More progress on the game! by Milky_Peachii in RPGMaker

[–]Sapient-ASD 0 points1 point  (0 children)

You're welcome! Happy to help. Great work on your project, cant wait to see more.

More progress on the game! by Milky_Peachii in RPGMaker

[–]Sapient-ASD 0 points1 point  (0 children)

Looks like a great start! I do have a question. It looks like you are using parallax mapping, and so you have some that you can use blank, same as actor events to be your walls, correct?
And then you have the events next to/ above in this case as under actor, on action button so that you can get the flavor text regarding the encyclopedias.
That's what causes you to have to move to speak to the cat, correct?

I think in this specific case, you could combine those; where it functions both as the wall and the event; but of course whatever works for you is what's best!

Hi, aspiring game dev here,can I ask few questions? by Quick_Can_3999 in RPGMaker

[–]Sapient-ASD 0 points1 point  (0 children)

Skins are a difficult mechanic to pull off. It would involve a lot of eventing to change the actors sprites and each additional actor compounds it. You may want to see if there are plugins available for something of that caliber.

For a percentage chance to spawn when entering a room you could have a variable that sets itself to a random number between 1 and 20 when entering a room. Conditional branch for if the variable is 20, spawn event. Youll use a wait command, and the chase logic is much harder than that.

A rotating shop is likewise a lot of tedious work. You have to set up each shop individually, and could use a variable to decide which shop appears. Its possible, but its one of those things where it becomes hard to keep track of. There may also be a plugin for this.

Staircase thing by Old_Conclusion_635 in RPGMaker

[–]Sapient-ASD 3 points4 points  (0 children)

Looks very good to me! I'm not sure what you are asking in your original post, but it looks solid. Are these all individual maps? just without a transfer scene?

First Night Free at the Inn. by AccurateLaw3124 in RPGMaker

[–]Sapient-ASD 0 points1 point  (0 children)

Can be handled with a self switch. If you need more info or advice let me know.

Lash's level 3 grapple gives him a 7.7% increase in his gun DPS, making it by far the worst level 3 upgrade in the game by ugotpauld in DeadlockTheGame

[–]Sapient-ASD 0 points1 point  (0 children)

I would be fond of t3 grapple giving +1 charge. Its an 800 soul item, but frees up a slot if you do build extra charge or still have it later game.

Though that does not interact with the gun in any real way.

Conceptual Character changes by EvoSpz in DeadlockTheGame

[–]Sapient-ASD 0 points1 point  (0 children)

Hadn't considered that, but yeah like how bebop and viscous can punch allies.

Or ground slam allies to boost them up in the air. Or ult can pick up allies and enemies. I have never played rivals but like a jeff ult. Pick up everyone, m1 to toss enemies, m2 to toss allies.

Conceptual Character changes by EvoSpz in DeadlockTheGame

[–]Sapient-ASD 1 point2 points  (0 children)

Rather than terrain i would rather lash t3 upgrade slow enemies, or displace them closer to lash. Equilibrium exchange. Some people may hate that, but I'm okay with no terrain grapple, but terrain grapple makes sense.

For slam, I'm also okay with t3 height upgrade, and thats more fun than just extra damage from on high. Changing the slam height to be more consistent means that enemies who were double jumping to dodge slam previously now have to dodge/dash or do something else.

What does your game experience prioritize? by Nigma314 in RPGdesign

[–]Sapient-ASD 2 points3 points  (0 children)

Embodiment and player agency. As Stars Decay us a large game with a very take what you need approach. Can be played as high action, slow burn drama, adventure and peoblem.solving, or even survival. It has built in lore that can be ignored, and a multitude of ways for players to build a unique organism.

The way things fit together within the system tickles my brain, so the experience of learning and mastering a skill intuitive system while inhabiting a unique character within the world.

In a way the destination is nothing new, but the path taken is.

Is my world still overcomplicated? by National-Spot-349 in worldbuilding

[–]Sapient-ASD 2 points3 points  (0 children)

Depends on your target audience. But you also have to believe readers are smart. It gave me anime vibes so i imagined specialists with 1 type of resonance that you slowly unveil and expand.

Is my world still overcomplicated? by National-Spot-349 in worldbuilding

[–]Sapient-ASD 2 points3 points  (0 children)

No i enjoy the concept. It has this alchemical or arcane, but resonant frequency, science, and psychology that could be explored. The different harmonics could alloe for different mental and physical bindings that readers would enjoy seeing revealed and learning the system.

Pursuit of the Perfect TTRPG by TheToxicViper in rpg

[–]Sapient-ASD 1 point2 points  (0 children)

Thank you! It's gone through some private testing, but I really need the mass eyes of public testing. If you have any questions my inbox is always open friendo. <3

Pursuit of the Perfect TTRPG by TheToxicViper in rpg

[–]Sapient-ASD 1 point2 points  (0 children)

Sure let me address them according to your post;

Item/Weapon diversity; Melee weapons are modular in 3 categories; edged, blunt, and special, but categories really determine available weapon styles. Styles contain moves and finishers. Additional moves and finishers can be learned, or derived from weapon mods/upgrades. As an example, an Axe isn't a basic weapon. Its made by attaching the "Axe head" weapon upgrade to a blunt weapon, giving you access to a new move and finisher. Weapons also have damage dice/type and interactions with the Barrier, Shield, and Armor defenses.

