Omnimaga

Calculator Community => Discontinued => Major Community Projects => Escheron: Shadow over Ragnoth => Topic started by: Iambian on January 13, 2010, 12:20:20 am

Title: E:SoR Synopsis
Post by: Iambian on January 13, 2010, 12:20:20 am
Escheron: A Tale of Political Intrigue

Eons ago, before the time of man, a powerful entity known as Yaldabaoth brought forth into existence a pantheon of gods. Each of these gods was conscripted into his service, and each was given the responsibility of governing the various elements of the mortal sphere. Using their powers of creation, the pantheon gave birth the world of Escheron, and the mortal men who would walk its surface.

Mankind flourished on Escheron, and built many lustrous kingdoms. With the passing of time, mankind began to approach a level of unparalleled technological progress. The pantheon's governance was no longer necessary to protect and sustain the mortal sphere, and so Yaldabaoth recalled their powers. Many gods did not wish to surrender their powers so willingly, leading to a great conflict among the realm of the gods. All but few gods were destroyed, and the essence of their powers was left lingering above the heavens.

Many of man's kingdoms fought to claim this power for themselves. Some succeeded, and Escheron saw an age of conquest that set a precedent for centuries of suffering and conflict. The Arcanians -- the self-appointed guardians of these powers -- finally came into their possession, and sealed themselves away in the ruins of the realm of the gods for all eternity. The conflict had finally come to a rest. Time passed, and such accounts were held only to be legends of a past mythology...

Centuries later, the kingdom of Asnoth -- and the neighboring kingdom of Ragnoth to the South -- have come into a proclamation of war. Lord Leonis of Asnoth has become paranoid of the secrets held by the descendents of the Arcanian people of Ragnoth. Fearing they might one day break the seal on the realm of the gods and unleash the gods' power once more, he has petitioned a figure known only as the Shadow Lord to seek-out the secrets of the Arcanians and eradicate their kind.

Enter Maya Anson: a young girl, and the last descendant of the Arcanians. 10 years ago, her home village was taken under the military occupation of Asnoth's Royal Guard, and her family slaughtered by the forces of the Shadow Lord. She has hence been orphaned into civil resistance, and is now leading a campaign to liberate her village from the occupation, once and for all.

Will mankind's lust for power doom history to repeat itself? Just what are the secrets of the Arcanians? What destiny awaits Maya -- the final heir to their knowledge? Who is the Shadow Lord, and what role does he play in the affairs of Asnoth? The answers await you in... Shadow over Ragnoth
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on January 13, 2010, 01:24:42 am
tl;dr.

j/k XD It is really awesome, I especially like the way the war initially is occured. Pretty original and still have a RPG feel in overall. Good job so far ^^
Title: Re: E:SoR Synopsis
Post by: ztrumpet on January 13, 2010, 07:48:15 am
Wow, very nice!  I wish I could write like that...
Title: Re: E:SoR Synopsis
Post by: jsj795 on January 13, 2010, 10:34:48 am
Wow! I love the storyline! I was thinking of same sort in TLM, but mine, I actually have gods involved in the game... I'm reading the Silmarillion by J.R.R. Tolkien, the prequel to Lord of the Rings Trilogy, and it's giving me a lot of inspirations ^^
Title: Re: E:SoR Synopsis
Post by: Hot_Dog on January 13, 2010, 10:44:26 am
Every time I see the word "Ragnoth," I end up thinking of one of the moons in the S.A.D. universe: Ragnor.  Quite a coincidence, huh?
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on January 13, 2010, 12:40:59 pm
On my side it always reminded me "Rangarok" ^^
Title: Re: E:SoR Synopsis
Post by: Iambian on January 13, 2010, 01:55:19 pm
The post was actually constructed by Zera from an email that he sent me. He asked me on chat last "night" to post it here for him.

Gotta give a little background for the game. Still. I have to give credit where credit is due. (I feel... wrong... if I don't)
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on January 13, 2010, 02:19:50 pm
Aaaah ok that means Iambian isn't that great after all.

j/k still awesome work so far on this, this is sure gonna be the best calc RPG avaliable once finished.
/me wonders if once E:SoR and CaDan are done, if Iambian would be willing to port Reuben Quest to ASM :P
Title: Re: E:SoR Synopsis
Post by: TIfanx1999 on January 13, 2010, 09:00:41 pm
All those nice graphics AND a good story too?  :o
On my side it always reminded me "Rangarok" ^^
Yea, same with me =D
/me wonders if once E:SoR and CaDan are done, if Iambian would be willing to port Reuben Quest to ASM :P
O_o
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on January 14, 2010, 12:09:55 am
We never know!


