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Castle Paradox
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Slime Objection!!!

Joined: 27 Feb 2005 Posts: 170
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Posted: Wed Mar 23, 2005 5:01 pm Post subject: Is this a good idea? |
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If you have played Golden Sun, you will understand easily.
I want to make weapons that may do an extra attack.
EXAMPLE:
FlameSword: 10% chance of casting Flame.
Chain to Flame: 10% chance of success
The sword attacks normally, then there's a chance of an extra attack, wether it be damaging, healing, or both, at no MP cost.
This works sort of like the Artifact Weapons in Golden Sun.
So, what do you guys think? _________________ http://hellyeahmyownurl.spaces.live.com/default.aspx?_c02_owner=1
Slime's Sexy and Provocative and Potentially Offensive Space |
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phyrfox Avid Player
Joined: 20 Feb 2005 Posts: 96 Location: New York, USA
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Posted: Wed Mar 23, 2005 5:09 pm Post subject: Re: Is this a good idea? |
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Slime wrote: | If you have played Golden Sun, you will understand easily.
I want to make weapons that may do an extra attack.
EXAMPLE:
FlameSword: 10% chance of casting Flame.
Chain to Flame: 10% chance of success
The sword attacks normally, then there's a chance of an extra attack, wether it be damaging, healing, or both, at no MP cost.
This works sort of like the Artifact Weapons in Golden Sun.
So, what do you guys think? |
Why not? You can do whatever you want to do. In fact, many games had that, including some of the most popular games in roleplaying history (such as Final Fantasy, which had equipable weapons that would sometimes cast an attached spell when they hit). You can use the "chain to attack" combo using a given percentage chance, and place them on that attack sequence. To make it simple, you can make it chain to already existing spells, or create your own special not-listed sub-spell category (perhaps, for example, the normal "fire" spell on top of an attack would be too strong).
I personally like the effect; it's a way to get extra damage at least part of the time. Making such items should either be (a) near the end of the game or (b) really expensive to buy/make. Most of the games I've seen had a fairly good balance with those, but you have to be careful, since obviously a warrior who gets his hands on such a weapon would do a lot more damage than your magic user (well, maybe not; his magic stat's probably quite a bit lower).
Think, then do. Then test. Then adjust. Lather, rinse, repeat.
And a little "tip" from game design gurus: Choose a number you think will work. Test it. If it's over effective, cut the base amount in half. If under effective, double it. Odds are, if you adjust by one or two points at a time, it'll be so small, you won't realize the difference. Don't worry about perfect, worry about "close enough."
~= phyrfox =~ |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Wed Mar 23, 2005 5:09 pm Post subject: |
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Yes, that's exactly how you'd do that. (I think that's what you were asking.) _________________
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Slime Objection!!!

Joined: 27 Feb 2005 Posts: 170
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Ssalamanderr Simply too strong. Simply too beautiful!

Joined: 14 Feb 2003 Posts: 208 Location: Out somewhere, Chillaxing.
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Posted: Wed Mar 23, 2005 7:28 pm Post subject: |
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In my old project I had something like this. You could equip two weapons at once (actually one item with two linked attacks). The second weapon usually had a wierd ability like status ailments or drain mp, etc.
In my currect project I'm going to allow the character to get up to 10 attacks (of course there is a very low chance of this happening).
You can also make a "critical hit" type attack in the same way.
I love the chain command.
I don't necessarily think this has to be expensive or hard to find. If you balance it correctly then it should be fine any time in the game. _________________ Ssalamanderr's Journal!: http://www.livejournal.com/users/ssalamanderr/
Ukelele no good! |
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