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Ceri Handen

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About Ceri Handen

  • Rank
    The God of Simmins
  • Birthday February 26

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  • Gender
    Male
  • Location
    NV, Las Vegas

RPG Maker Information

  • RM Skill -
    Writer

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  1. Ceri Handen

    Weapons powering up throughout Story

    (Wow, I forgot I even made this topic haha) For my game, the equipment management comes from the unique type of armour; modules. These things do all kinds of things: add abilities, resistance, magic, vice versa. So really, the weapons are base stats while the modules do all the nasty strategic work. It adds a challenge that players could attempt. A no module run. (Which already sounds like a bad idea lol) There will be secret weapons, the initial idea that they exist is after a key moment in the story. These bad boys will be super rewarding for people doing a no module run as the weapons do in fact has some special powers that every other weapon doesn't. Combine it with some of the best modules and BOOM, you got yourself a beast slayer. (until you meet the super boss that is)
  2. Something that has always bothered me about many RPGs is how there are multiple instances where you will be going into a weapon/armour shop and spend a lot of time buying and selling stuff. It feels weird to think that the characters will hold their starting weapon and then throw it out the window for something they have possibly never seen before. This is also the case with armour, one moment your fastest character has casual clothing, BOOM, now they'll wearing shining knights armour. So after playing Blue Dragon, it gave me inspiration for how I made character stat progression. In Blue Dragon, there are no weapons or armour, instead, you have the character's dragon/soul and accessories that act as armour. My idea is that each character has their own unique weapon that they keep start to finish, whenever they beat a boss that drops an upgrade for their weapon, they can (game is still in progress, so deciding between the two) either go to a specific area to get it upgraded or it is upgraded right on the get go. Accessories will still be purchased from an item shop along with another feature in my game. Other than that, that's an idea for my game. To me, it feels satisfying to watch the little parts of characters grow as well. What are your thoughts?
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