So work on the editor is still going strong. Kyle managed to add a bunch of features that make the process a lot easier to handle. There is now a selection tool (think of the marquee tool in Photoshop) that allows you to fill in a specific area.
On the non-programming side, I've managed to start thinking up equations for the game mechanics. I had a few questions on the subject and found a great StackExchange Q&A page dedicated to game development. Turns out I wasn't the first to ask similar questions and managed to find great answers.
That being said I decided to figure out what my main attributes will be. From there I will find derived attributes calculated by the main ones (for example, the strength attribute would modify the physical attack derived attribute). Having these is helping me understand the role for each character and will then help me map out the growth of these stats as they gain experience.
One of the major things I'd like to change from classic jRPGs is try and find a way to remove the randomness of misses. I've always hated the random miss during critical moments. I've always felt that if I avoided running from every battle leading up to a boss that I should be able to defeat it without having to go back and grind. If at any given time one of the characters misses arbitrarily and it causes me to lose the battle... well, let's just say that it's infuriating.
I do feel that critical hits and misses are part of the jRPG formula but I'd like to shrink their importance in battle and rather have a situation where a hit might — instead of missing — deal less damage.
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