Oh wait there's still Celtic III to be finished too <.<
Title: Re: E:SoR Synopsis
Post by: simplethinker on January 18, 2010, 02:02:37 pm
Wow, great story!  You and Zera are doing a great job ;D

I'm reading the Silmarillion by J.R.R. Tolkien, the prequel to Lord of the Rings Trilogy, and it's giving me a lot of inspirations ^^
It's a fascinating book.  It seemed to be more a collection of notes/short stories than a prequel though.
Title: Re: E:SoR Synopsis
Post by: jsj795 on January 18, 2010, 10:28:28 pm
yeah... it is kinda confusing to read it, since it wasn't in publishable form when Tolkien wrote this...
anyway, I would love to find out what will happen to Escheron!
Title: Re: E:SoR Synopsis
Post by: Zera on January 20, 2010, 04:41:25 pm
I thought I would share some of the inventories from the game, since there isn't a lot of information about non-technical details published at the moment. Considering magic is a fairly important part of the game, I wanted to start with some general descriptions of the various spells that can be found or purchased.

The mortal world of Escheron is largely without magic. Magic, for all intent and purpose, was a power held only by gods. With the destruction of the gods came the destruction of magic itself; however, many are still able to tap into the lingering essence left behind by the gods and endow themselves with spell-like powers on a much smaller and more limited scale.

Any number of magic rituals (actually, as many as eight) can be scribed to a spellbook, and performed anywhere at anytime -- provided the character is infused with mana. By praying to a goddess statue and making an offering in gold, (several are scattered around the world) the character will be blessed with this power. Mana, in essence, is a "spell-charge." Each charge you have will allow you to cast any single spell from your spellbook. A character may be infused with as many as eight spell-charges at a time. There are no individual levels of spells, or tiers. A spell-charge will cast *any* spell you have learned.

Many spells require that the character actually be wise enough to perform them; otherwise, they cannot be learned and put into application. It will sometimes be necessary to grind on a character's WIS score to learn more powerful and effective spells. Some characters begin with a greater disadvantage in this area, and require a lot of training to prepare them for spell-casting.

Divine Magicks
Magicks that heal, protect and strengthen the party. Suited for the classical "priest" archetypes.

Necromancy: Laying on of Hands

Restores a moderate amount of HP to a single target ally. (scaling)

Neutralise Poisons

Neutralises poisons and other infirmities within a single target ally.

Impregnable Egression

Dematerialises the party in one location, and rematerialises them in another. Consequently, the process takes its toll on the vitality of the entire party. Useful for back-tracking out of dungeons, or escaping difficult enemy encounters.

Angelic Orison

Restores a minor amount of HP to the entire party. (scaling)

Abjuration: Malice Mirror

Enhances the defences of a single target ally. This effect may accumulate.

Enchantment: Draw upon Inner Strength

Enhances the strengths of a single target ally. This effect may accumulate.

Conjuration: Phoenix Plumage

Summons the spirit of a phoenix to resurrect a single target ally, and inflict minor fire damage (scaling) against all foes.

Resurrection incurs an effect known as "system shock," where returning a spirit to its infirmed body often results in permanent deformity. (the reduction of mHP and stamina) The spectre of death does not concede without first taking its toll...

Conjuration: Heavenly Sunder

Inflicts moderate to heavy non-elemental damage against a single target enemy. (scaling)
____________________

Arcane Magicks
Magicks that focus on destruction and alteration. Suited for the classical "wizard" archetype.

Evocation: Faerie Fire

Inflicts moderate to heavy fire damage against a single target enemy. (scaling)

Evocation: Algid Lance of Amost

Inflicts moderate to heavy cold damage against a single target enemy. (scaling)

Evocation: Caustic Fount

Inflicts minor to moderate fire damage against all enemies. (scaling)

Evocation: Rending Gale

Inflicts minor to moderate cold damage against all enemies. (scaling)

Evocation: Venomous Scourge

Inflicts minor non-elemental damage (scaling) against all enemies, and causes poisoning.

Siren's Enchanting Aria

Places all enemies under an enchantment.

Illusion: Feigned Darkness

Blinds all enemies and raises the evasion rate of the entire party.