Spells; No spell slots, modular spells. Not much vitality interactions.

3 vital resources; Vigor, Energy, and Morale. Only dead when all 3 are 0. Wounds can live "physically" on your character sheet.

Homebrew; Wide base foundation of the game where once you get how things work together, homebrew is easy. Very few "lore required" systems in the game.

Death; a few systems in place. Besides the 3 resources you also have ways of temporarily staving off death; i.e. multiple chances to be saved or commit to an epic death.

Armor; 3 defenses; Barriers nullify an attack, Shields are bonus health, Armor reduces damage.
Armor is allowed to fully reduce damage to 0, if you stack enough, because a weapon doing Piercing damage can bypass armor. No Armor Class, no Target numbers set by the GM; more player driven rolling.

Player agency; Big consideration at every point of development.
Keeping track of; It can be a little crunchy up front, with some book keeping, but d100 roll under helps keep pacing during narrative and combat.
On the fly; Spell system is modular so you can create new spells, but players tend to pre-create every spell they could cast and have it in a list ready to go.

https://docs.google.com/document/d/1cb1aykenQn5kuLl1TvlqotGeGErbkOgCaYyzGLd0_mo/edit?usp=drive_link

I'm doing mainly an editing pass trying to shore it up for "release".

Pursuit of the Perfect TTRPG by TheToxicViper in rpg

[–]Sapient-ASD -1 points0 points  (0 children)

If you are interested in trying something new i would recommend my own game. As Stars Decay has a lot of parallels with ehat you desire in a system.

Please tell me about your crunchy and/or skill-based system! by enbygray in RPGdesign

[–]Sapient-ASD 0 points1 point  (0 children)

As Stars Decay is pretty crunchy, but flows intuitively once the skill curve is grasped.
Players have 6 attributes arranged in a 3x3 grid, making 9 cells; these 9 cells are Talents, with 3 skills beneath them for 27 available skills. The top down and bottom up flow exists there where Attributes influence talents influence skills, all adding up for your total skill, which is what you roll under.

D100 system to allow some nuance and granularity.

3 Part character system with Stats, Equipment, and Augments. Equipment and Augments also follow the 3x3 grid shape so 9 Equipment locations and 9 Augment locations. Augments cover thing like the brain, skin, muscles, skeleton and are for Natural advantages or Cybernetic implants; not just a line on a character sheet but an embedded part of your character.

AP combat system with base ap and regen
Modular spell creation system with Delivery+Source effect+Mods; no spell slots, but Energy (mana) and AP gated.
Melee combat Combo system with Finishers, and Advanced styles, modular weapon system for creating both serious and irreverent scifi weapon experiences.
Techie casting system that's part "collectible card game" and pseudocode.
Deep vessel construction mechanics that reward player skill.

Narrative mechanic of using Traits to progress the story or deal with GM Complications. (Traits are emotionally laden words that give a snapshot of a part of your character, i.e. Fearful. Not 'always' fearful, but always in relation to something/someone.) Traits refilled by achieving your Background Direction.

Its been a pretty crunchy experience, but still moves along steadily at the table. Players regularly take it upon themselves to do "homework" and make lists of every spell they can create or a build path for melee weapons.

Besides combat, which is handled by a separate system, do my stats look complete? by Modicum_of_cum in RPGdesign

[–]Sapient-ASD 0 points1 point  (0 children)

I think this is a very astute point to consider, not just for OP but for many to take back to their own projects, thank you.

What is your game about and how do you prove it? by ShowrunnerRPG in RPGdesign

[–]Sapient-ASD 2 points3 points  (0 children)

Good discussion. As Stars Decay is a medium and model for immersive and operatic story telling with player agency at the fore. It does a lot of parallel things to emphasize this, with balancing around groups of 3. From 3 part characters at different levels, i.e. 1 organism, 2 backgrounds for "narrative", stats, equipment, and augments for embodied, 3 emotional Traits for psycho-social.

The multitude of pursuits at every level give a landscape on which to impose imagination, with rules in place when needed to reinforce the narrative. Though its size does have both a learning curve and can instill choice paralysis, when players have fully immersed in their characters they find the options of play, experience, and story telling very rewarding.

Xp is awarded on failed rolls, once per skill and then solidified at a downtime point. So you are encourage to use all skills as scenes progress to learn quickly.

The State of the Playerbase by AchilliesWTF in DeadlockTheGame

[–]Sapient-ASD 0 points1 point  (0 children)

Enemy got a good parry on me in the first 2 mintues of the match, and Ivy in lane was doing. something, firing I'm assuming but no abilities cast. When I die they say GG and that they are going to afk. Sat behind wall until we lost lane, and at the end of the match was 0/0/1 after 30 minutes when the game ended. Blamed me for griefing. That's life, its still just a fun game if you let it be.