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1About Phantaeon

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Beast Tamer
- Birthday 07/24/1999
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Male
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Things you hate in the Frontal Battle System
Phantaeon replied to TBWCS's topic in Theory and Development
I prefer the Sideview Battle system mainly because it can get more hectic and it requires me to do more. I kinda have this thing where I just want work to doand I don't want to be sitting around. More work generally can cause better aesthetics and will fullfill more of my time. I also like how hectic and over the top it can become because it feels like you've gotten from that simple little fireball to this giant magma demon taht obliterates your enemies with some kind of triple lava lazor.- 55 replies
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Phantaeon started following I have a idea for a game. ~ Angel Star Concept Thread. * Its kinda Stuck*, Things you hate in the Frontal Battle System, Replacement for Locked Doors? and and 7 others
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Monster Wall... that reminds me of something... Like someone saying that allshall pass then correcting himself that none shall pass... quickly flashing dots... NO NOT BLOCKHEADS EVERYTHING BUT BLOCKHEADS.
- 12 replies
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- rmvx-ace
- locked doors
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(and 2 more)
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BACKSTORY - HANDY TO READ BUT NOT NECESSARY So I've been concepting for a game and I got out with something. The Basic thing is that every party member doesn't battle but thier clothing adds multipliers to stats on another kind of Party Member that does battle. The non-battling party members are called Pets ( an excuse for humans to have different haircolours or skins or you get it by now ) and the battling characters are Spirits ( Kinda like monsters ). Ghosts are the basic enemies and are also mindless. And then there's Reaper's ( whithered Spirits driven by negative emotions. These are sentient and basically bosses ). So the Game is to be using a System I'd like to call the Link system. there's a background reason for how this system got in place which I'll put at the end of the topic since its unimportant for my question. but basically the Link allows Pets to amplify the power of the Linked Spirit. Making it able to battle and not whither away ( AKA Not die but in Pokemon terms faint ). A Pet can only link one spirit at a time unlike a reaper who can Link mutliple Ghosts to amplify its own power. Because of a Ghost being mindless it will listen to every Reaper's commands. Unlike Pets and Spirits who are both sentient. So there are 2 worlds in my game. One is Ghost and Reaperless ( except during story events possibly ) and the other naturally houses them. The Idea is that the Spirit can only enter the dangerous world and the player controls the spirit in that world. The reason for these 2 worlds is that in the past. Spirits and Pets were outnumbered by Ghosts and Reapers, thus on the verge of exctincton. then the Linking System was found. This allowed the Spirits to fend off the Ghosts and Reapers as long as the Pets are safe. therefore they created a Mirror world were they can live safely. The Gate to this world requires too much energy for a Spirit, Pet, Ghost or Reaper to pass through but a Linked Spirit can take a Pet with it through. Pets were effectively moved to thier new home. LINK SYSTEM Now the Link System is in Gameplay usable to Metamorphose a Spirit's form in battle. a spirit tends to begin at 10% Link. In the Link system you can use a combination of Items and levels to strenghthen the link to say 20%. This will cause The Spirit to revert to level one but it will be stronger in the end and Spirits with a higher Link willget thier Level Cap shoved upwards. For example; Spirit 10% Link = Level cap of 15 Spirit 20% Link = Level cap of 25 Spirit 30% Link = Level cap of 40 There are also differing paths of Metamorphosis So you could go with your 10% Spirit to a 20% Spirit or try and find that item + levelling up to go on that alternative route. This does also include a Reaperism route for some Spirits which will be a more risky style of gameplay. Anyways. Now I'm asking if anyone can spot flaws in this system or tell me possible improvements? This also goes for the connection of Pet clothing becoming a Stat multiplier on Spirits. SECRETS Also in the game will be a Teleporter of which the teleport coordinates are changing if you decide to input a certain pattern. This Pattern can be found somewhere in the game or possibly online. Like a NPC Can show you one. A Boss could have the Pattern on his design or even a Youtuber could be given an e-mail and a link to download the game and he/she could put the Pattern in his video. Again, Can anyone spot any flaws ( besides the Obvious one of the youtuber not playing it. ) or possible room for improvement? 2 WORLDS So I'f you've read the backstory then you know why there's 2 worlds. But I am wondering if there's any cool ideas for gameplay mechanics or puzzles taht involve going between worlds that someone can come up with? Thanks for reading. -Phantaeon
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Maybe Make it so you can gain time by venturing off? In the first stages this wouldn't be necessary so your player wouldn't be too prompted and can still learn the mechanics. In more regular-like RPG's Time Limits are very obscure and sometimes added to intensify a moment. So the core aspect of Time Limits is to make things more intense and challanging. Just keep that in mind.
