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Doomroar
Well clearly i don't appreciate my time enough, with me being here, writing this, but the same goes for you reading this waste of time, aren't we quite the unoccupied fellows? Procrastination sure is something....

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the one of the Human mind

Maybe facing a screen.

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The BIONICLE Autopsy

Posted by Doomroar - January 6th, 2015


With the expectations lowered, and all the cards on the table, there's no excuse to say anything as far as a fan and a consumer of this franchise goes, the question still remains how much of the old Bionicle this new has, and where it may go? only lego knows.

Well at least there's no more Hero Factory, sorry kids, but you are actually getting an upgrade even if is simpler than the original.


Comments

should i have a group of main stats, govern smaller stats? Like inteligence increases item discovery.

And yes have the main group of stats, govern sun groups of stats, like every 10 points of int gives a character x of this, x of that, x of that, plus mana, the programmer will be grateful that now everything is linked to one thing.

governing stats//// stats that control other stats.

[vg] increases [hp]+2, resistence+2./
[sp] spirit, increases mana+2, and magical resistence+2./
[st] strength, used to scale weapons, armour, and perform certain actions, increases defense+1, and [hp]+1./
[dx] dexterity, used to scale weapons, armour, and perform certain actions, increases evasion+2, and chance of critical+2./
[in] inteligence, used to scale weapons, spells, and perform certain actions, luck+1, and evasion+1./
[ft] faith, used to scale weapons, armour, and perform certain actions, magical resistence+1, and [hp]+1./
stats////
[hp] hit points, deplete when you take damage, once they hit 0, initiate game over./
[man] mana, used tou cast spells, cannot cast spell if there isn't enough mana./
[res] resistence, used to negate negetive effects, such as, sleep/poison/blind/mute/stiff/./
[mrs] "magical resistence" decreases elemental damage, such as fire/ice/earth/thunder/light/dark/./
[def] defense, used to negate a percentage of physical damage./
[eva] evasion, used to negate all damage, not "area of effects" attacks./
[coc] "chance of critical", determines the odds of your weapon scoring a critical hit./
[lck] lucky, increases chances of finding items, gambling, lockpicking, bartering, and not falling for traps./
Heres what I got, just scratch out item discovery, how does it all look?

In this version [ft] is like a poor man [st].
[In] is not viable battle wise, and is all about actual luck, is a gamble based on your dodge chance.

You got rid of item discovery but that's practically what [lck] already does, so it is still there.

governing stats//// stats that control other stats.

[vg] increases [hp]+2, resistence+2./
[sp] spirit, increases mana+2, and magical resistence+2./
[st] strength, used to scale weapons, armour, and perform certain actions, increases defense+1, and [hp]+1./
[dx] dexterity, used to scale weapons, armour, and perform certain actions, increases evasion+2, and chance of critical+2./
[in] inteligence, used to scale weapons, spells, and perform certain actions, chance of critical hit+1, and evasion+1./
[ft] faith, used to scale weapons, armour, and perform certain actions, magical resistence+1, and luck+1./
stats////
[hp] hit points, deplete when you take damage, once they hit 0, initiate game over./
[man] mana, used tou cast spells, cannot cast spell if there isn't enough mana./
[res] resistence, used to negate negetive effects, such as, sleep/poison/blind/mute/stiff/./
[mrs] "magical resistence" decreases elemental damage, such as fire/ice/earth/thunder/light/dark/./
[def] defense, used to negate a percentage of physical damage./
[eva] evasion, used to negate all damage, not "area of effects" attacks./
[coc] "chance of critical", determines the odds of your weapon scoring a critical hit./
[lck] lucky, gambling, lockpicking, bartering, and not falling for traps./
Ok, here's the better stats, so who should I ask to see how hard this would be to code?

Since [st] already does what [vg] does and more, then you don't really need [vg], if that is your way of balancing the lack of [hp] and [res] gain for the other main stats, the you will need a [vg2] that gives [coc] and [eva], but that's just silly.

[in] and [dx] do practically the same thing with [dx] giving better stats, at this point the only novelty would be the kind of weapons and armor that each one unlocks, other than that they don't seem unique enough for being main stats, maybe if you fusion [sp] with [in], then [in] could be its own thing.

