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Found 51 results

  1. Map Atmosphere

    So I'm in the story where my character has to train up to lvl 10, then he can unlock a quest. So he goes to a Training Island where many battlers go as well. So, my question is: What kind of atmosphere should the map be like and what kind of challenges(e.g. Battlers, Monsters, etc) should he face? If you can help me out with this, I would really appreciate it. Thanks in Advance, W.M.K Game: Land of Calgwin™ Beta 0.2b Link: https://wmk.itch.io/land-of-calgwin-beta
  2. Hi! I want to make a skill that "captures an enemy" (lowers enemy's defense and magic defense while stunning them for three turns) but in returns, stuns the user in the process in a "Capturing state" (Prevents from attacking), but has a chance to lose the state if attacked, and if the user loses his state, so does the enemy and vice versa. I tried to do it in the damage formula, but it is not working, is there a way to do this?
  3. Hey there! Whats up? I just want some suggestions about races, i'm making a game where the races are all anthropomorphic animals, but i need ideas about the races and the skills. This game is going to be an ABS dungeon/puzzle based, the player will have some tools to get through them, but i want to give the races some unique abilities. I will put some examples for you too know what type of skills i'm looking for. The Frog Skill 1 - Jump to higher places, over rifts and cliffs Skill 2 - Take items and enemies with its tounge, use it as a rope to reach to the other place when jumping is not good enough. The Wolf Skill 1 - Night vision Skill 2 - Call pack (other wolves to help him in battle) The Rat Skill 1 - Crawl to a hole in the wall to reach secret places. Skill 2 - Sneak attack! I hope you can give me some usefull ideas.
  4. Hey, you can call me Ryoji and been a RPGMAKER since last year. ( still a noob )So I am making a game with still no title. So the plot goes on like the hero's group along with the hero went to kill the demon lord they were about to kill it but it was a surprise there were 7 demon generals without there knowledge all of them dies... and the world was plunge to the demon's control. After 5 years... some part of the world had coexistant with the demons and nondemons and a girl had the hero's bloodline fell inlove with a demon... and had a son named Ren. So yeah you get it hehehhee. It is up to the player;s decision to let the humanity take over and let the demon side go rampant. So uhmmm I'm done with making the intro about introducing the world and all but I need help in making the scenese... So I wanted like how will I conjoin the simultaneously appearance of the 7 demon generals after the demon lord called them like a flashing simultaneous or a teleporting animation simultaneously.... what commands, event progression will i use? Also need idea about plot development. Need Helpp!!!!!!!!!!!!!!!!!!!!! I'm open to suggestionsssssssssssss and assistanceeeee.
  5. Saturn's Brain Dump

    Hello you lovely people! Soooo, I have a mind that goes in 50 directions at once. I'll be thinking about new eventing systems for my roleplay one second, then how much I love this cookie I'm eating the next (it's delicious by the way, so be jealous, very jealous. <3). If there's one thing I hate about my thought process, though, it's that I'll lose track of what I was thinking about before I went off track and not be able to remember it. I'm going to use this thread to (kind of) store my ideas and concepts as I make them. I'll also be including any current progress and/or roadblocks I've run into in the design process. Anything I feel is worthy to throw in here is open for critique, suggestions, questions, and open source usage/testing. (Donations in the form of hugs, kisses, and anything delicious are are always welcome though ) If I post any completed concepts, feel free to ask for a more in-depth explanation, or even a tutorial on how to make the idea/system work properly, and I'll do my best to help. I'll even throw in a free hug if you're really needing a confidence booster <3 By the by, the by, these ideas are almost solely based around eventing. I have no scripting knowledge whatsoever, but if any of these ideas require a script to my knowledge, I will try to include it in the description. Theories (Any ideas I haven't delved into yet I'll post here. This is where I'm still picking out the ingredients, so to speak.) Dynamic Maps Works-in-Progress (This section is for stuffs currently in development. I have the ingredients, but I still need to come up with the right recipes and put them into practice. ) Line of Sight/Stealth System Active Battle System Trial Stage (This is for ideas that are ready for testing and minor balancing/tweaks. Perfecting the recipe, taste testing, etc. ) (None yet, but feel free to check back later for progress updates!) Finished Product (All completed ideas here. The cookies are hot, right out of the oven, and ready for munching! Just don't forget the milk ) Distance and Direction System
  6. You can comment your ideas and then I will copy & paste them into our Library. Important Note: If you have a different version of what is already up here, you can still put it down and I'll still save it. Custom Class Rules Custom Classes
  7. Greetings everyone ! The matter of this topic is that , I've been recently giving myself to parallax mapping . As it may be a little hard to render , I do consent that gives out a lot more smoothly . So here are my two questions : First : Would you still play a game and think it is good-looking even though it isn't parallax mapping ( imagining that the creator of the video game still spent a lot of time making those maps so they would look attractive anyway.) Second : Here is my two very first mapping , therefore I wish for your opinions and advices . Please , keep in mind that these are first attempts . (Normally , there are also little fairy-like particles that are smoothly flickering to give some depth but I could not include them .) [The first map (entitled "Chrysalum Cove") is meant to be a gloomy and remote cove/cave that yet inspires enchantement and captivation. I do not have much story about it yet but it is supposed to keep hidden a ressourceful slash ancient tree . The second one [no name yet] is meant to be a nature , ancient-looking forest slash ruin's entrance . ] EDIT : I just noticed that there is a blue-shaded square near the lower part of the first map , please do not mind it . I do not even know why it is even here since it isn't on the original file . I am looking forward for your replies ! Thank you .
