I just started posting here, though I don't really think it is my first time to try to get into this community (which seems pretty close knit) and I was going to go without this... but I'd like to have a belated introduction.
This is me, I've been kind of holding myself back for a long time. Hovering, and watching from a distance on occasion, only recently creating my profile (though I was active on Castle Paradox a couple of times), and I was kind of a jerk when I was younger... so I guess I'm sorry about that.
I'm currently working on a project. A game based on one I lost a few (7) years back and would like someplace to seek input and opinions. Don't be afraid to directly reference games on this site (links are also appreciated) for examples, as that might be nice.
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So, let's get started. I'm still ironing out a lot of the beginning of my game. I've not been using OHRRPGCE much, so I've decided to stick to a pretty traditional style game as what the OHR was built for, or my interpretation of that. Though there's something bugging me.
I'm using a setting that I'm writing a story (that wouldn't make a good game) for. Magic is specifically defined within, and I'd like to transfer that feel, if it would be doable (and more importantly, fun).
When you are born, you are aligned to one of six spheres of magic: Fire, Water, Earth, Wind, Life, or Fate. This determines your capacity for magical ability, as well as where you draw your manna which powers your abilities. For example, Wind Aligned draw their magic from the air itself, though stagnate air produces no manna and fire manna is created as a by product of the transfer of thermal energy. This is basically the "classes" in the game, easy enough.
But before casting a spell, a person must be focused and have the manna for it. People cannot normally tap into the manna they produce without serious risks, though you may use other people's.
Part of me wants to just attach an MP value to each spell, have characters start battles with 0 MP and give everyone a "fill up your MP to max" ability. The other part just wants to reject that as a tedious activity that no one would want to have in the way of their game. Though if there was a better way to represent this, I might try it out.
You could give each action in the game that isn't a spell give a set amount of MP gain (negative MP cost) It wouldn't actually show up on the screen so you'd have to document it.
You could say have the standard unarmed attack have a -5 MP cost. If you have say a low level spell cost 5 or 10 MP to use the player would still be able to do damage as they're charging up.
If you did that I'd probably give them a Focus ability as well that takes a while to charge and/or cost HP.
Maybe mess around with equipment that effects the Characters MP~ stat.
Say Armour had the MP~ attached to it and the Weapons had different attacks that restored MP with it's negative MP cost.
Good or bad suggestions? I think you could make this fun and interesting. (I've spent months trying to make a 54 element system non-broken and fun that uses Level MP, so I've looked at many ways to make it fun, that suggestion was one of them
)
You could say have the standard unarmed attack have a -5 MP cost. If you have say a low level spell cost 5 or 10 MP to use the player would still be able to do damage as they're charging up.
If you did that I'd probably give them a Focus ability as well that takes a while to charge and/or cost HP.
Maybe mess around with equipment that effects the Characters MP~ stat.
Say Armour had the MP~ attached to it and the Weapons had different attacks that restored MP with it's negative MP cost.
Good or bad suggestions? I think you could make this fun and interesting. (I've spent months trying to make a 54 element system non-broken and fun that uses Level MP, so I've looked at many ways to make it fun, that suggestion was one of them
)
Currently it looks like MP~ can only reduce the MP costs, it doesn't go into negative numbers sadly (that way it'd be possible to make powerful magic-stat raising weapons that have the cost of making all spells more expensive which would be cool!).
It could still be mucked about with in interesting ways, such as having powerful spells that can only be cast that way earlier in the game due to the character's max MP being too low at the time to be capable of using it.
It could still be mucked about with in interesting ways, such as having powerful spells that can only be cast that way earlier in the game due to the character's max MP being too low at the time to be capable of using it.
I know mention of this game will probably bring back bad memories for some, but what I did in Nintendo Quest was to make MP~ 50 the baseline and double the energy cost of all my spells, then I made some equipment that messed with MP~ like wands increasing it (I don't remember any weapons or armor that reduced it, but I was definitely planning on having them somewhere).
Remeber: God made you special and he loves you very much. Bye!
Remeber: God made you special and he loves you very much. Bye!
In the battle menu, it says it should be -1 MP, but it didn't effect my MP at all.
I'd also like to request, if you end up implementing this, to have a bitset to set whether a negative cost would allow you to exceed your maximum (like the healing above maximum bitset). Maybe also, a bitset to have the costs ignore (or reverse... but mostly just ignore) the MP~ stat.
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I don't know how often this would see use, but it would be pretty neat.
I'd also like to request, if you end up implementing this, to have a bitset to set whether a negative cost would allow you to exceed your maximum (like the healing above maximum bitset). Maybe also, a bitset to have the costs ignore (or reverse... but mostly just ignore) the MP~ stat.
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I don't know how often this would see use, but it would be pretty neat.
Well, it's up, and I'd like to know what you think.
Especially with the crafting... That was kind of just latched on at the last moment as a sort of "make normal fights feel more worthwhile" sort of thing.
Especially with the crafting... That was kind of just latched on at the last moment as a sort of "make normal fights feel more worthwhile" sort of thing.
tried it. i like where it's going so far. might i suggest a few pallette changes? for example, making the outlines of the wood in the house a little darker? the game looks very pastel-y. same thing with the trees, although you should make the leaves a little darker so they stand out from the grass a little bit more. also, i would make the cabinets in the house a darker brown, i almost didn't notice they were there at first. these are very minor aesthetical issues, btw. i enjoyed playing and i hope to see more soon.
oh, and the crafting is fine. it really does make random battles more worthwhile. not to mention the fact that it makes great filler for item drops when you're feeling lazy...
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
oh, and the crafting is fine. it really does make random battles more worthwhile. not to mention the fact that it makes great filler for item drops when you're feeling lazy...
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?



