On the game I'm working on now, I've set up a system allowing for "cooldown" abilities: skills that, after use, can't be used again for a few turns. The way it works is after the ability is used, the character unlearns it until the cooldown period has passed, at which point the ability is placed into the skill list once again.
Obviously with a four character party and quite a few cooldown abilities with cooldown durations lasting between 2-7 turns, it's impossible for a person to mentally keep track of when an ability will be ready for reuse. In playtesting, I've noticed myself checking a characters skill list to see if a specific ability is ready and, when seeing it isn't, closing the skill list and doing something else instead.
This is not something I want to happen, so I'm experimenting with text boxes appearing to alert the player when an ability is ready for reuse. This create the problem of multiple text boxes appearing in a row. At it's worse, this is what could happen:
-Turn ends
-Text box appears "Soandso can use an ability again!"
-Player presses enter
-Text box appears "Soandso can use an ability again!"
-Player presses enter
-Text box appears "Soandso can use an ability again!"
-Player presses enter
-Text box appears "Soandso can use an ability again!"
-Player gets annoyed and closes the game
The odds of four abilities recharging at the same turn is probably slim, but I imagine this doing wonders for breaking the flow of a battle. So I ask this question of you: Which of the two do you think is more annoying? Would you rather be unsure of when abilities recharge and have to check a new menu to find out, or have potentially flow-breaking text boxes pop up to alert you?
And if you have a better solution feel free to share.
(This is what happens when I'm up all night with a stomach virus, I make long-winded posts to ask questions that you can sum up with one sentence.)
Obviously with a four character party and quite a few cooldown abilities with cooldown durations lasting between 2-7 turns, it's impossible for a person to mentally keep track of when an ability will be ready for reuse. In playtesting, I've noticed myself checking a characters skill list to see if a specific ability is ready and, when seeing it isn't, closing the skill list and doing something else instead.
This is not something I want to happen, so I'm experimenting with text boxes appearing to alert the player when an ability is ready for reuse. This create the problem of multiple text boxes appearing in a row. At it's worse, this is what could happen:
-Turn ends
-Text box appears "Soandso can use an ability again!"
-Player presses enter
-Text box appears "Soandso can use an ability again!"
-Player presses enter
-Text box appears "Soandso can use an ability again!"
-Player presses enter
-Text box appears "Soandso can use an ability again!"
-Player gets annoyed and closes the game
The odds of four abilities recharging at the same turn is probably slim, but I imagine this doing wonders for breaking the flow of a battle. So I ask this question of you: Which of the two do you think is more annoying? Would you rather be unsure of when abilities recharge and have to check a new menu to find out, or have potentially flow-breaking text boxes pop up to alert you?
And if you have a better solution feel free to share.
(This is what happens when I'm up all night with a stomach virus, I make long-winded posts to ask questions that you can sum up with one sentence.)





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