  8. So, What are you working on? What genre is your project? What is your project's story? What elements of your game are you focusing on? What features and scripts will you be implementing? Post a short summary below.
  9. Hello, i am thinking about making a pet game which let player upload their pet status on my host server, and then when a player declare a battle, system will pick a random profile from the server and generate a clone pet base on it. Battle is automatically, player can watch only. How do you guys think? I make this game for fun only, player can upload their own picture as profile picture too Currently i am stuck at rising pet system, any help is welcome (Game balance, eggs' hatching time, pets' life time, food, pets' attributes...)
  10. Community Driven Game

    Okay so here's the situation. I got rpg maker vx ace because i wanted to start making a really good rpg. However my idea of a good story and what your idea of a good story is are two completely different things. I need a story but not just any story an epic story. One driven and created by the community of people who want to play this game. So im here to see what you guys have as ideas. Characters, Beginning plot, Bosses, Mechanics anything and everything. I mean i could make the usual save the princess from mister meany or save the world from very bad guy. But i want something complex something worth spending 16 to 24 hours of your life or more to play i need twists i need everything good. But i don't know whats intriguing you guys do. So tell me what you find intriguing so i can make it a reality.
  11. Strafe of Spirits

    So yeah, Maki here! I've been liking Ainu for quite some time (They even became my topic of presentation in the Final Practical Exam for the last semester of high school!), and I'm thinking of making a game (mainly) based on their mythology. This is a small, casual project, and since I'm bad with staying in a project and a great procrastinator, I'm not even sure if this project would actually finish. I still need some feedback and comments though, since my life force is filled by absorbing the mental energy from them those usually help me lift my spirit and learn more. Most of the resources are from the RTP though, so don't expect many fancy custom arts XP Strafe of Spirits Overview: Strafe of Spirits is an adventure RPG where the player traverse around a world based on the Ainu (and a bit of Japanese) mythology. The player will control a girl archer named Pirka in a quest to find the answer behind a strange happening in her world, while helping people and non-people along the way. Ainu? The Ainu are an indigenous people mainly found in Northern Japan. It is widely believed that they were more widespread in earlier times, but were pushed back up north when the wave of people from China resides in mainland Japan. It took a very, very long time however, for Ainu to gain acceptance officially as Japan's indigenous. After times of forced-assimilation, the Ainu finally gain official status in 2008. Ainu has quite different... Stuff from mainstream Japan that makes them unique; the culture, language and even portion of their physical appearance can rather easily be recognized. In video games, one example of Ainu culture getting attention is Ookami. There are many references of Ainu culture in that game. As for physical game, the Gusto and Ritual Beast archetype of Yu-Gi-Oh! is based on Ainu. Too bad much of the TCG translation butchered the lore. Oh, well... The Story: Gameplay: Characters! So I think that's it for now! I'll add more later, I'm too sleepy now I started to write Harry Potter in flawless Latin instead. Constructive feedback and comments are always welcome~
  12. Magical Girl RPG Concept

    Okay, so I want to take on a second game, soley because of the fact that I can't work on Angry Gay Makeup Exam because it's a For Fun pet project between me and a friend and he got upset that I was doing too much work? So I gave him the job of mapping so I get long breaks before I have to do things. That being said I really want to do a Magical Girl themed RPG and I had a character sitting around and decided to build a story around her. [No Title Yet] Story (Warning, Alot of things don't have names yet, so I'll put them in quotes) Characters Gameplay Setting/Feel But yeah critiques, ideas, thing you'd wanna see, etc, is this idea even worthwhile? Please tell me.