Or [ft] should be mixed with [in] in order to help [in] differentiate itself from [dx] and actually be a viable stat mechanics wise, however [ft] is not balanced compared to the other main stats, since it only gives [msr] and [lck], [msr] is only viable if you have high [hp] and your character is a thank, and [lck] is not a battle stat, making characters who level up [ft] extremely weak.

Instead of having [vg] you should let people increase their [hp], [mana], and [res] independently by finding items, since [vg] which is like a vitality stat is already contained in one way or another inside [st],[dx] and [in], so it is either that (getting rid of [vg] )or let [vg] increase all of the normal stats at once but that's like a desperate solution.

You have [res], [mrs], and then [def] that's 3 different stats just for damage reduction, try to at least mix [res] with [mrs], and have negative effects come in either magical or physical damage, that way instead of 3 defense variables you only have 2, in essence [mrs] and [def] also have [res], except that one is for magic and the other for physical attacks.

[lck] is not an in battle stat, so it shouldn't be part of this group, that should fall along with things like charisma, lust, or whatever.

As to who you should ask: http://www.newgrounds.com/wiki/faq#wiki_toc_10
And from there you could go to http://www.newgrounds.com/bbs/forum/7 or http://www.newgrounds.com/bbs/forum/2

Some of those are really easy to program, while the others are harder than they are worth the time.

Also if you really want to have gambling in your game, you will be asking for the programmers to at minimum make at least 2 games, the main game and the gambling mechanics, even a simple dice game takes time.

governing stats//// stats that control other stats.

[hp] hit points, when hits 0, initiates game over, increases by 2 each time./
[sp] spirit, increases mana+2, and magical defence+1./
[cn] constitution increases, perception+1, defense+2, and carry weight(once I work out the carry weight system)
[st] strength, used to scale weapons, armour, and perform certain actions, carry weight +(once i work out the weight system) increases defense+1, and [hp]+1./
[dx] dexterity, used to scale weapons, armour, and perform certain actions, increases, agility+2 agility, speed, and chance of critical+2./
[in] inteligence, used to scale weapons, spells, and perform certain actions, perception+2, magic defense+1, and mana+1./

stats///

[mgd] "magical defense" decreases magic damage, such as fire/ice/earth/thunder/light/dark/, and chances of nullifying status ailments, such as blind/mute/poison/sleep/paralyze/drain[in[/drain[hp]/drain[mn]./
[def] defense, used to negate a percentage of physical damage./
[coc] "chance of critical", determines the odds of your weapon scoring a critical hit./
[eva] evasion, determines chances of atack missing you. Works "against area of atack", and enemy's perception
[agi] agility, determines movement speed./
[per] perception, increases chances of attack/spell/projectile hitting target

If your definition for governing stats is "stats that control other stats", then:

[hp] is not a governing stat, since it only controls itself.
[sp] is a governing stat since it controls both [mana] and [def].
So as you can see [hp] is just a stat, one of the most important but still not a governing stat.

[cn] is just a stat to fill up blanks, and those blanks are just [per] and carry weight, [eva] is a just a neat counter to [per], meaning extra calculations to a thing that already works on percentage, that thing being [eva], you can have both but they are of low priority, plus you will have to add miss chance to attacks in order to make [per] a valid stat and not just a mere counter, however that is a cheap artificial difficulty, "now your attacks can miss! so get some points on [per], and to counter [per] get some [eva]", it is actually not a difficult thing to do, is just extra work, and with today's tech the calculations shouldn't slow the game, however the mechanic itself is boring, also rather than perception, precision is a better word.

You said that [dex] now gives speed, but you didn't listed speed on the stats, so what does speed do? attack speed, turn speed, less cooldown, movement speed, etc?

Edit: forgot to mention, even if it is not a directly affected stat, Damage, and Armor are also stats, so you should list them below along with the others, also try to use the same term for everything, for example [st], [dx], and [in] they all give point to scale armor and weapons, yet you don't have the weapons or armor stats listed, for example for [def] you can add that it also increases with armor, and armor is dependent on the level of its main stat, this being [st], [dx], or [in], thus armor can control [def], and in turn [st], [dx], and [in] can control armor.

my computer Is acting up_

Reinstall linux.

