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Messages - Zera
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466
« on: February 11, 2010, 04:44:55 pm »
To be honest, none of these effects really seem to indicate a transition, or would seem to indicate that you're about to get into an encounter. It's mainly the fact that only a single color is affected. If the colors could somehow rotate, or there could be a flashing effect, that would appear a lot better.
On the other hand, I did think the 5th effect was pretty good. An inversion catches the player's attention, and seems more closely indicative that you're about to enter into combat.
467
« on: February 10, 2010, 10:24:28 am »
I thought the spiral effect was pretty nice; although, I didn't think it necessarily needed any adjustments. Looks great as it is.
468
« on: February 09, 2010, 07:41:31 am »
WOW! I love that one. Maybe you could use it as boss fight transition. My thoughts, too. This one would be good for bosses.
469
« on: February 08, 2010, 06:40:55 pm »
For clarification, decisive battles would be fights against bosses relative to the main storyline, or events such as the final battle. (generally, all the more gruelling bosses you'll encounter)
470
« on: February 08, 2010, 05:18:21 pm »
Pokemon spiral wipe to black FTW.
lol, I knew someone was going to suggest the PokéMon transitions at some point. I already suggested a slash-wipe, but the routine would be just a bit too complex.
471
« on: February 08, 2010, 05:16:03 pm »
I don't really understand what the poll would be about.
Iambian is wanting feedback on the different styles, and what the community thinks would be most appropriate. For that matter, if you have any suggestions for other transition effects, that would also help.
472
« on: February 05, 2010, 12:32:22 am »
I also remember how in FFII you didn't always increase in lv every battle. It seemed pretty random. It could get pretty frustrating. TO be fair I didn't like this system a lot because I always ended up with magic doing like 100 damage because they took too long to master and regular attacks did 2000
In FF2, enemies had a rank associated with them. Depending on this rank, you could only raise your proficiencies to a certain level by fighting this particular enemy. For instance, you can't reach max proficiency levels by only fighting monsters that appear in the first few areas of the game. You eventually have to start fighting stronger monsters to continue increasing your levels. Spells were just broken. I mean, statistically. Even if you raised them to max level, they would still only inflict a few hundred points of damage. Protective, buffing and healing spells were okay. The only real use for attack spells was to damage enemies with absurdly high defense, or to target their elemental weakness. The experience requirements for increasing spell levels was also broken. An average player would only be able to raise a single spell level to 10 or so by the end of the game, considering that they neglected everything else. If you tried to focus on different spells evenly, you might only have level 4 or so in each. Don't feel bad if your party sucks in FF2. That's likely because the game statistics are just broken in general. Are you able to attack your own party members to gain proficiency in Escheron? Or are you unable to attack them at all? No. Like FF2, enemies have ranks, and how your stats are increased depends on those ranks. Even if you could attack your characters, it would not influence your stat growth. Stat growth is tied directly to which items you have equipped, and which enemies you fight. FF2 had a system where stats increased as they were used. i.e., you had to sustain damage in order to increase your vitality.
473
« on: February 04, 2010, 10:09:12 am »
That system reminds me alot of Final Fantasy II(NES).
That game was the inspiration behind it. Of course, it's much easier to increase proficiency levels in Escheron. Spells, thankfully, do not have proficiency levels. It made more sense for them to have a scaling effect based on the caster's Wisdom score. (so they become more effective as you increase your Wisdom) Even if you don't increase your proficiencies, you aren't punished for it. There are a few enemies that require fairly high proficiency levels just to damage, but they're few and far. (and you always have your spells as a back-up) There are levels for armor mostly to prevent characters from wearing heavy suits of armor from the start. Of course, they also gain passive defense bonuses by leveling armor proficiency.
474
« on: February 04, 2010, 05:13:58 am »
As Iambian mentioned, you need a certain proficiency level to use it. Every character has proficiency levels for each type of equipment -- swords, staves, axes, bows, shields and armor. Each level ranges from 0 to 8. To equip the helmet, you would need level-4 proficiency in armor. (which, colloquially, we just call "level-2 armor") The idea is that such items are too heavy or unwieldy without proper training. i.e., you can't go and pick up some huge sword and use it without having prior experience with swords in general. Some characters begin the game with sufficient levels to equip these items, though.
Naturally, you also get better with the items you use; so you'll receive ocassional bonuses to attack and defense power, or be able to hit multiple times with a single attack.
475
« on: February 03, 2010, 04:08:34 pm »
I had an interesting dream this morning. I was playing the game, and I wandered into this abandoned village called Cromire. (not an actual location in the game) Parts of the village were covered with random pools of water and marsh. To either side was a narrow hill that connected to a dam at the north end of the village. The dam itself seemed to be guarding the village from a large river. Directly in front of the dam was a small pool. If the player found the Cup of Jamshid in one of the houses, the pool could be drained and transformed into a stairwell that led to the top of the dam, and allowed the player to explore the river. In the river is the Hannya Mask. The Hannya Mask was a level-2 helmet that was dummied from the game early on, (along with the Ioun Stone) because the number of unique treasures was already so high that there was nowhere to place the item on any of the existing maps. The helmet bolstered its wearer's Wisdom more than any other helmet, and had decent defense as well. It was to be the "caster's helmet" that would likely be used by the mage archetype of the party. Alternatively, the player could just keep the Cup of Jamshid to themself, and make use if its powers. The cup would be a key item that could be used an infinite amount of times to restore HP.
476
« on: February 03, 2010, 01:59:42 am »
It probably wouldn't be too difficult to restrict it to PM, IRC and e-mail. It doesn't necessarily have to be a centralized discussion.
477
« on: February 02, 2010, 05:48:30 pm »
I don't want to have too many beta-testers. A handful of people would be adequate. I'm afraid too many details would be spoiled if we had several people playing through the game and discussing it on a public forum. Since the project is essentially hosted here at Omnimaga, this site might encompass a good portion of the player-base.
Although, I suppose we could just ask testers to e-mail us their notes and findings instead of posting them here.
478
« on: January 21, 2010, 06:17:08 pm »
On the subject of GPs, I hope you don't have to pay to save your game, right? I don't remember if this was brought up before, but this is something I hated from Final Fantasy 1 on the old NES. It wouldn't let me save without sleeping at the inn.
Oh, no. Saving is either done on the world maps, or at designated save-points found in dungeons. I didn't want to make that aspect too complicated, considering the platform. A TI-RPG is likely to be played off and on, instead of long intervals at a time. I figured the player needed the freedom to quit and resume at any given time. (but not necessarily enough to merit saving anywhere, in any dungeon) Dungeons are relatively short for this reason. You won't have to explore for hours and then get caught in a situation where you have to turn your calculator off and lose all your data. If worse comes to worst and you can't find a save-point around, you always have the option of "egressing" out of the dungeon and saving on the world map.
479
« on: January 21, 2010, 03:58:08 pm »
Parallax scrolling? Hah. I've never seen that done on a calculator platform before. That's pretty awesome. In fact, this game already appears to trump Super Mario Land in terms of graphical capabilities and overall design.
480
« on: January 21, 2010, 03:44:48 pm »
Do the charges 'recharge' while playing? (maybe slowly, so that you still have to pay attention to your mana pool, but you occasionally gain a point)
No. You have to pray (donate GP) at mana shrines to recover mana. The rate is 100 GP per spell-charge. They're located all over the world. Most every village will have one, and there's a point later on where it becomes much more convenient. You can also find and purchase "Mana Dew," which will restore as many as 4 spell-charges. (these can even be used in battle)
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