Jirbytaylor
Learning the Ropes
Posts: 16
Unity of the Worlds Author
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« on: December 08, 2008, 03:07:21 PM » |
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As many of you may, or may not, know; I use a program called RPG Maker to... make RPGs. So it is sensible enough to think I must think about the mechanics of certain systems I may create. One such common one would be levelling up. Almost every RPG that uses some sort of experience system will have levelling up - either for an overall level, for statistics, or for weapons and spells. Sometimes, as it is the case in my game, you level up, your experience drops to 0, the maximum increases, and you move on. (In the case of some, specifically RPG Maker's default system, your maximum EXP is doubled and increased, but decreasing the current to 0 makes setting up menus easier in RM.)
Now this discussion isn't about the system itself, it is actually about how it's applied. A certain project of mine uses an Action Battle System similar to that of Secret of Mana, Secret of Evermore and Seiken Densetsu 3. Moreso the latter, as you have "pips" of stamina, that go down as you attack, and up as you rest. You cannot attack when your stamina is 0, and as of the moment, attack power is also unaffected by the percentage of stamina.
So I am wondering what of the two styles here do you prefer, or what your opinions of them are. I may have missed some more styles or points, but what I have here I think covers the basics. Any thoughts or other styles that you've experienced or heard of are welcome.
Experience is Required - Leveling up may be fast, at least so by the first boss you may be about level 4. - Later enemies will pulverize you if you aren't a high enough level. - Certain enemies are immune to certain attacks or skills unless you are at the right level. - In terms of an ABS: You better have cleared all the enemies for their exp.
Experience? Pah! I have Luck! - Leveling up may be a bit slower, and you may still be at level 4 by the second boss. - Later enemies may hurt you badly, but you have reflexes. - Special attacks are based on game progress rather than level progress. - In terms of an ABS: You've run away from enemies before, you can do it again!
For those who are interested; my game's statistics range from about 8 to 98, and are Attack, Defence, Critical Hit Rate, and Stamina Pip Recovery Speed. Of course these aren't what they're called in-game, but that's what they are and should make more sense that way without the game to explain them. (And yes there's HP, MP and the stamina pips, but you probably would've guessed that.)
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