Hi friends! How would you differentiate Wizardry with Withcraft? Could you share some of your precepts on this?
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Well, I think I would define them as different magical traditions. They could go about doing magic via different methods, or even use different sources of powers. For example, in my mind (and likely due to influence from AD&D), Wizards are more scholarly types that would cast spells using precise formulas, drawing magic circles, etc.; while Witches are more intuitive in their use of magic, but would still brew potions, albeit with a slight orientation to nature. I also don't necessarily equate either with any gender, but that is just my own interpretation.Hi friends! How would you differentiate Wizardry with Withcraft? Could you share some of your precepts on this?
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that really depends on the setting, but many fantasy contexts Wizardry is a scholarly pursuit that results with spells cast via wands, while witchcraft tends to be rooted in a form of nature spiritualism that tends to result in potions and enchantments, or other such trinkets.Hi friends! How would you differentiate Wizardry with Withcraft? Could you share some of your precepts on this?
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@Timeline_man @zelanius Thank you for that definition! Now I know how to conceptualise it better
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I wanna do an RPG where there's a running gag about how villains monologue for so long the party either falls asleep, starts a campfire (allowing them to recover their HP), restock on recovery items, or just shoot the guy dead so the boss battle is skipped completely.
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Thinking about what's a decent way to add slice of life optional events in a mostly linear type of story. For my game it's mostly on rails I'd say for about 75% of it. I can' exactly think of the best way to let these events be viewed anytime if I wasn't writing them in the plot directly. As something you had to watch.
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Probably someone can offer a better idea, and whether mine will work depends on the nature of your game, but might there be moments of downtime (like a camp or something) or some kind of home base for the characters, where the one controlled by the player has the option to talk to the others before choosing to advance the storyline to the next scene?Thinking about what's a decent way to add slice of life optional events in a mostly linear type of story. For my game it's mostly on rails I'd say for about 75% of it. I can' exactly think of the best way to let these events be viewed anytime if I wasn't writing them in the plot directly. As something you had to watch.
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Yeah, that's currently how I kinda have them implemented or planned to be. Making a variable after seeing them, which doesn't feel too optional. When the game does open up, this gets a bit harder to do. I was thinking about some kind of item or point to find on the floor that opens an event, but not exactly sure on that aspect yet.
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That's actually kinda funny. Imagine the villain just monologuing about taking over the world or whatever, and then you just cut them off mid-sentence by just shooting them.I wanna do an RPG where there's a running gag about how villains monologue for so long the party either falls asleep, starts a campfire (allowing them to recover their HP), restock on recovery items, or just shoot the guy dead so the boss battle is skipped completely.
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Hey, coming here with a small idea I'm thinking of having.
Do you think a meter dependant on how many hits you take and inflicting a debuff on the party member when the meter is full is a good idea? It's a rough idea, so that's why I'm asking. The meter is sorta like a indicator on how "impure" a party member is, and if the meter is full a debuff is inflicted on the party member and the meter reduces (either by full or half I don't know, maybe it changes depending on the type of battle it is)
Sorry if the wording is a little weird but hopefully you get what I'm saying -
The game CrossCode has something kinda like this, with elemental damage. If you take enough elemental damage, you would get a related status effect. It works pretty well for action games. "Impure" carries some weight to it as a word, so I'm not sure what kind of tone you were aiming for with it.Hey, coming here with a small idea I'm thinking of having.
Do you think a meter dependant on how many hits you take and inflicting a debuff on the party member when the meter is full is a good idea? It's a rough idea, so that's why I'm asking. The meter is sorta like a indicator on how "impure" a party member is, and if the meter is full a debuff is inflicted on the party member and the meter reduces (either by full or half I don't know, maybe it changes depending on the type of battle it is)
Sorry if the wording is a little weird but hopefully you get what I'm saying -
So I have heard a few times as a beginner than my current game ambitions might be a bit too large of a scope and I should try and make something "shorter" as a bit of a "practice" game. I've a lot of ideas, but not too many of them are of a short length I feel except for a few.