Alteration: Leadening Gaze of the Gorgon

Petrifies all enemies.
____________________

Sealed Magicks
Spells that cannot be purchased like others. Such magicks were sealed away due to their misuse, and the knowledge behind them is scarce.

Alteration: Scabrous Hand

Inflicts poisoning and blindness, and places a single target enemy under an enchantment.

Evocation: Conflagration

Inflicts heavy fire damage against a single target enemy and causes blindness.

Necromancy: Dracul's Grasp

Drains vitality from a single target enemy and restores the same amount to the caster.

Evocation: Maelstrom

Inflicts heavy cold damage against all enemies and results in a slight chance of instant-death.

Necromancy: Quietus

Ceases life within a single target enemy, regardless of how strongly that target might resist death.
Title: Re: E:SoR Synopsis
Post by: ztrumpet on January 20, 2010, 04:46:51 pm
Wow Those sound really nice!  Is there only Fire and Cold types in the game, or did I miss one or two? :)
Title: Re: E:SoR Synopsis
Post by: Zera on January 20, 2010, 04:52:38 pm
Is there only Fire and Cold types in the game, or did I miss one or two? :)

Yes and no. They're the only registered elemental types, but there are many other properties associated with spells and weapons. Fire and cold damage are the only properties that can really be fully resisted. There are also effects like lightning. Using a lightning spell on flying enemies, enemies that dwell in or around water or mechanical enemies will inflict additional damage. Lightning is otherwise not registered as an element. Then there are individual weapon types. Some enemies will resist damage from specific weapons, or be weak to them. Bows are effective against fyling enemies, for instance, as axes are effective against enemies that have tentacles.

All of this is explained by NPCs in the game.
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on January 20, 2010, 11:21:40 pm
I like that stuff ^^

I hope spells won't take way too many MPs, though :O, I kinda hated how in the first FF, I could still only use certain high LV magic like once or twice per battle even at high level x.x
Title: Re: E:SoR Synopsis
Post by: Iambian on January 20, 2010, 11:41:11 pm
All spells take from a common pool of "charges". It doesn't matter whether or not you're casting something relatively weak or something insanely strong. If you have it, it costs just one MP.

If you've got your max number of charges ( 8 ) and if you wanted to cast Quietus eight times, go right ahead (good luck getting it, though). If you wanted to cast some sort of healing magic eight times, you're free to do so as long as you have those charges. You're encouraged to pay attention to your common pool of charges since they ain't that cheap to get. As far as I can tell, they're more for that extra "push" when you really want to beat down that boss but just don't have the kind of strength to do it.

Try to believe me. I'm the guy programming it :P
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on January 21, 2010, 02:01:07 am
Ooh I see ^^, interesting. But yeah I dislike when magic costs way too much cuz then you have to open a treasure chest, exit dungeon and run to nearby town to refill in items, come back to open another chest, go back to town, open another, etc, cuz you run out of MP 10 times in one single dungeon even at decent level x.x
Title: Re: E:SoR Synopsis
Post by: mapar007 on January 21, 2010, 11:58:51 am
Do the charges 'recharge' while playing? (maybe slowly, so that you still have to pay attention to your mana pool, but you occasionally gain a point)
Title: Re: E:SoR Synopsis
Post by: Zera on January 21, 2010, 03:44:48 pm
Do the charges 'recharge' while playing? (maybe slowly, so that you still have to pay attention to your mana pool, but you occasionally gain a point)

No. You have to pray (donate GP) at mana shrines to recover mana. The rate is 100 GP per spell-charge. They're located all over the world. Most every village will have one, and there's a point later on where it becomes much more convenient. You can also find and purchase "Mana Dew," which will restore as many as 4 spell-charges. (these can even be used in battle)
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on January 21, 2010, 06:02:08 pm
On the subject of GPs, I hope you don't have to pay to save your game, right? I don't remember if this was brought up before, but this is something I hated from Final Fantasy 1 on the old NES. It wouldn't let me save without sleeping at the inn.
Title: Re: E:SoR Synopsis
Post by: Zera on January 21, 2010, 06:17:08 pm
On the subject of GPs, I hope you don't have to pay to save your game, right? I don't remember if this was brought up before, but this is something I hated from Final Fantasy 1 on the old NES. It wouldn't let me save without sleeping at the inn.