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O.P. From your explanation I'm not seeing any mention of things that impact Negative Possiblity space and it is a big issue with map designing. I still recommend watching the Extra Credits video on it but Negative Possibility Space basically is a place or a spot ingame that is hard to reach and teh designer might've not intended the place to be reached. the player is hoping something cool will be there but instead they get nothing. You can see that this doesn't make the player satisfied and it will mainly only bum them out. Thats not what (most) Developers want. In generall you should prevent the player from encountering Negative Possibility Space. My understanding of this comment writing still isn't that great and I do not know how to add youtube videos to my comments so that is the reasoning I haven't put extra Credits's video on the subject in my comments. Trust me you can learn alot from Extra Credits's videos and they're also quite short.
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With these non-Essentials do you mean extra places or/and just extra objects in a map? Then you should focus on not having negative possibility space. For the rest detail is what makes a map feel more natural and more alivewhichis only a good thing as long as it doesn't stand in the way too much. Then it gets destructive.Buildings generally are a bit more symmetric but valleys definately aren't. If you want more info on negative possiblity space I recommend you watch Extra Credit's video on the same topic. Infact many of EC's videos are helpfull to game developers. Although now I'm getting a bit too commercial. in the end it truly does depend on the map your making.
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What about upgrading your spells throughout the game? For example maybe go for Multi-hitting or higher damage upgrades or possibly spell fusion upgrades?
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What do you HATE MOST when play a RPG game?
Phantaeon replied to cuongeke1's topic in Theory and Development
This is a very hard topic since alot can be misunderstood based upon someone's perception ( Translated : Blah, Blah, Big words, Blah, Blah, What? ). -
Well South Park the Stick of Truth had no magic but still simulated it in a way using... farts... Haven't played the game. I've only seen it entirely. But it generally used objects like Kilravok mentioned.
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Which would you prefer in a horror game?
Phantaeon replied to Jalice's topic in Theory and Development
I know that Among the Sleep has you hug a Teddy Bear to get an area of light around you. -
I have a idea for a game. ~ Angel Star Concept Thread. * Its kinda Stuck*
Phantaeon replied to Evol Death Wish's topic in Theory and Development
Yeh I'm also having trouble not being able to find a music software to make custom music. But I just use placeholders during the actuel development. -
I have a idea for a game. ~ Angel Star Concept Thread. * Its kinda Stuck*
Phantaeon replied to Evol Death Wish's topic in Theory and Development
Maybe you should post a thread on the recruitment forums instead of this one. -
I think I got it. add certain stations which call the vehicle?so its in fixed places?
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So whilst making the intro for my game I decided to do it with pictures. Fairly early on in the intro are pictures shown of 3 beasts. they were meant to be shadowy in the pictures to prevent spoilers and alot of detail was left out. making them seen with simple shading that shows difference in parts but not necesarily lighting. you're free to edit them. And if you can make them better I would greatly appreciate it if you'd send a better version to me ( or just post it on this topic ).
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Ok. but what if There is a wall above the player? sure interaction would still be possible but its wierd to have a sci-fi car standing striaght up on a wall.


