08-14-2014, 11:11 AM
A while back I posted about a bestiary/analysis system I scripted for my RPG project, and there was some critique that I remembered that I'm wondering about again.
Basically each character can scan/analyse an enemy, and each gives different info, but specific ones (only one at the time) give what might be particularly useful to players - elemental affinities. Now I've got it that two will give elemental affinities, two will give item drops, and two focus more on skills or attack patterns in their blurbs.
In theory it's a nice idea - I can expand on the world and the characters. In practice, it's six blurbs to write per enemy, make sure there's no overflow, make each one unique, and whether or not the player would bother or feel pressured to use every character's analysis. The other factor is that analysis is a skill (or technically it's a note tag) and so it takes a turn, and then it's only on a *later* turn can you check that information. I could maybe deal with the latter, but the former has a issue known as "too much work for one person".
So I'm just kinda wondering if I could design it better, hrmmm.
Meanwhile with Ren'py, I'm kinda trying to fix a bunch of bugs or strange behaviours before I do anything else, because I'm afraid if I leave those things for now, I'll forget about them and just have far too many loose threads. It's a problem enough in other projects.
Basically each character can scan/analyse an enemy, and each gives different info, but specific ones (only one at the time) give what might be particularly useful to players - elemental affinities. Now I've got it that two will give elemental affinities, two will give item drops, and two focus more on skills or attack patterns in their blurbs.
In theory it's a nice idea - I can expand on the world and the characters. In practice, it's six blurbs to write per enemy, make sure there's no overflow, make each one unique, and whether or not the player would bother or feel pressured to use every character's analysis. The other factor is that analysis is a skill (or technically it's a note tag) and so it takes a turn, and then it's only on a *later* turn can you check that information. I could maybe deal with the latter, but the former has a issue known as "too much work for one person".
So I'm just kinda wondering if I could design it better, hrmmm.
Meanwhile with Ren'py, I'm kinda trying to fix a bunch of bugs or strange behaviours before I do anything else, because I'm afraid if I leave those things for now, I'll forget about them and just have far too many loose threads. It's a problem enough in other projects.