Oh, no. Saving is either done on the world maps, or at designated save-points found in dungeons. I didn't want to make that aspect too complicated, considering the platform. A TI-RPG is likely to be played off and on, instead of long intervals at a time. I figured the player needed the freedom to quit and resume at any given time. (but not necessarily enough to merit saving anywhere, in any dungeon) Dungeons are relatively short for this reason. You won't have to explore for hours and then get caught in a situation where you have to turn your calculator off and lose all your data. If worse comes to worst and you can't find a save-point around, you always have the option of "egressing" out of the dungeon and saving on the world map.
Title: Re: E:SoR Synopsis
Post by: ztrumpet on January 21, 2010, 06:34:15 pm
This sounds great!  I'm glad you can save pretty much anywhere also.
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on January 21, 2010, 06:51:41 pm
On the subject of GPs, I hope you don't have to pay to save your game, right? I don't remember if this was brought up before, but this is something I hated from Final Fantasy 1 on the old NES. It wouldn't let me save without sleeping at the inn.

Oh, no. Saving is either done on the world maps, or at designated save-points found in dungeons. I didn't want to make that aspect too complicated, considering the platform. A TI-RPG is likely to be played off and on, instead of long intervals at a time. I figured the player needed the freedom to quit and resume at any given time. (but not necessarily enough to merit saving anywhere, in any dungeon) Dungeons are relatively short for this reason. You won't have to explore for hours and then get caught in a situation where you have to turn your calculator off and lose all your data. If worse comes to worst and you can't find a save-point around, you always have the option of "egressing" out of the dungeon and saving on the world map.
SOunds good, and yeah I agree. Most people play between classes
Title: Re: E:SoR Synopsis
Post by: Zera on February 16, 2010, 06:29:21 pm
In light of recent editing, I thought I would go ahead and share the equipment inventories from the game. (minus alchemy, or otherwise consumable items) As you can see, there is quite a lot to choose from when it comes to equipping your characters!

Light Swords
(http://img246.imageshack.us/img246/9697/sword.gif) Ardent Steel
A light-weight sword wrought of the finest steel.
(http://img246.imageshack.us/img246/9697/sword.gif) Dainsleif
Sword that cannot be sheathed until it has drawn blood.
(http://img246.imageshack.us/img246/9697/sword.gif) Kiyomori
Oriental blade fabled to bring darkness.

Knight Swords
(http://img246.imageshack.us/img246/9697/sword.gif) Broadsword
A sturdy broadsword standard-issued to knights.
(http://img246.imageshack.us/img246/9697/sword.gif) Flametongue
Damascus steel decaled with wonderous flames.
(http://img246.imageshack.us/img246/9697/sword.gif) Wyrmscorne
Sword infused with the bane of dragons.
(http://img246.imageshack.us/img246/9697/sword.gif) Venged Sword
Sword that avenges its wielder.
(http://img246.imageshack.us/img246/9697/sword.gif) Justiciar
Ornate blade used to administer justice.
(http://img246.imageshack.us/img246/9697/sword.gif) Maven Steel
Testament of a knight's eternal love.

Axes
(http://img697.imageshack.us/img697/9028/axe.gif) Francesca
A common axe used by woodsmen.
(http://img697.imageshack.us/img697/9028/axe.gif) Ogrish Axe
Axe forged for use by ogre-kin.
(http://img697.imageshack.us/img697/9028/axe.gif) Stormrender
Axe said to conjure the power of storms.
(http://img697.imageshack.us/img697/9028/axe.gif) Stonecutter
An axe that can easily pierce stone.
(http://img697.imageshack.us/img697/9028/axe.gif) Ruinous Axe
A ruinous axe bearing a powerful curse.
(http://img697.imageshack.us/img697/9028/axe.gif) Atlantis Axe
A legendary axe and last remnant of a lost civilization.

Bows
(http://img341.imageshack.us/img341/3364/bowp.gif) Long Bow
A standard long-bow used by hunters.
(http://img341.imageshack.us/img341/3364/bowp.gif) Elfin Bow
An elfin bow enchanted with powerful magick.
(http://img341.imageshack.us/img341/3364/bowp.gif) Acrid Shot
Bow cursed with a venomous scourge.
(http://img341.imageshack.us/img341/3364/bowp.gif) Ophidian Bow
Bow that is said to have once belonged to a great deity.
(http://img341.imageshack.us/img341/3364/bowp.gif) Gastraphetes
A swift, light-weight crossbow.

