Ok, so I've been playing around a bit with the game for the last two days. It's pretty good, but there's a lot of stuff to absorb.
Also played a little bit of fu-ma, but it is very very bland. Like a cheap copy of Dragon Quest without anything that makes DQ good. I have to say, Gobli was a much better example game, it wasn't much on its own, but the story at least was something original and amusing.
I've got basically a small test game going where's I'm going to learn how things work. I took the beginner presets, set the difficulty to normal, and got rid of some of the files I know I'm not going to use. I dumped most of the maps (some where very interesting as a way of showing what could be done, but likely I'd never use them in an actual game), the encounter setups, since I'm going going to set the monsters on my own, and the most of the starting party. I redid the preset world and town maps into new maps of my own, and kept one of the starting characters, but going to give him a different model and customize the look. I made a very basic dungeon (read: big square room), and connected the town, world map and dungeon together. I just redid the preset scripts that connected the town and map and reset the coordinates, and I also added a new feature: instead of just entering the town from the world map when the town is touched, I put in a Yes/No prompt for entering the town. Next up will be adding monsters probably.
There's a few things I want to know about the system.
Is there any suggestion on how I should set the initial stats for the characters? In RPGM1, the usual advice is to have the stats add up to 30 (35 if MDef is used), or an average of 5 each. I know from my own experiences that a higher curve of stat growth makes the characters gain power a faster and it tends to destroy challenge and game balance. Any such advice here? Also, I know in RPGM1, the character's base stats determines stat growth. So, if the character has a base Str of 6, he gains 6 Str every level. How does stat growth work in this game, is it simple like this, or more complicated? From poking around I also know classes affect the stats, it looks like it adjusts stats by a percentage.
I found a listing of the damage formula in the sticky:
Normal Damage = (Insti ATT - (Target DEF / 2)) * [1 - (Enemy Wpn Resist / 100)] * [(Damage Rate A) / 100]
Ok, I understand most of that. The first part is (Attack of attacker - defense of target) / 2. Right, that's the same damage formula RPGM1 uses. Second part looks like a percentage based on resistance to damage type being removed from the total damage. The third part I don't understand. What's Damage Rate A signify?
Also played a little bit of fu-ma, but it is very very bland. Like a cheap copy of Dragon Quest without anything that makes DQ good. I have to say, Gobli was a much better example game, it wasn't much on its own, but the story at least was something original and amusing.
I've got basically a small test game going where's I'm going to learn how things work. I took the beginner presets, set the difficulty to normal, and got rid of some of the files I know I'm not going to use. I dumped most of the maps (some where very interesting as a way of showing what could be done, but likely I'd never use them in an actual game), the encounter setups, since I'm going going to set the monsters on my own, and the most of the starting party. I redid the preset world and town maps into new maps of my own, and kept one of the starting characters, but going to give him a different model and customize the look. I made a very basic dungeon (read: big square room), and connected the town, world map and dungeon together. I just redid the preset scripts that connected the town and map and reset the coordinates, and I also added a new feature: instead of just entering the town from the world map when the town is touched, I put in a Yes/No prompt for entering the town. Next up will be adding monsters probably.
There's a few things I want to know about the system.
Is there any suggestion on how I should set the initial stats for the characters? In RPGM1, the usual advice is to have the stats add up to 30 (35 if MDef is used), or an average of 5 each. I know from my own experiences that a higher curve of stat growth makes the characters gain power a faster and it tends to destroy challenge and game balance. Any such advice here? Also, I know in RPGM1, the character's base stats determines stat growth. So, if the character has a base Str of 6, he gains 6 Str every level. How does stat growth work in this game, is it simple like this, or more complicated? From poking around I also know classes affect the stats, it looks like it adjusts stats by a percentage.
I found a listing of the damage formula in the sticky:
Normal Damage = (Insti ATT - (Target DEF / 2)) * [1 - (Enemy Wpn Resist / 100)] * [(Damage Rate A) / 100]
Ok, I understand most of that. The first part is (Attack of attacker - defense of target) / 2. Right, that's the same damage formula RPGM1 uses. Second part looks like a percentage based on resistance to damage type being removed from the total damage. The third part I don't understand. What's Damage Rate A signify?


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