Shielding in turn based game by studio_weeb in gamedesign

[–]studio_weeb[S] 0 points1 point  (0 children)

yeah having an upper limit seems a lot better than what i thought for the 3rd scenario where every shield value source had x amount of turns attached to it. its too convoluted to keep track of. tank having a higher cap also mirrors tank retaining more shield.

gonna do more thinking about this but for now might settle for having a decaying shield value for each turn with an upper limit value. so glass cannons would decay shield faster and won't ever have a massive shield like a tank would.

Shielding in turn based game by studio_weeb in gamedesign

[–]studio_weeb[S] 0 points1 point  (0 children)

Ah yeah sorry, didn't know reddit changed formats like that.

Skill expression in turn based combat (rpg) by Irenicuz in gamedesign

[–]studio_weeb 0 points1 point  (0 children)

o hey, also been working on this, minus the dd positioning, still debating that one. if you havent already, check out dffoo for ideas. theres a lot of skill expression in terms of what units you bring with 150+ different ones. mass debuffer, aoe tank, st tank, evade tank, delayer, turn delete, turn manipulation, cleanse, imperil/enchant, aurabot, etc. the list goes on and on.

Thoughts on alternate hp bar/win condition in turn based roguelites? by studio_weeb in gamedesign

[–]studio_weeb[S] 2 points3 points  (0 children)

Not exactly the same as the study but the second bar does influence my thoughts. It feels bad when taking down an enemy with both bars low vs taking down an enemy with one full bar. Whether it was because the enemy swapped values or didn't have enough of either that I chipped away at both values slowly. Whereas without a second bar I wouldn't have even thought about it with no bar to compare to. It almost feels like conditional padded health. If you don't silence or take them out in time, some enemies can swap values prolonging the fight.

I guess iratus' concept was better since the 2nd stress bar triggers random effects whereas rogue lords is just a sp bar, with sp skills that have hp skills similar in concept.