Staves
(http://img341.imageshack.us/img341/8476/staffn.gif) Wooden Staff
Common staff held by magic-users.
(http://img341.imageshack.us/img341/8476/staffn.gif) Shillelagh
A blessed cudgel held by war-priests.
(http://img341.imageshack.us/img341/8476/staffn.gif) Seraphim Rod
An angelic scepter once wielded in the heavens.
(http://img341.imageshack.us/img341/8476/staffn.gif) Vespertine
A staff that encompasses the power of darkness.
(http://img341.imageshack.us/img341/8476/staffn.gif) Arm of Light
A staff inscribed with sacred runes.
(http://img341.imageshack.us/img341/8476/staffn.gif) Ajativada
A staff whose muted screams speak delusions of non-creation.

Light Shields
(http://img99.imageshack.us/img99/6695/shield.gif) Clasped Cape
A common cloak used in fencing.
(http://img99.imageshack.us/img99/6695/shield.gif) Escutcheon
A small, wooden buckler.
(http://img99.imageshack.us/img99/6695/shield.gif) Gold Capote
A swift cape that conceals its wearer.

Heavy Shields
(http://img99.imageshack.us/img99/6695/shield.gif) Pelta Shield
Standard-issue shield of Asnoth's Royal Guard.
(http://img99.imageshack.us/img99/6695/shield.gif) Drachen Ward
Shield enchanted with the essence of fire.
(http://img99.imageshack.us/img99/6695/shield.gif) Aegis Shield
A shield capable of warding a gorgon's curse.
(http://img99.imageshack.us/img99/6695/shield.gif) Kraken Scale
Powerful ward crafted from the carapace of a legendary beast.

Headwear
(http://img32.imageshack.us/img32/3893/helmx.gif) Feather Cap
A distinguishing cap worn by aristocrats.
(http://img32.imageshack.us/img32/3893/helmx.gif) Silken Hood
Hood woven from the finest silk.
(http://img32.imageshack.us/img32/3893/helmx.gif) Headband
Headband commonly worn by fighters.
(http://img32.imageshack.us/img32/3893/helmx.gif) Ribbon
A mysterious ribbon enchanted with protective magick.

Full Helmets
(http://img32.imageshack.us/img32/3893/helmx.gif) Bascinet
Standard-issue helmet of Asnoth's Royal Guard.
(http://img32.imageshack.us/img32/3893/helmx.gif) Skull Visage
A grim helmet worn by undead armies.
(http://img32.imageshack.us/img32/3893/helmx.gif) Drachen Helm
Helmet crafted from a dragon's skull.

Light Armour
(http://img691.imageshack.us/img691/4050/armor.gif) Cambric Vest
A commoner's shirt.
(http://img691.imageshack.us/img691/4050/armor.gif) Kenpo-gi
Training garb worn by fighters.
(http://img691.imageshack.us/img691/4050/armor.gif) Shadowstich
Dark vesture sewn from patches of undead flesh.
(http://img691.imageshack.us/img691/4050/armor.gif) Minerva
Light-weight armour forged by elfin disciples.
(http://img691.imageshack.us/img691/4050/armor.gif) Serpentskin
Tunic made from the skin of a serpent.
(http://img691.imageshack.us/img691/4050/armor.gif) Archon Robes
Robes worn by powerful arch-mages.

Heavy Armour
(http://img691.imageshack.us/img691/4050/armor.gif) Brigandine
A hardy leather tunic.
(http://img691.imageshack.us/img691/4050/armor.gif) Coat of Mail
Standard-issue armour of Asnoth's Royal Guard.
(http://img691.imageshack.us/img691/4050/armor.gif) Drachen Mail
Armour enchanted with the essence of fire.
(http://img691.imageshack.us/img691/4050/armor.gif) Mirror Mail
Reflective armour that repels magick.