Welp, my computer's going on life support, hows your day been?

is 7 am, day is just starting... or ending, my sleep cycle is a mess, if i didn't knew better i would say that the thing known as the circadian clock is a mere myth.
Fine i guess.

Seems my computer is working now, hpefully i can still pull up my files. First thing I do if I ever become famous, building a better station for drawing.

Try to have a back up for everything.

in my stats, sjould I have specific elemental damage, like fire, water, yada yada..?

That's more of a gimmick since when it comes down to it they all do the same thing, they all do damage, but yes you should specify that there are different kinds of elements, if not for the damage do it for spells and that stuff.

So say if I had a fire spell, Fire armour, and an Ice armour, the magic defense on both armours is the same(10), and the magic attack on the fire spell is 5, but the ice armour would be weaker to the fire spell, how could one make that work, I think that maybe if the magick attack is binded to a certain element, it could halve the magick defense, if the magick defense is binded to the opposite element, would that work?

... That sounds kinda pokemon-eish.

But if you want basic elemental armor then fire spell damage 5 is blocked by fire armor 10, and only fire armor, and being things like that ice armor becomes irrelevant in the equation because fire armor has us covered.

And new lets make it complex, you add to the previous think ice armor, which is for some reason weaker against fire and thus increases the damage received from fire spells (it would read something like 10 ice armor= +10 ice res, - 10 fire res), so depending on how you want the calculation to run you can first calculate the damage increased from the ice armor, and then subtract the damage reduction of the fire armor, which probably would lead us back at the beginning, as if we had no magical armor to begin with, meaning 0 fire res.

After making that calculation, and have someone code that for every element interaction, you have to ask yourself if that was worth the time, i personally think it was not, specially if different elemental armor cancels each other in that case is pretty much pointless to have more than one kind of elemental armor at a time, and is better to just specialize on one kind of armor, forget all the other and pretty much run a Leeroy Jenkins like build.

my head hurt, how does miyazaki-sun do all this?

Maybe he is a sucker for gimmicky mechanics, and has lots of free time.

That's way for starter just have everything be magic damage regardless of what element it is, if you want elements do it only for spell descriptions, like fire has damage over time, ice can stun, etc.

Have you heard of Inklewriter?

IF memory serves, you mentioned it before, but no, "never" heard of it.

So i'm righting a scenerio in inklewriter for funzies, and to get critisism on my writing, and I was wondering if you knew anyone who'd like to read it, sense its NSFW?

Nope, i know nobody.
But hey, there's always the writing forums http://www.newgrounds.com/bbs/forum/18 it is a place filled with the kind of people that has the free time to read or write about anything, and since this is NG they will definitively give feedback.

Thanks for the help, BTW, I'm kind of a leech to people, and can't accomplish anything own my own, and my gawd, this create your own adventure thing is the devil, and its just for a sex scene, Imagine an entire story

Have i ever mentioned that since this is your first game you should keep it simple, and to first make a linear game, then build on top of that?
Well i am saying it now, it makes everything easier for everyone.

My first game will most definitly be simple, like Final Fantasy 4 simplicity, but I'm practicing on the side for when a bigger project arises, also, being my first game, I'll definitly have more of an imphasis on drawings for sex scenes, than descriptive dialog, not to say that the future game won't have drawings, but meh, dialog would be best for upgradable characters.

Most gamers skip dialog just to get to the action, myself included.

Even a turned based, story focused game? Well, whatever floats your boat.

Specially those, if i even get to actually separate time to play them, i just ignore the walls of text, most videogames don't shine due to their stories anyways.

Darksouls III is coming, I don't know what to think about it.

Well i have to beat the first ones first, and to do that i need a better controller for my PC.
So yes i like the franchise. (i hate their stats system tho, it could do without it, since most of the time all you do is dodge)

I do like darksoul's magic system. except for the lack of mana bar.

The times i played i never used spells, just big swords/spears up their asses, next thing i want to try is shields, but i need to get a good control first, the thing is a nightmare on a keyboard.

i just found out how easy it is to break into a game studio, just walk right in.

That hold's true for almost any place, so... ?

Well, aperently the guy broke into the studio of the people who made warframe, and hung out with the developers, and found out about a new game, its supposed to be an fps cardgame.

Meh.

I need to post more drawings...sketches, wever.

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