One of them is kind of an occult detective mystery story. A psychic who specializes as a spirit medium is contacted by a couple of elderly sisters after on the husband of one of them has passed away. They've been having strange paranormal experiences even before the death and they're frightened it's the spirits in the house that killed the old man. The spirit medium searches through the mansion for clues, contacts spirits, and has a few run ins with malevolent forces before discovering the cause of all the paranormal experiences is the young college aged grand niece of the old sisters - she's been using witchcraft to try and bump them off for the inheritance like college kids dabbling in dark arts do.
Would this be an interesting game or is it too simple? -
Sounds fine to me! I feel like just finishing something and being able to gauge what making a game takes would be a good experience for any beginner.
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Yes, but I also still want it to be a good and interesting game as well - like I don't want to make anything that's just to get something out there so all mistakes are made and learned. Like it's hard for me to be motivated to create something that's meant to be like throwaway or disposable I guess?Sounds fine to me! I feel like just finishing something and being able to gauge what making a game takes would be a good experience for any beginner.
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Trust me, I know the feeling. When it comes to video games, it's hard to come up with a concept that's both small and meaningful. I think that the game you describe could be made rather interesting, but make sure that it interests you particularly. Otherwise you're unlikely to stick with it.
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When it comes to my occult paranormal detective stuff I like to take inspiration from the pulpier outlandish stuff - so my synopsis left out the crazier ideas like the psychic having a ghost in a jar as a sidekick or one of the spirits the witch calls forth being a WWII nazi or another being a vampiric spirit aka vampire ghost.Trust me, I know the feeling. When it comes to video games, it's hard to come up with a concept that's both small and meaningful. I think that the game you describe could be made rather interesting, but make sure that it interests you particularly. Otherwise you're unlikely to stick with it.
I might have been big into Hellboy and Atomic Robo back when I came up with this story 20 years ago...
Think I can keep myself interested at least if no one else. -
So, I'm working on a feature of the battle system in my newest game, and I'm running dry on ideas for one concept. Bit of backstory first.
Thrall utilizes a side-view turn based ATB system, much like the classic final Fantasy games. It's the RMVX Tankentai SBS system, in fact. This game has four status ailments, two of which can stack up to 5 times, and these ailments are applied by hits with the weapons you wield instead of the skills you use (mostly).
Here's what I'm working on: the Defend command is mostly useless. I've yet to play an RPG in this style that uses "Defend" in any meaningful way throughout the majority of the game, expect for maybe a one off boss battle where it's intended to help you survive a highly telegraphed charge attack. So I'm replacing that command with something more useful and strategic.
My idea is to replace "Defend" with "Special," an alternate Attack that has differing properties based on your equipped weapon. I have 5 weapon types, and I've created 4 Specials, but I'm missing the last one. I'll list the ones I already have.
Sword: Doubles the number of hits, but halves the damage per hit. Great for applying statuses or ensuring you hit at least once.
Blunt: Hits for +50% damage, but you need to charge the attack for a bit first. Great for dealing maximum damage to a temporarily vulnerable enemy.
Spear: Hits all enemies, but for 1/3 the damage and less chance to proc statuses. Great if you're facing 4 or more enemies, or for applying statuses to everyone with a risk/reward.
Knife: Hits for -25% damage, but has perfect accuracy and a +5% Crit chance. Great if your weapon has low accuracy or you need a guaranteed finisher.
But, I'm missing the alt attack for Axes. I'm running out of ideas. I could do low accuracy, high damage, but that can feel useless to a player who misses even once. I could maybe combine some of these ideas, but I'd like to keep some uniqueness. And if I just do a straight stat adjustment, a player may not know right away what the attack actually does differently. Does anyone have any ideas that I could potentiallystealI mean be inspired by?
By the way, this concept was largely inspired by Hades, and how each weapon has an Attack and Special that are useful in different circumstances and with different boons. It's also an idea birthed from the desire to reduce staleness in the combat, so there's more to it than "attack attack attack, skill, attack, heal, attack, item, attack attack."