  13. This is basically logic planning because I for one, am not too sure HOW to plan this out. I'd really appreciate any help in how this can go around. So I have this game idea for a while now that revolves around three playable characters for a horror/fantasy genre. Now each character has advantages and disadvantages but also have different perspectives in how they see the world: basically one sees colors differently while the other two see normally but one of them is deaf (I've YET to figure out how this can be implemented like visual sound waves or what). Like monkey sees no evil, speak no evil, hear no evil. I've read that switching characters can be done with changing the lead actor but I'm wondering if perspectives can be switched too. Basically like switching to the char who sees color differently while change the world's background according to that (basically parallax mapping for that). Oh and depending which character is chosen, they can use their abilities up front. Is that possible and...how? I'm not too sure I know the answer to that myself. Oh, and this will not have turn-based battles. The switching of characters and their advantages will happen in like real time(?) of the game. I don't even know if I explain this while... :/ If I'm not clear, please let me know, Edit: Btw I want to really limit scripting if possible, even though I can expect this idea to be too challenging for one person-cough. And if this will be impossible or hard, then I won't try this idea. If it can, then I'll talk more about this idea I'm trying.
  14. Disney game ideas help

    so i need help with my game like ideas for mini games and story as i got this name of player zack weapon apple watch (i wanted something dumb) story some evil (i dont know what yet) is taking over disney world and only zack can stop it i need more ideas
  15. Help with fleshing out story

    Twelve-year-old Peter is living happily with his parents and older siblings. They're not perfect, but he, like any child, believes nothing can break their family apart. Until a dreary rainy day comes by... Cooped up inside the house bored and with nobody to play with, Peter tries get his family together to play some games. However, he accidentally discovers his parents arguing, accusing each other and finally, threatening to divorce. Peter decides not to let that happen and sets off to find something that would remind them of their love for each other. While searching for that precious something, Peter finds a door into another world (think Coraline). This world mirrors his own, but the people who live there are alternate versions of his own family. (e.g. Mom is strict, cynical, and terrible at cooking, Parallel Mom is childish, but is a pro in the kitchen) This Parallel family is going through problems of their own, and spending time with them might help Peter figure out how to deal with the fighting back home. ~ So the above is a quick summary of Home, a visual novel idea I've had for awhile. However I've hit a bit of a block and I was wondering if I could get some feedback or suggestions that I could use to build up on. I really want to focus on the relationships between Peter and the Parallel family and have that reflect on his own family. I want to include up to three endings depending on dialogue choices and actions taken, but... I was also thinking, the "precious something" mentioned above would be a special picture (a wedding photo, perhaps?) that was torn up and hidden all over the house. When you find all the pieces, it would unlock the best ending where the parents stay together and mend their differences. So, any ideas?
  16. Hello, my name is Cheynise and well, I'm new to this whole thing (not the engine btw, I've been practicing here and there with it). I'd like to discuss on logics and directions on certain gameplay elements and if they can be integrated with or without a script. I'm working on a demo game that once I get down to the main mechanics, I can go straight to designing 2 game ideas I have: one being a survival simulator, which is a little like Lone Survivor (though not entirely with invisible gauges), and a dating sim but with stats. I've not gotten down the whole list of what mechanics I need to discuss but as I progress on my demo, I'll ask more in this forum. If this demo comes out good, I'll showcase to everyone so they can use it as reference. I won't be jumping onto my ideas so soon until I fully know I can do these steps on this demo. 1st major mechanic is time progression but not by seconds, minutes or hours. Basically both ideas I have do have a similar approach to some life sim games like Persona, Dandelion, etc - time being divided into periods and each period can only be progressed after completing a number of events or action points I guess. There is a calendar involved and a deadline (like Persona, you have only one year) but time does not progress like a clock. I've tried looking at how to do this but I'm not too sure if I'm on the right track and most tutorials revolve around time ticking by. If anyone can help me out, that would be great. Doesn't have to be just finding tutorials, can also be discussing logic if this sort of thing can be done with the events and such (though I'm wondering how events can be reset when a new day comes in game but still keep items/stats untouched). Thank you for taking your time. Here's how my demo will be looking btw. It's simple right now, with collision included. Bleh. (click to enlarge)
