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pharo212
Joined: 29 Dec 2007 Posts: 52
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Posted: Sat Dec 29, 2007 6:24 pm Post subject: Interesting idea.. |
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What if the hero could only use items, like one-use spells, to attack? It would mean you couldn't rely on one attack in a dungeon, and would mean some attacks would would become "Boss-killers" and others would be used for weak enemies. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Dec 29, 2007 6:53 pm Post subject: |
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Then the hero would only be able to use items to attack. The balance would be deciding what to give the player and what the items do, I guess.
The ability to steal using items that steal... _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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pharo212
Joined: 29 Dec 2007 Posts: 52
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Posted: Sat Dec 29, 2007 7:02 pm Post subject: |
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Yeah, the items would be found pretty easily, and better ones could be bought, so it wouldn't change much, but stealing with items.. cool idea, may I use it in my game? Also, can a spell be usable only when a piece of equipment is equiped? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sat Dec 29, 2007 8:24 pm Post subject: |
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Quote: | Also, can a spell be usable only when a piece of equipment is equiped? |
Not very easily. If the spell is only usable inside of battle this wouldn't be too bad, but if you want to have this effect outside of battle, then I can't think of any way to do it besides having a custom menu system. If the spell is only usable in battle, you can have two different versions of the attack (with the same name), one usable, one unusable. Then have an instead-of-battle script that replaces one with the other depending on the hero's equipment before starting the battle.
Having all attacks based on item-usage is a pretty neat idea, but the balancing will be quite difficult I imagine. One thing that comes to mind to think about: if you are going to have some very powerful attacks, the relevant item should probably be fairly difficult to get. But if the item is consumed upon use, how will the player ever get to know the attack, since if they try it out they no longer have it? _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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pharo212
Joined: 29 Dec 2007 Posts: 52
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Posted: Sun Dec 30, 2007 5:59 am Post subject: |
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hmmm... if you have enough gold, I know one of the classes that I have in mind would fix that... and most of the others will have obvious elements... |
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