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Creative Cavern We'd love to see your artwork, read your stories, or play your games. So let your creative juices go wild. Images are enabled in this forum. |
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#1
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post your current project
i've been working on a rom hack of super metroid for about two months now. current idea:
![]() also, here are two full rooms of this hack i made in the past week: ![]() ![]() Last edited by neen; 21st June 2022 at 07:49 AM. |
#2
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Trying to make a game in SRPG Studio, mostly using the engine's default mechanics.
Outside of the player character, all party members are enemy units that have been recruited. The weapon triangle from Fire Emblem is retained - sword beats axe, axe beats lance, lance beats sword. There are three elements in the magic category - fire ice and thunder. No element is inherently weak or resistant to another element. Instead, elemental affinities is specific to each unit. And some units may be resistant to physical but weak to magic and vice-versa. There are two additional elements, holy and death. For the most part, units are either of light alignment or dark alignment, meaning they have a chance to be instantly killed by magic of the opposite alignment. All of this you can do with the engine's basics, but there is something scripting related I'd have to figure out. In SRPGs like Fire Emblem, a unit will perform a follow up attack in battle if their speed stat is greater to a significant degree than the targets. I want to make it so that hitting a weakness flags a follow-up attack. I'm mashing Fire Emblem and SMT together, is what I'm doing.
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"I'll finish zipping up my shoes when you zip up my wounded emotions" |
#3
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I've been casually working on a shmup when I have time
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"Immigration is illegal" -YellowKazooie
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#4
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so that's why you're playing touhou
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"I'll finish zipping up my shoes when you zip up my wounded emotions" |
#5
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Actually, other way around. I started getting into shmups and Vampire Survivors and then thought about making one.
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"Immigration is illegal" -YellowKazooie
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#6
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I was finding it kind of difficult figuring out how to design enemies for my srpg project, but I think I found a good strat. Just like, when you see some sort of random thing -- an animal, an object, whatever -- design a unit around it
I saw mushrooms, for instance, and thought about a mushroom unit that releases poison when attacked, its mo being that it just sort of throws itself into battle and will have to be attacked with a ranged skill to be dealt with safely.
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"I'll finish zipping up my shoes when you zip up my wounded emotions" |
#7
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Huh, this enemy for example could also work as a sort of stage hazard. They can start out planted in the ground and release a poison mist to adjacent tiles every single turn. And then say you shoot at one to destroy it, and it doesn’t die, it could run at the nearest player unit. Could even use them as stage hazards and as enemy units in tandem, with some already out of the ground.
Again its kind of hard thinking “okay I need various units and I gotta figure out what they do and their approximate stats.” But if you just look at something and go from there, the enemy designs itself. Oh shit, also if you're gonna recruit one, maybe the shroom men have to be out of the ground. Meaning you might have to carefully agro it from the ground and get close to one.
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"I'll finish zipping up my shoes when you zip up my wounded emotions" Last edited by Solid Snix; 25th June 2022 at 08:11 PM. |
#8
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Posting this to motivate me to update with some progress on my current project by the end of the day.
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~ ~Daisy the star-surfer~ ~
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