  17. Unused Stats/Stat ideas?

    I have stats that I'm not using. These are the stats. HP - Used for health MP - Used for MP Atk - used for attack Defense - Used for defense AGI - Speed Mat - Unused MDF - Unused Luk - Don't want to use Is there anything I can use MAT and MDF for? For example, another game MAT is skill strength and MDF is special strength and ATK is weapon strength. On the game I'm currently making, I don't know what to use MAT and MDF for. It doesn't matter that much but I like to use all stats(except for luck).
  18. Okay, I have/need ten active skills for each of my protagonists. But my problem is developing enemy skills to make fights challenging. Would it be good to clone the skills the actors have? Can you suggest some unique enemy skills? Rules: 1) Enemy and ally SP and TP start at 0 in every battle. So everyone starts from scratch. Growth depends on max SP and TP. 2) Battles are set in MOG's ATB System, with ATB Gain set to Fomar's ATB system. So AGI doesn't affect the gauge too much. 3) Only a few status ailments exist in this game (I could expand but still trying to fine-tune things with scripts): Bleeding deals damage per turn and stacks up to 7 times. Each stack adds 2% MaxHP damage. Stupid disables use of all skills. Items can still be used (because any idiot can eat a chocolate bar or drink beer) Feeble halves all basic stats. Slow halves your ATB gauge. Can be healed with Haste or waiting it out. Combo Set-Up makes you vulnerable for the next hit (damage taken). Stun stuns targets, halting their ATB gauge for a set time.. 4) Base maximum active skills are six slots for all actors. Enemies have roughly unlimited slots but I wan to limit it slightly. Here is a list of the character skillsets: Do you want me to delve into each character's skills for a better grasp? let me know so I can edit it accordingly. My enemies are set in a ten-level dungeon, so they get harder as you go up. Their skills so far include stunning allies, halting their ATB gauge, substantial stat growth, and Defensive debuffs. Enemy Skills: So yeah, I need help mostly with enemy skills but please suggest what you think might help. I would appreciate it. Got most of the battle system prepped and ready to go and am working on the maps. I hope you guys can share your thoughts and ideas.
  19. So is this type of battle do-able? Your character versus someone with an argument. The opponent will basically barrage you with their argument and at certain times, you can choose an item (Evidence or Profile) and counter it. If you get it wrong, a 'strike' is dealt to you. Certain number of wrong answers and you lose. Need more explaining or is this good?
  20. Hiya. Currently, I'm creating a silly little dating simulator as a gift for my two friends who love Boys Over Flowers and adore Lee Min-Ho and Kim Hyun-Joong. In this game they'll have the opportunity to go to Shinhwa High School and fangirl all over their choice Korean men. Yeah. What I want to figure out is how to use the current battle system (including enemies, skills, and maybe parameters) to influence and change a relationship from neutral to good, good to bad, bad to neutral and so on and so fourth... (Much like The Sims) I'd prefer a gradual change in the relationship between the player and the NPC, but I'll take an instant relationship change where you need to "survive" through one conversation and your relationship instantly upgrades after. I thought it would be fairly easy but this is proving to be a lot harder than I thought it'd be. Skills and Skill Types When it comes to skills, I have 3 Skill Types: Friendly, Mean, and Romantic. I want the Romantic Skill Type to be Sealed until the player reads a book or does something else. However, I couldn't find out how to unlock a Skill Type, even under Actor in the event command window. (This isn't too necessary but would be a nice addition.) Skills will be filed into every Skill Type. Skills like Compliment and Gossip will go into the Friendly Skill Type, while skills like Slap and Insult will go into the Mean Skill Type, ect; How things are set up right now. If you want to get an NPC on your bad side, you'll likely want to use the Mean Skill Types. As logical as that is, there is a problem in this execution with the default battle system in RPGMVXA. Originally I said, "Screw the gradual change!" and decided to go for a less optimal option but one I thought that would work. Basically, you need to survive through a conversation with the NPC in order to instantly change your relationship. The "battle" with the NPC is really just a conversation. The NPC's state of health tells you how close you are to influencing their relationship with you. If you use a lot of Friendly Skill Types then the NPC's health will diminish quickly (depending on how effective the skill was) and after the conversation your status with them will change to "Friend" or whatever. This method, sadly, can't work the other way around. If you want to make an NPC your enemy, you wouldn't want the Friendly Skill Types to be active or to work effectively on the NPC (because then your relationship would be changed to "Friend" even through you're slapping them about.) There seems to be no way make Friendly Skill Types change your relationship status to "Friend" while Mean Skill Types changes it to "Enemy." I've also tried using a method where you could go into a "Friendly Conversation" or a "Mean Conversation." However, I'd also need to figure how to diminish the effectivness of Friendly Skill Types in Mean Conversations and vice versa. I've contemplated using Variables to measure a realtionship with a NPC, but I'm not sure how to implement them. If Variables could be added or subtracted during a battle, I could be golden. Does anybody have any ideas on how to execute a reasonable relationship simulator? Usually I'm good at figuring out this crap, but this is really hard for me to put together and I want to start creating my own public game soon, since making a game usually takes me a year. Speaking of which, if you help me figure these things out or even cook up a script, I'll be happy to privately hand over a copy of the game once it's done to you if you request. I think that's legal...Anyway, I'm not very adapt in Ruby yet, so there isn't much I can do to show my appreciation and give back If someone wants a video of how things currently are, don't be afraid to ask. It might show things better than I can explain them. Thank you for reading!
