you help the medic out of basic human empathy
not really because of bonds established
its the monkey brain telling you to repay your debts, not be nice to people in the face of adversity, even when it may be worse for you
Tell me more about maps. Do you recommend having a map laid out with directions given?
always
i cannot recommend it enough
you need maps, things inside rooms, and interactiables
all are extremely hard to plan right before the player moves into it
Hmmm, yeah. There really need to be something visual to remember.
a player map isn’t really necessary, they can find their way themselves by your details
Say you are inside of an RP that is like Trials of Madness.
If players had no choise over their abilities, what abilities would you give players?
maps are one of the hardest things to balance, make, and be fun, while also being explorable, challenging, maybe containing puzzles, gimmicks, characters, and whatnot
well, i’d work off of what they had already
if its about a famous bow wielder, famed for her accuracy, i’d likely try to give her accuracy buffs, passives for one shot ranged weapons, general agility and nimbleness buffs, aswell with hand-to-eye coordination
if it was, absolutely nothing
i’d just give them two-three arbitrary but strong abilities
i can’t decide stats for a game long-gone or exact concepts without a good amount of thinking
but i’d base it on that, and work forward
if she started with a bow, i’d make some of her buffs based on that and her arrows, a lot of which would likely be based on basic stat buffs more then unique attributes
maybe special magickal effects based on arrows
Atlas so my biggest problem with designing miscs is my overwhelming fear that “what if I am doing something wrong and the entire thing collapses?”
What I am asking is, how do you go with the flow?
given arrows and bows are famed in games for being a silent killer, she’d likely be stealthier
an agility based character with stealth as a main attribute, along with a silent killing weapon, could possibly have strong potential with strangling someone with the bow, or wilting them down slowly with damages to all over their body, which would limit her enemy in various ways
things like that
you can’t really get over the constant dread
its just something that isnt likely to happen if you balance it properly, so you just have to work hard on making it a reality
and as a host, not giving up
Thanks Atlas
I can tell you are having alot of fun with the famed archer character
I love imagination
if you’re designing abilities like that, a theme will really help
the theme can get the basic outlines and details of the character, then you can narrow it down yourself
oh, and
stats
make the map, then make the stats, then make the abilities
stats are a balancing act of their own
if you’re trying to make it like the previous similar games, you could have anywhere from 4-9 to balance, with all needing to be dead even
along with combat, which means you have to make each unique in that aswell, its a hard balancing act
the tradeoff is that aelin literally gave us a dark souls boss
Adding to this: Don’t just draw an arbitrary map without thinking about what’s in each room, what’s searchable, and where people can go from there. It results in having a lot of locations that are completely unnecessary, and some locations that are overused. Figure out which rooms you want in there, work on polishing the game mechanics and player goals, and then go back and ask yourself if all those rooms are really necessary.