Sorry if this post is too long. -
@Strak
Greetings!
Ok.. so, I did some research on what you mentioned. What I am bringing to the table should be, at least, not entirely useless. I have only worked in MV. I know absolutely squat about (actually working) Ace. I also had to look up Tankentai SBS system to see what you had meant. Good thing I double checked as looking at the Hades videos, I read too quickly and for a hot second thought you had said ABS... which is very different than your SBS. Of course, you know that.
Anyhow, on to the meat-
My STB system, so you know my reference point
I am running the standard turn bases system in mine.
I am still working out the kinks but here is the gist:
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--------my stb for perspective reference. (what I thought would be brief) <sigh>- I am mainly utilizing elements such as: slashing, pierce and bludgeon.
- It's a fairly low 'fantasy' magic game, so things like "giant" fireballs and "massive" spikes of ice are rare if eventually included.
- However each weapon has about four basic/standard possible moves (skills): Cut (chop, slice, etc), Stab, Hit (essentially a pommel strike, or pistol whip if you want to think of it that way) and a Block (essentially your 'defend' move but, specific to the weapon equipped for it's effectiveness as compared to other weapons at said block ability).
+If you have a staff, it can't really "stab" but you get thrust instead (deals blunt damage), as well as an extra move due to the length called sweep, which has a chance of tripping the enemy (lowers their def, atk, and counter for 1 turn).
+Thrust for Spear does pierce damage (counts as the "stab" option), slightly higher damage from 2 hands. Because it's a 'polearm', it also gets sweep.
+ Dagger's Block isn't that robust. Dagger has an extra move called Parry which is an increase for counterattack as you might see with say a swashbuckler with their off-hand parry ability.
+Swords get a move called Feint where there is zero damage, but its a minor temp eva and counterstrike boost and a major temp to hit boost for the immediate next turn - to depict 'faking out' the opponent with your 'trick' attack.
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etc.
I have all the weapons set to the different elemental damages depending on what moves the player is choosing and if the weapon would preform that sort of damage realistically in life.
All the moves have variation of damage degree in comparison to each other.
I am not running a rank system, so for instance: the spear- to compensate for a lack of rank advantage (reach) it would receive in an alternative system, increased their ability for to hit as compensation.
I am running several states/status effects. The majority of my status effects are applicable on the most iconic/rational move for each weapon type.
My sword can inflict {Bleeding} on a Cut, {Concussion} on a Hit, and {Pierced} on a Stab.
Just as the damages vary between types of similar moves across weapons, so do the chance of individual status infliction compared directly with other weapons.
Not every weapon can inflict each status/state. Some of the states/status stack into more severe versions. For example you can apply {bleeding}. It does damage over time when not corrected. It stacks. If you stack it three times it converts to {Cleave}. {Cleave} has increased damage per turn (in comparison to to {Bleeding}) over time.
I'll probably make two versions of Bleeding.. as I eventually want Pierce to have {Bleeding} -> {Internal Bleeding}.. or fit {hemorrhage} in somewhere... both of these probably would be a 'leave battle' option for treating if gone on for only a few turns.
The sword has a chance to inflict {bleeding}.
My axe, however skips this and instead has a chance to directly inflict {Cleave}. As compensation, the to hit is less as you would expect it less wieldy in real life. It also takes more energy to control in longer battles than equipping a sword or other single handed weapon.
I have to sort out a good 'stamina' system.. I probably will us TP but, I really have to sort out the balancing there.
{Cleave} also takes more effort to heal than {Bleeding}. It's more severe, simple logical math.
None of the initial infliction rates are 100 and most are down around 60. There is a slight bump for each chance after stacking, but again, nothing guaranteed straight-out.
Every Player choice available is intentional. Sure the rng for the chance of application is 'random' but, the choice of what will effect/type potentially to be applied or the skill type chosen is specifically and intentionally selected by the Player prior to attack. I don't have 'mystery box' attacks. At least there is zero planning for such at this time.
