Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

> Game Classes, Should there be many?
markchapman10
post Nov 10 2012, 08:16 PM
Post #1


Visit the Map Shop for all your mapping needs!
Group Icon

Group: Staff
Posts: 245
Type: Mapper
RM Skill: Skilled




In many games there is a job system, or multiple class's for the player to choose from. I would like some opinions on this.

also I can only have one party member in my party.

In my game at the moment, I have a few characters, they have there OWN class, and if the player wants to be a certain class they have to find the character in the game and play there SHORT story(more of a side quest).
something else
I may change it to where the player may choose at the beginning of the game what character he wants and he can then do his characters story(side quest).


I was thinking that maybe it would be better if I have one character and you choose a class at the beginning of the game and later when you get to a city you can talk to the combat trainer to change class's if you would like.

I'm in a state where I need to get this sorted before I move on, but I wanted some other opinions about this before I proceed so that I can get a feel about the players opinion on class's in games.
Go to the top of the page
 
+Quote Post
   
 
Start new topic
Replies
ZarroTsu
post Nov 15 2012, 06:20 PM
Post #2


Human
Group Icon

Group: Revolutionary
Posts: 189
Type: Developer
RM Skill: Advanced




Or make the level cap 999 and the stat caps 9999.

*twirls a pitchfork*
Go to the top of the page
 
+Quote Post
   
markchapman10
post Nov 15 2012, 06:30 PM
Post #3


Visit the Map Shop for all your mapping needs!
Group Icon

Group: Staff
Posts: 245
Type: Mapper
RM Skill: Skilled




QUOTE (ZarroTsu @ Nov 15 2012, 06:20 PM) *
Or make the level cap 999 and the stat caps 9999.

*twirls a pitchfork*


That's what the stat caps are by default. the monsters are whats not in tact, The monsters are whats not IN balance. like my level one monster, as soon as I hit lvl two (You get 5 points to put into str, dex, vitality, or magic.) I put all my points like this 2 in str, 2 in dex and one in vit. after I turn lvl 2 the lvl one monster hits 0...
Go to the top of the page
 
+Quote Post
   
ZarroTsu
post Nov 15 2012, 07:35 PM
Post #4


Human
Group Icon

Group: Revolutionary
Posts: 189
Type: Developer
RM Skill: Advanced




QUOTE (markchapman10 @ Nov 15 2012, 09:30 PM) *
QUOTE (ZarroTsu @ Nov 15 2012, 06:20 PM) *
Or make the level cap 999 and the stat caps 9999.

*twirls a pitchfork*


That's what the stat caps are by default. the monsters are whats not in tact, The monsters are whats not IN balance. like my level one monster, as soon as I hit lvl two (You get 5 points to put into str, dex, vitality, or magic.) I put all my points like this 2 in str, 2 in dex and one in vit. after I turn lvl 2 the lvl one monster hits 0...

Something I'm planning for my own RPG is that statistic boosts play in decimals as opposed to solid numbers (truncated to integer during battle). This will also take effect in outside-of-battle events, so the characters experience casual growth by events and not just level-grinding.

So you could always change it so it takes X "points" to raise a stat by 1 (raise the stat by 1/X for every point spent), as opposed to raising by solid numbers. (of course most players will probably play the points in such a way that they guarantee at least one stat going up, but the only way to combat that is give the player less points than required to +1 something, which you don't have to do) Then you can award the player points for side-quests as opposed to fluff items or straight experience, without overpowering the characters.

So say it takes four "points" to raise the stat by 1; you can just raise the stat by .25 for each point, and have something truncate the decimal and use it for some glowy lights on the menu. (Or just show the straight decimal)

Additionally/alternatively, you can have something in the back-end that will raise enemy stats by some amount based on the player's level. This could help keep the enemies damaging players early on, while also raising the stats to meet the player when the numbers would normally reach 999. In this case you don't HAVE TO use decimals on the enemy stats, but the multiplier would have to be tweaked in such a way that you don't wind up with an Oblivion clone (albeit in 2D).

This post has been edited by ZarroTsu: Nov 15 2012, 07:40 PM
Go to the top of the page
 
+Quote Post
   

Posts in this topic
- markchapman10   Game Classes   Nov 10 2012, 08:16 PM
- - ZarroTsu   ..."Game Class is" There's no such ...   Nov 10 2012, 08:41 PM
|- - markchapman10   I played final fantasy 5, I got farther into than ...   Nov 10 2012, 08:53 PM
- - Shaddowval   I actually am using a class system in my game as w...   Nov 10 2012, 09:24 PM
|- - markchapman10   QUOTE (Shaddowval @ Nov 10 2012, 09:24 PM...   Nov 10 2012, 09:49 PM
- - Vexus   The class system I was going to incorporate in som...   Nov 11 2012, 12:36 PM
- - cometstar   I see Game classes is very important and make the ...   Nov 11 2012, 03:15 PM
- - bulmabriefs144   I think game classes should be prebuilt. Having al...   Nov 11 2012, 04:41 PM
|- - markchapman10   I have read all of your replies, and I would like ...   Nov 11 2012, 05:59 PM
- - Shaddowval   Actually this can provide even more variety for yo...   Nov 11 2012, 06:08 PM
|- - markchapman10   QUOTE (Shaddowval @ Nov 11 2012, 06:08 PM...   Nov 11 2012, 06:12 PM
- - amerk   Every game does it differently, some great, some n...   Nov 11 2012, 07:21 PM
|- - markchapman10   =D I edited this cause I solved this part.   Nov 12 2012, 04:11 PM
- - markchapman10   I decided to go with the stat distribution, and cl...   Nov 15 2012, 12:24 AM
- - Vexus   Was expecting something like this so here's ho...   Nov 15 2012, 02:15 AM
- - markchapman10   Well, atm i'm using Yanfly's monster level...   Nov 15 2012, 07:54 PM


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 24th May 2013 - 10:43 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker