2009-06-02, 08:20 AM
I think I've been fortunate in just realizing none of my equip parameters should exceed 9! This is because I hexedited the exe file, so that the stat names are all five characters long. So that only leaves me 1 digit including a separator space (stats are: Sharp Broad Light Flame Earth Winds Water Shade)
I pretty much hexedited everything patch wise. You will see when I prepare my first test release.
I've been keeping all the numbers as small as possible so far, so I really like the idea of constraining equip stats to 1 digit. It definitely eliminates a lot of variables, in that I pretty much know where all the equipment will be stated at (it's not that hard when you only get 10 values to work with)
And really that's all I need to give the player the experience I want, and it will be easy for the player to compare equip stats.
To further put things in perspective, I'm using the multi-slot armor sets. So even the 4 slot armor can only have a maximum of 9 to it's stats. So any complete set that is less that those armors in a stat must add up to a total that is less than 9 (for all pieces in the set)
So far I pretty well like the way things feel. I might like to adjust the level up parameters manually some day, but what I have settled on feels pretty good. I don't mind the scale of the stat progression. So all I have to worry about is the monsters for now.
Hopefully strength amplifies attack power (rather than just adding to it linearly) otherwise this will become a very arcade game (my project) ...it is already very arcade like, in that you start with the best equip, and most equip is simply balanced against it's specialization. Though there are about 3 tiers of swords when it comes to light/shade damage.
^edited: I guess strength would have to be a multiplier because of the elemental aspects of the weapons (I'm too accustomed to games where the attack affinity is just a modifier)
I'm following your suggestion that the four elements are basically natural magic, and the white/black are unnatural (not addressable by the natural universe of man) ...so it is that pretty much all armor has defense against the elements, but only special armor can defend again white/black forces. Man forged weapons do not do elemental damage however.
I pretty much hexedited everything patch wise. You will see when I prepare my first test release.
I've been keeping all the numbers as small as possible so far, so I really like the idea of constraining equip stats to 1 digit. It definitely eliminates a lot of variables, in that I pretty much know where all the equipment will be stated at (it's not that hard when you only get 10 values to work with)
And really that's all I need to give the player the experience I want, and it will be easy for the player to compare equip stats.
To further put things in perspective, I'm using the multi-slot armor sets. So even the 4 slot armor can only have a maximum of 9 to it's stats. So any complete set that is less that those armors in a stat must add up to a total that is less than 9 (for all pieces in the set)
So far I pretty well like the way things feel. I might like to adjust the level up parameters manually some day, but what I have settled on feels pretty good. I don't mind the scale of the stat progression. So all I have to worry about is the monsters for now.
Hopefully strength amplifies attack power (rather than just adding to it linearly) otherwise this will become a very arcade game (my project) ...it is already very arcade like, in that you start with the best equip, and most equip is simply balanced against it's specialization. Though there are about 3 tiers of swords when it comes to light/shade damage.
^edited: I guess strength would have to be a multiplier because of the elemental aspects of the weapons (I'm too accustomed to games where the attack affinity is just a modifier)
I'm following your suggestion that the four elements are basically natural magic, and the white/black are unnatural (not addressable by the natural universe of man) ...so it is that pretty much all armor has defense against the elements, but only special armor can defend again white/black forces. Man forged weapons do not do elemental damage however.