  21. So I have been thinking up ways of making the battles in my game unique but then I thought I won't be the one playing this game you guys will so what are your opinions on a good battle and what makes it memorable? Is it the strategy involved? The needing to grind to destroy your enemy with OP attacks? I want to make it interesting so please, if you have any thoughts tell me ^~^ From your very own Apple Seed, Knighterius.
  22. READ BEFORE COMMENTING - I do not have scripting knowledge, so do not assume I know how to fix such and such on script line x. I'm a noob when it comes to the technical stuff. - I would prefer that I don't have to use variables and all of that complicated stuff. Simple note tag script calls are fine, but anything beyond makes it too complicated and makes more of a work load on me (and I don't like work or loads). - I've been through the Master List, several pages on this forums as well as on RPGMakerweb, different Wordpress' and blogs (such as Yanfly, Hime, and etc.), and I use Google more than I eat (unfortunately Google makes cookies you can't eat). So, yes, I have searched high and low for the request(s) I make. Is it possible I may have overlooked somewhere? Yes, the internet is massive, but with a total of approx. 19 hours over three days of searching for scripts, I believe I have done enough looking. - Do NOT refer me to a list of scripts that I can combine to sorta-kinda get what I'm looking for. I have 122 scripts currently downloaded (no, I don't have all of them in my game. Even with my processor, I think I'd make my game explode). I am requesting because more than not I am looking for EXACTLY what it is I am requesting. - If my idea(s) is/are too complex to try to configure to the point where you want to lunge off of a bridge...I sure hope you have a floatee cause you need to SUCK IT UP AND MAKE MY DAMN SCRIPT*! *Kidding. If it has become that difficult to create, then just let me know and I'll be more than glad to work with you on modifications on my idea(s) that will lessen the difficulty for you. - I have various projects, however, I will ONLY use ABS-based systems, so it must be compatible primarily with ABS (with ability, if possible, to work with the default battle system should I use it through a script call or whatever. Most likely I won't, but in the event that I do, I will notify you) - If I say that it should be compatible with another script or I reference another script, do NOT tell me you are unaware of that script and that is why you can't help. Google is your friend. I would also be more than happy to post links to the original script (as some scripters don't like their content being published on other sites). - My mind wanders, so be patient if I can't understand your lingo. Most likely using abbreviations and such jargon will short-fuse my brain and I'll be brain fried... - Be kind to others that post as they may be as clueless as me. - I will be very humbled and thankful if you fulfill my request(s) SCRIPTS THAT I USE NOTE - I MAY ADD/DELETE OTHER SCRIPTS AS I PROGRESS, SO THIS LIST WILL CHANGE. ALTHOUGH, MOST (97% approx.) SCRIPTS I HAVE ARE MADE BY (RESPECTIVELY): Yanfly/EST/Estriole, Hime, Selchar, Moghunter, and Galv. SCRIPT REQUEST(S) 1. Super Powers - Script will give characters super powers (ABS-system). Details - Script Operation/Make-up - 2. Weapon modification, upgrade, and selection system Script Operation/Make-Up/Design - 3. Character Creator with Clothes Changing System Script Operation/Make-Up/Design - I understand this is a lot I'm asking for, but, if you read the top portion before getting here, then you should understand lol. Yes, this is quite a lot to read, as I tend to get carried away a bit when writing things out. I don't even realize I write a lot until I review it, and even then it doesn't seem like that much. I don't know, I guess that's what it's like being a writer. Which, by the way, I'll be more than happy to do for anyone who wants to come up with a game story or plot or whole idea, or it doesn't even have to be a game story, it could be just a short story for something unrelated. Just contact me and I may be willing to write something for you. I have other skills and services, but those haven't been unlocked yet for the public to view. Sorry. Anyways, this is the end, for now. If you help me, thank you and I love you...
