentacle monster: 300 health Yuki: 56 health Fumi 17 health Kimoko 23 heath Kimoko is blinded! Give Yuki a command: "Yuki attack eyes" Give Fumi a command: defend Give Kimoko a command: Heal Heal who? heal Fumi (at this point you could have the game to ask for confirmation ex: Confirm: Yuki attack eyes, Fumi defensive stance, Kimoko heal Fumi? "yes" ) Yuki attacks eyes and does 30 damage! Fumi enters defensive stance! Kimoko tries to heal Fumi but misses! Kimoko: "It's not like I can't see anything, idiot!" Tentacle monster attacks Fumi and does 10 damage! Round 4 etc. --------------------------------- You see what I'm getting at? This is way more immersive than just giving one order. The player should feel in control, these are his maids, his battle. He's not giving out suggestions which only one will follow. No, he's in command, he'll decide what everyone does. I advice that you talk to Another Wannabe about this, he worked on something similar for his unreleased Soccer Story. Unfortunately, he was never able to really nail down the soccer matches code and interactivity.

BBBen

Thanks, very much! And I'll give that update a look. That process sounds good and if it's interesting and informative to you guys I'll be happy. I hope to also give you a sense of the shape of the game and what it'll be like to play it through the course of these updates. I'll let you in on a few little things about gameplay features, and I'll also slip in a couple of pictures every time too :) though I'll hold off on any of the really sexual pictures in order to make playing the game worthwhile. And I promise no big spoilers.

Hank Rillek

Dude, you're freaking amazing. I love to read about the creative process. I'd rather you not spoil anything, teaser pictures are obviously ok. If you want an example of updates done right, you could check out Introversions official youtube channel, they've been in Alpha for a game called Prison Architect for more than a year. <a href="https://www.youtube.com/user/IVSoftware/videos" rel="nofollow noopener" target="_blank">https://www.youtube.com/user/IVSoftware/videos</a> It's a small team and the alpha updates are small, but they manage to make an update video every month every time! I'm not sure how this would translate to written updates, but you could emulate the style a bit. Example: Look back at the past month, think of a problem you had to overcome. Perhaps you just couldn't figure out how to make the game stack boxes. You pondered on this for more than a week. Then you saw a documentary on Tetris and it's code and figured it out! Voila, an update about the design and game creation process!


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