I also standard status/states as well (but more rare in game occurrences), like your typical {poison} which is sequestered to special item daggers only and poisonous animals/'monster' beasts. {Tripped}, {Exhaustion} and {Nauseous} are some of my others. I have one called {Et tu Brute} which is basically just a charisma effect that makes the target attack their comrades.
I also have my damage formulas running low RNG formulas that then have reduction from B.def .
It's essentially Driftwood's formula without the extra D&D bonus added in for stat modifiers. It's not 100% because that video is for MZ and it doesn't translate properly, as MV lacks some functionality MZ gained. Hence, why it's an altered version form the start. I might have a bug or two to work out in the future. So far, I seem to be getting the proper variance in the rng with the trimmed down formula. I might throw in some aspect of Agi to account for 'dexterity' (in some imaginary form). Haven't taken that step. Not completely sold on that addition concept.
Not all my scripts a complete, so I am still trying stuff out.
For the most part the same type weapon will be hitting with about the same consistent damage range across all characters/enemies with intentionally slight variation added in to address the user's a.atk , or if it's a 'highly crafted' weapon.
The rng works fairly balanced (for the moment) as I am keeping the majority of the power creep constrained to lower figures overall. I have skilled persons, I do not have any 'superhero' persons.
To ensure this all works together, I have my armors set to also be variances for the elements. Armor type/style is also varied to themselves. Leather has less overall protection than Chain which has less than Steel Plate, etc. Within the comparable percentages each type, each is better against one type of element than the others. I have more than 3 armors.. but, I think I'll wind down the text here.
None of these configurations possess the potential for a one-hit-kill situational ability in the weaknesses (that you might see in some pokemon games) but, it is very similar to a rock-paper-scissors-spock-lizard concept comparison.
It helps to know what for when if you want to expedite certain battles.
- So, my question is what are your status ailments which are you specifically running?
- Can every weapon potentially inflict any of ailment?
- None of these are random chance inflictions, right? meaning: You aren't successfully hitting and then get a particular infliction type at random?
- What are your standard attacks looking like in comparison?
My knee-jerk reaction would be to adopt something similar to my 'cleave' concept with slight reduction in accuracy.
In comparison to all the weapon loadout potentials, my maces's have the highest chances to inflict {concussion} and my axes have the highest chances to inflict {cleave}.
- What if your axe produced high damage and a chance to inflict a (comparatively relative) high damage over time ailment?
Would that not be enough compensation for the value of potentially missing (I don't know how you have your accuracy scaled) -30% of the time judged by the Player?
- Although it's hard to represent visually with the (default-vanilla) engine, what's to say that your axe successfully hit, did it also trap the enemy's weapon?
+ Did it confer a temporary loss of a.atk and a.def (or some combination of other parameters) on the enemy's following turn in addition to physical damage this specific turn your character made contact?
As my understanding is in historical battles, axes were quite the high risk/high reward option for the battlefield. Especially two-handed. You run out of stamina fairly quickly but when you do make contact, it's often a potential crit. on the target.
- Maybe your axe receives crazy damage application for the beginning of the battle and the inflicted damage per turn wains down the longer the battle continues?
+ of course this only matters when you take into consideration the number curves you are allowing. If the average battle is is fairly decisive and quite short consistently from the get-go each time, this would be an irrelevant addition.
I am sure it makes complete sense within the context your system, lore, and game for it to be omitted. I am surprised (without knowing the supporting contextual reasoning for why) that ranged is completely unmentioned. Again, not 'actually' relevant, just a surprised noticing.
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Don't feel bad about length with me, at least. Yours was comparably short if you examine my usual posting habit in example.
Hopefully something here gave you aid and inspiration, even if it was your internal thought of, "Oh boy, am I glad I am running my "Hades" system and not his convoluted pile of bloat. Oi!"
No matter your feelings or correct rationalization on the suggestions, we all would like to hear your thoughts.
More interaction provides more overall ideas for everyone going into the future.
Cheers
- LG -
Wow, that's a lot to take in. And I did, thank you. Your insight is very helpful.