  23. Okay so basically ive started this topic to know what people think of the cyberpunk genre , what they like and expect from it and ofcourse ideas that could be implemented in a cyberpunk game :3 To those of you who dont know what cyberpunk is: In my opinion this genre is pretty rare and it becomes much rarer when it comes to rpgmaker as it deviates from the norm. So to keep things short i would love to hear what people prefer in cyberpunk games :3 I'd also love to hear ideas/theories/opinions etc that people would want in a cyberpunk game ^^. Also feel free to talk about anything related to the genre as well as it sparks more ideas.
  24. Heloooo everybody! Do you want to see what is my own favorite characters like? Do you want to see how cool, strong, special my own made character are? Yes, i do want to see yours! So, for the love of RPG game! Let us show our own made great characters, everybody!! ########################################### But we must give them a same form. Also,they must have balance to each others. We don't want a super strong, unbeatable, ridiculous character here. 1) Each character CAN'T have more than 2 skills and less than 1 skill. a, The #1 skill is called S-A : it's usually used for harming, dealing damage, cursing, attacking enemies (optional) b, The #2 skill is called S-B : it's usually used for healing, boosting, defending ... sometime dealing damage, give states too (optional) c, Skill S-A can be only used by Leader and skill S-B can be only used by Supporter (those are the position we're going to assign to them before each battles) ########################################### Here is sample and the first one: Appearance: Name: Sermin Tristis Element: Dark Profile: (Optional) Had been sealed and hidden at bottom of The Dead's River in the Hell. Some how she has been released and therefor, now she is on a long journey for seeking who did that to her. ATK: 250 | DEF: 100 | MAT: 140 | DMG: 95 Rage-S: 1 (Rage speed: The amount adds to raging stat every 0.5 second. When the raging bar full at 100, characters can cast their S-A/ S-B skill) AVD: 30% (Chance to avoid attacks) SPD: 6 (Speed, who has higher speed takes the first turn) LUK: 20 (Luck, Adding some random bonuses) S-A: Fierce Tornaldo (19 hits) > Cut enemy at crazy speed in berserk state, +25% Hit chance / +5% Crit chance The last strike lift enemy up about 1,5m (give supporter the chance for sequent attacks) > 115% * a.atk * 19 + random (luk / 3) - b.def * 19 S-B: The Dead's Aura > Create a shield which can absorb max of 1000 DMG (both of physical & magical attacks) on the Leader Last for 5s, 20% give Curse state on Enemy's Leader ######################################################## How about it eh
  25. Every RPG with active skills has a method of learning them. Some games you just learn them as you go. Sometimes you can level up your skills to improve them. Some games have a Skill Tree and Skill Points. The list can go on and on, but today, that is exactly what I want. I am currently developing a game, but I am unhappy with how my characters learn skills. I'd like you, the community's help to expand my mind and see what exactly I could do about this. I also hope that this thread will help others too. If this thread can document 10s or even 100s of ways character growth/skills can be managed, then I will be extremely pleased. Moving along. I have given Job Points (currency that buys skills essentially) the most thought, however it encounters a common problem that most skill management systems encounter. In the end, grinding is the solution to getting many skills, or at least certain skills when you really need them. This isn't really a problem for a lot of games, but I am aiming for a goal here. It's enough that grinding will level up your character, and the stat improvements that occur are enough to help make something easier that the player was having a hard time with. However, I don't think skills should follow this trend. At the same time though, I don't believe that the skill learning system should be something that irritates the player because of the restrictions placed upon it. The last thing a game should to is legitimately frustrate the player. What can I do to make a player rely more on their acquired skills, both in game, and from player experience, than just grind when they can't beat something on their first couple of attempts?
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