A couple weeks ago I was searching for something and came across a series of threads over on the GameDev.net forums that sought to address the prominent flaws in RPGs like Allacrost (that is, menu-based battles). I still haven't read them through all the way (in fact, I'm just starting), but I think there are some very good ideas and points brought up here that we may want to consider in our own designs. The links to these discussions are below. After I've read through them, I may suggest some ideas for us to consider here.
1) The "Fight" Command
http://www.gamedev.net/topic/626973-wee ... t-command/
http://www.gamedev.net/topic/627204-wee ... -grinding/
http://www.gamedev.net/topic/627645-wee ... attrition/
http://www.gamedev.net/topic/627898-wee ... ploration/
http://www.gamedev.net/topic/628459-wee ... ssibility/
6) Safe Havens
http://www.gamedev.net/topic/629626-not ... fe-havens/
Ironically, a thread I posted on GameDev last year is what prompted these discussions to start.
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A discussion area for general design issues that staff would like detailed feedback on.
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