I won't reply to every point you made, but I'll answer your questions at least. In a spoiler tag, because man this post got longer than I expected it to be.
long-winded explanationSo, I have four status ailments, and they're linked to certain elements. This game utilizes a random loot system, sort of like the Borderlands games. All the weapons and armor you find are randomly generated, with random stats and traits based on their level. One of these traits is an element. You can find a Fire sword, or an Ice spear, for example. Elemental weapons have a chance to apply their associated status ailment on each physical hit.
Fire inflicts Burn, which deals damage over time for each stack, up to 5 stacks. Ice inflicts Freeze, which reduces DEX and DMG by 40% per stack, up to 3 stacks where the enemy is completely immobilized. Shock inflicts Seize, which prevents skill use, and any time another enemy is hit with Shock damage, all Seized enemies have a portion of the damage chained to them. And Weak inflicts... Weak. It increases all subsequent damage taken by 50%.
So those are the elements, and technically any weapon can have any element, regardless of weapon type. Standard attacks are just your simple, average attack. One hit, pits your DMG against their DEF, no frills. However, each weapon type also comes with some bonuses and penalties. For example:
Swords are pretty balanced, with no major buffs or debuffs. Spears are very accurate, but do slightly less damage than swords. Knives give a 10% DEX bonus and a 5% crit chance bonus, but deal even less damage than spears. Blunt weapons (maces, staves, rods) deal MORE damage than swords, but get a 10% DEX penalty. And Axes deal just as much damage as Blunt weapons without the DEX penalty, but instead suffer a 10% ACC penalty. So Axes are already kind of high risk/reward just by their very nature.
I could lean into this, and make them even less accurate and even more powerful for their Special attacks, but I ran into this issue when making Bloodstained Hands, where players kept complaining about the low accuracy of certain techniques, and how they kept missing, even though in reality it wasn't that often, from what I could see on their let's-plays.
I'd prefer to avoid making any of the Specials do something that affects enemies over time, as that's essentially just another status ailment, and I've already got those pretty locked in. I could easily have something affect the user instead, though. Two thoughts that come to mind are to make the Axe Special deal bonus damage, but have that character's ATB gauge fill slower until their next action. That would be easy enough to implement. Basically a powerful attack, but there's essentially a cooldown period. Sort of the inverse of the charged attack. Alternatively, I could make it so that the damage is increased, but there's a slight recoil, and the player takes a portion of that damage back to themselves.
Actually, thinking about the Pokemon games and how they do certain moves kind of helps. I basically just described Hyper Beam, Solarbeam, and Take-Down. I wonder if there's other things I could use from how they do their moves...
Anyway, I appreciate your response! Got my brain juices flowing a bit. -
Yeah, you've got a lot going on. It's hard to immediately identify a hole to specifically fill. Good to know about the weapon's being tied to the elements already. That was left out in the original inquiry prompt. It's partly why I asked some of the questions I did. The context of the whole system is really needed for a properly applicable suggestion response. You are inquiring not only for an idea, but one that potentially fills a void where comparative balance with the rest of your moving parts would need to come into play. It's not a bad inquiry, just a tough one to properly answer... especially without full context.Wow, that's a lot to take in. And I did, thank you. Your insight is very helpful.
I won't reply to every point you made, but I'll answer your questions at least. In a spoiler tag, because man this post got longer than I expected it to be.
long-winded explanationSo, I have four status ailments, and they're linked to certain elements. This game utilizes a random loot system, sort of like the Borderlands games. All the weapons and armor you find are randomly generated, with random stats and traits based on their level. One of these traits is an element. You can find a Fire sword, or an Ice spear, for example. Elemental weapons have a chance to apply their associated status ailment on each physical hit.
Fire inflicts Burn, which deals damage over time for each stack, up to 5 stacks. Ice inflicts Freeze, which reduces DEX and DMG by 40% per stack, up to 3 stacks where the enemy is completely immobilized. Shock inflicts Seize, which prevents skill use, and any time another enemy is hit with Shock damage, all Seized enemies have a portion of the damage chained to them. And Weak inflicts... Weak. It increases all subsequent damage taken by 50%.
