1
A Valley Without Wind 1 & 2 / Re: Magic general
« on: October 14, 2011, 01:18:35 PM »Sounds like you need to vote up this issue!
Nice, upvoted!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Sounds like you need to vote up this issue!
I like the tiers personally, and like it better now its to 10 levels, think its a good balance. A few thoughts I had reading this.
The first issue I see with having gems/potions/ whatnot on every level (other than having level 1000 gems someday) is inventory clutter. You'd end up with tons of slots of different level gems or potions, making both crafting a pain and force you to spend a bunch of time sorting and dropping junk, rolling over to see whats still useful.
s, that was long, so thanks if you actually read through it all.
You're absolutely right, inventory clutter would quickly become unbearable with my proposal.
I have a new idea: you could keep the current tier system as is, but introduce a new system to combine gems to get stronger ones. You would have to be able to handle non integer levels (lvl 1.3 for instance), but that's not very difficult (except maybe from an UI pov, real numbers are not really user friendly. But it can be done).
I propose the following formula: when upgrading a gem of lvl A with a gem of lvl B, you get a gem of lvl Log(10^A + 10^B), where Log is the decimal logarithm. This can be extend in a natural way if you want to upgrade more than 2 gems: Log(10^A + 10^B + 10^C + ...).
This formula has very nice mathematical properties:
- The upgrade gain depends only on the difference between the levels, not on the levels themselves. For instance, combining two lvl N gems gives a gem of lvl N + ~ 0.3
- The gain is most effective when combining gems of approximately the same level. You quickly get diminishing returns for combining gems too far away. You always get a new gem stronger than the highest level one, but not by much if the other is just a few levels behind.
- You need to combine exactly 10 gems of level N to get one gem of level N+1, so this is far from overpowered.
- Actually, the exact level you get by combining K level N gems is N + Log(K).
- So, if you are foolish enough to want to get a gem of level N+2, you would have to find 100 gems of level N... not very practical...
I think this would provide a smooth progression, and give an incentive to go into caves between tiers. But you can also choose to not use this system, and then you'll get the current one without a single change. User choice FTW !
You would only be able to combine gems, not spells. So you would always have to decide if you use your upgraded gem to make a more powerfull spell, or if you keep it to upgrade it further. Again, a tough choice for the player.
You would always have something to do between tiers, which is a good thing.
This could also be easily combined with zebramax proposition (chance to get a upgraded gem the higher the level approaching next tier).
As a programmer it's clear that the damaging part of a spell is the particle spawner, not the trail but intuitively it looks like the part where the particles get large is the main body of the spell. Most players aren't programmers and are likely used to seeing projectiles that have the biggest and brightest effects around their hitbox.I'm going to reserve proper comment on the following until my in-game field of view improves but it occurs to me that (in at least some cases) enemies don't telegraph their different attacks particularly far in advance either. Fast-moving, wide-spread attacks with such little warning mean I take rather a lot of damage in even relatively easy engagements with projectile-firing enemies.
The giant skelebots are actually an exception because their timing is relatively easy to learn and dodge around.
Lightning Espers and Amoebas, on the other hand...
I haven't fought any recently but the giant skelebot's melee attack range seemed very hard to estimate since it expands pretty far beyond any visible part of the sprite and even the one frame used for the attack doesn't extend as far as the range.
I strongly agree with all of this: characters are oversized and clumsy, projectiles are overlarge and combat & dodging consequently feel imprecise.
I do agree with this. I think the bats are the most fun boss (when they don't get stuck in a wall of course), they do in no way feel like an attrition battle.
For example: The Lightning Esper
They shoot 3 projectlies, not hard to dodge at all, as long as you dodge the whole cluster of (3) projectiles. By running in in the opposite direction or jumping over them. However, it would be much more fun if you could run and then dodge between the bullets. You can do that at the moment but only if you are at a fair distance.
The few times you actually do succeed with this is when you stand directly underneath them, beacuse your character is very thin.
Another way to make it easier to dodge, especially the bosses, is by having a camera that focus between your character and the mouse. This way you will be able to see where you want to see. Check http://www.arcengames.com/mantisbt/view.php?id=4313
Perhaps melee range spells like Death Touch and Fire Touch should destroy projectiles.