![]() ![]() The default database does come with some examples of (bland) enemies, but I have no indication of what level they are intended to be fought at, so I can't derive any balance rules from them. ![]() This, to me, seems like the hardest part. I've actually been toying with the idea of a game where all the characters have the same base stats, or different but with very little variance, and their final stat spreads are almost entirely determined by equipment with large and varied bonuses, but this shall not be that game. But is something like equipment influencing about 20% of the final stats a good number? It varies with the ammount of customization you want, of course. It doesn't seem to matter as much as the rest and I feel like I have some leeway. I'm still trying to figure out how much it should influence stats. ![]() How much variance can I have in stats? For example, if I want to make a glass cannon character, how I can I make his attack and how low can I make his defense? I understand that this varies from game to game, but I'd like to have some concept of safe zones.How should I adjust the damage formulas to take into account the lower relative HP? Slapping a division on the previous formulas doesn't seem elegant.And speaking of that, how do I even know if a formula is good?.I just don't really like having HP in the hundreds at level one. All stats will be lowered, but HP more than all the others. First of all, I have the overall stat spreads of my characters figured out, but I'd like to have numbers considerably lower than those on te default spreads. I am, understandably, utterly confused by how I should balance the numbers in my game. And it's really bothering me because I for some unknown reason simply refuse to start mapping and eventing until I have some starting points done on the database. I've started work on my first project, and I'm having some trouble with a design stage. ![]()
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