So those are the elements, and technically any weapon can have any element, regardless of weapon type. Standard attacks are just your simple, average attack. One hit, pits your DMG against their DEF, no frills. However, each weapon type also comes with some bonuses and penalties. For example:
Swords are pretty balanced, with no major buffs or debuffs. Spears are very accurate, but do slightly less damage than swords. Knives give a 10% DEX bonus and a 5% crit chance bonus, but deal even less damage than spears. Blunt weapons (maces, staves, rods) deal MORE damage than swords, but get a 10% DEX penalty. And Axes deal just as much damage as Blunt weapons without the DEX penalty, but instead suffer a 10% ACC penalty. So Axes are already kind of high risk/reward just by their very nature.
I could lean into this, and make them even less accurate and even more powerful for their Special attacks, but I ran into this issue when making Bloodstained Hands, where players kept complaining about the low accuracy of certain techniques, and how they kept missing, even though in reality it wasn't that often, from what I could see on their let's-plays.
I'd prefer to avoid making any of the Specials do something that affects enemies over time, as that's essentially just another status ailment, and I've already got those pretty locked in. I could easily have something affect the user instead, though. Two thoughts that come to mind are to make the Axe Special deal bonus damage, but have that character's ATB gauge fill slower until their next action. That would be easy enough to implement. Basically a powerful attack, but there's essentially a cooldown period. Sort of the inverse of the charged attack. Alternatively, I could make it so that the damage is increased, but there's a slight recoil, and the player takes a portion of that damage back to themselves.
Actually, thinking about the Pokemon games and how they do certain moves kind of helps. I basically just described Hyper Beam, Solarbeam, and Take-Down. I wonder if there's other things I could use from how they do their moves...
Anyway, I appreciate your response! Got my brain juices flowing a bit.
- What are your items like?
- How do you handle general healing and the recovery from these ailments?
+ depending on the above, the following is/is not applicable
= Perhaps some left field suggestion that a special doesn't do any additional aggressive attribute like the others already do, but perhaps randomly heals/cancels an status ailment (of rng choosing), or boots recovery rate times. It could 'heal'/negate an ailment you don't have.. then you're out of luck. It's the roll of the dice type of thing. If you had that ailment you would get the random benefit that was selected. Not having it, only means the boon is unapplied/irrelevant for that activation turn. Cross your fingers that it is applicable to your character's needs the next time it activates.
= You also could have it be like some vampiric thing, where there is a chance to leech but, it is not ongoing, just a possibility for that singular attack instance.
If you are looking for ideas to chain 'moves', an outside of the box area to look into is a card game called Dominion. You can watch some basic how to's on YT, so it won't cost you anything except time investment. It's a game with a growing deckhand as the game progresses, and being able to create combos with your allocation of per-turn card draws allows you to stack results and draw even more cards than normal for that turn. There is a bit more to the gameplay, I am severely simplifying it here and not doing justice to the nuanced mechanics they are running.
- Perhaps you might want to make this 'left over' skill for the axe a 'rotating' / random buff that changes each time it activates. Or adds an additional "buff" (I say "buff" but what I mean is an advantage utilizing any of the potential parameters the engine can manipulate, not the "buff" labeled option button in the menu you click on.
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I used the more 'normal' based sounding attacks from pokemon as inspiration for wild animal encounters in my own project, each type of attack linked to an element (cut, stab, hit...). In real life animal bites are puncture wounds, when you get scratched it's cuts, and if you get headbutt by a goat or whatever, it's blunt force damage. The weapon variation is also applied, so a kitten bite would clearly be less effective (in damage quotient) than say a wild dog or a bear. Etc.
There might be some more inspiration nuggets in my post earlier this week on the concept of my system and if there is might be any glaringly inherent drawbacks to the system that I was not immediately seeing. It's mostly what I depicted above for reference, there may be a few more specific examples.
I think that's all I have available. If anything crosses my mind in the next few days, I'll let you know.
Glad I was of use.
Cheers
-LG