Accessories
(http://img189.imageshack.us/img189/3979/access.gif) Gauntlet
Standard battle gauntlets used in the aid of sword-fighting.
(http://img189.imageshack.us/img189/3979/access.gif) Black Belt
A black sash that distinguishes fighters.
(http://img189.imageshack.us/img189/3979/access.gif) Genji Glove
An oriental gauntlet that hails from a distant land.
(http://img189.imageshack.us/img189/3979/access.gif) Hydra Scale
The segmented scale of a hydra.
(http://img189.imageshack.us/img189/3979/access.gif) Cobalt Band
An arm-band that wards cold magick.
(http://img189.imageshack.us/img189/3979/access.gif) Jade Armlet
An armlet that neutralises venom.
(http://img189.imageshack.us/img189/3979/access.gif) Lamia's Tear
A pendant that wards enchantments.
(http://img189.imageshack.us/img189/3979/access.gif) Angel Ring
A ring that grants its wearer divine favour.
(http://img189.imageshack.us/img189/3979/access.gif) Ornate Ring
A finely ornate ring that once belonged to the heavens. (Lost Legends 1 item)
Title: Re: E:SoR Synopsis
Post by: TIfanx1999 on February 16, 2010, 07:48:47 pm
I know it's really minor, but I'd like to suggest the usage of "elven" over "elfin". "Venged sword" seems a bit awkward to me(not sure "venged" is correct either). Perhaps "Avengers Sword/Blade", "Vengeance /Blade", or Vengeful Sword/Blade?
Title: Re: E:SoR Synopsis
Post by: Zera on February 16, 2010, 07:50:33 pm
I know it's really minor, but I'd like to suggest the usage of "elven" over "elfin". "Venged sword" seems a bit awkward to me(not sure "venged" is correct either). Perhaps "Avengers Sword/Blade", "Vengeance /Blade", or Vengeful Sword/Blade?

They're both archaic forms. All the game's dialog and textual assets use archaic words and spellings to compliment the medieval theme.
Title: Re: E:SoR Synopsis
Post by: ztrumpet on February 17, 2010, 05:04:44 pm
Excellent!  This looks really nice!
Great job! :)
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on February 18, 2010, 12:00:32 am
Nice ^^, that's a lot of equipment too ^^
Title: Re: E:SoR Synopsis
Post by: Iambian on February 18, 2010, 12:31:07 am
Nice ^^, that's a lot of equipment too ^^
And all of that equipment has stats to them. While it wasn't fun to put them all in at the same time, I'll admit that the addition of some "special" items was quite a bit of fun to throw in. You'll never get to know, tho :P

For everyone else:
They're for ... uhm... uhh... "debugging" purposes only! Want more info? Join the Omnimaga chat! Up front exclusives on how the project progresses (or fails to do so) in real-time!
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on February 18, 2010, 12:33:11 am
Lol yeah :P Altough forum updates are still cool since they're easier to find here than in logs ^^
Title: Re: E:SoR Synopsis
Post by: Zera on February 18, 2010, 11:39:00 am
I didn't include equipment statistics because that content is dynamically updated and reworked as gameplay balance is determined. Many statistics -- as they currently exist -- are just jumping-off points and rough conjecture. The enemy statistics, for one, will probably undergo massive changes when we can fully test-play that area of the game. There's also a ton of data assigned to each item. Aside from damage, defense, hit, evade, etc., items also have elemental and status attack and defense, special abilities, proficiency requirement, character statistic gains, (part of the "level-up" system) and so forth. While values for all that data are assigned, they may undergo changes when we can actually test the game and see how the balance plays out.
Title: Re: E:SoR Synopsis
Post by: ztrumpet on February 18, 2010, 04:17:59 pm
Excellent, as it sounds like you know exactly what you're doing.  With Elmgon, I've noticed how hard it is to balance everything in RPGs, and Zera, you're doing an excellent job! :)
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on February 18, 2010, 05:27:15 pm
RPG balancing is an hard task. You cannot define all stats in advance and not update them later, because it's inevitable during testing, you'll discover at one point, you level up too quick for how fast enemies are getting harder as you progress, and other times you may have to grind for extremly long. I usually added stats as I programmed the game while testing if things works.
Title: Re: E:SoR Synopsis
Post by: Zera on February 18, 2010, 05:30:28 pm
Thanks. It is sort of difficult to balance statistics in an RPG -- at least, until you get into test-play. All the original stats are just estimations based on ideas of what a party's position would be at that point in the game. As strange as it may sound, this is one of my favorite parts of designing a game. I love creating all the inventories and skills, and balancing everything out.
Title: Re: E:SoR Synopsis
Post by: DJ Omnimaga on February 18, 2010, 05:56:36 pm
yeah I kind of like that part too. I don't find it annoying at all. if an enemy is way too hard or too easy I just edit his stats, try again, then edit until it satisfies me. I hate when I forget to save and get killed in 1 hit, tho x.x. One thing I hate doing in RPGs is coding all events, because it's spaghetti code most of the time and then I easily forget to put the right amount of End instructions or do logic errors such as inverting the > sign x.x