Weekly Update #13 - How I plot out my Sub-Areas
I. Part 1
I initially planned out to make a video on this but I don't like using my voice, requires too much energy. Maybe I will make a video on it, if that comes I will edit this post.
Here's how I plot out my sub-areas.
As a game without random encounters, I have to be precise on how I get to control the flow of progression. In ACT 1, even more so considering I had to consider EXP and levels, so I cannot just add an enemy without revamping the EXP calculation of an entire area.
In ACT 2 however, since there is no EXP I can make things more freely.
In most RPGs, there progression usually goes by:
Story -> Town -> Dungeon -> Boss -> Repeat.
The specifics of the "Dungeon" aspect or the fights the player has to go through between the prior "safe place", also known as the "town", is usually eased considering most games or game developers aren't as super strict with progression as I am. By which I mean, the capability to grind is something that eases a developer's thought process when balancing an area. The difficulty usually comes artificially by requiring more grinding for a boss, and I think that sucks, that's why I hate grinding.... but, on the other hand...
I do understand the thought process behind implementing it.
Let's talk about both random encounters and grinding as a concept.
Initially, random encounters was done due to hardware limitations back in the day as how they cannot display multiple enemy sprites on the field, so for a battle to appear, instead it requires a range of steps before a battle starts.
As for grinding as a concept, it's not the worst thing in the world, but I prefer not to use it as to find a way to naturally tell a player when to stop grinding is something I am bothered by. I mentioned this in one of the dev logs, but Pokemon's level system and how enemies have levels too is a good way to dictate to the player around what level the player should be when dealing with them.
Multiple games use this to guide the player's progression, and I think it's great.
As a game without random encounters and the inability to grind, I have full control over the player's progression and their strengths at each time.
II. Part 2 - Road Blocks
The progression of a dungeon often follows a certain structure.
There's a path straight to the boss with multiple fights along the way but there is some sort of lock behind progression and you must find the key to it. Whether that be puzzles or not. There are optional branches to the dungeon, and there is loot to be found in those optional places.
What's hard for me to design is usally how to create road blocks that seem natural, or whether to add road blocks or not.
Say for example, you have a desire to not make the player head straight to the boss because they would be underleveled otherwise. In ACT 1, my excuse was that you need more strength to pry open a storage unit's door as you wouldn't want to break in. So, you had to be level 5 to open the door.
Something like that, but more often than not, the easiest way to create a road block is to make things literal.
Say for example, in the Hebino Alley, at the end, there is a group constructing a bridge so that mercenaries can travel in and out the deeper recessses of the region to help out. So, you find for a tree and you are asked of to chop down a tree of an invasive species, in front of that tree however, is a boss. This boss is an environmentalist, and wouldn't want you to chop down the tree.
III. The Plans
I'd like to talk about my plans for these sub-areas.
1. Volunteer Nurses - You've probably already met them prior, to which one of them was a party member you could recruit. If you didn't meet them or recruit the party member associated with them, their responses will be different. Either way, they are seeking out injured people to bring in, but they cannot go out and seek them themselves because it seems the fleshiis in the area are harder than they can handle.
You will meet them more times in the future, the more you help them, the more shit you get from them.
2. Weapon Shops - As you can see, there are some symbols for some weapons or a weapon shop, the way I handle distribution of weapons in this ACT is for me to promote using certain party members. The classes that are least likely to benefit the most or rather has a good chance you didn't buy upgrades, will have their weapons be released earlier than the stronger ones, so that those fellas have a chance.
3. Merchant Groups - Some shops will be associated with the merchant guild, and the more you come out of their shops with less money thna more, the more your reputation will increase with them.
4. Capcasin Cooks - I talked about them in another video but they are part of a sidequest.
5. The Gobbi Family - In the discord, the first member of the Gobbi Family, "Dier", is known as "The Sex Girl", because in the previous builds you do end up banging her. That's still gonna be the case.
(I'll be discussing some non-gameplay stuff so read if you're interested, otherwise skip this part.)
It's starts with Dier asking you for food to buy for her since she mentions her sister does come in and give her food, but it's not enough, so you buy something for her and buy her food. In exchange, she gives you money.
You then meet Bembee, the mentioned sister and she asks you to give Dier the food she bought for her, as Dier mentioned you to Bembee and figured to give food to her. You go to Dier and she's thankful for the food, but she has no money left, you say she doesn't need to repay you but she insists on something so you do the deed. After such, you notice a boomerang on her wall, and she says that you could take it.
You then meet Eedel, and Eedel tells Egor that Dier thinks the boomerang she gave him wasn't that good so she gives you a better boomerang.
Those 3 are the only 3 you could've met in the previous builds but this thing inevitably leads up to meeting the mother which is Mother Gobbi. This little quest line introduces the player to the concept of fatherless birth, which is common. This isn't really spoilers or anything so don't worry, but Fatherless Birth is practically cloning but is only applicable to women.
Women can sort of get their DNA and turn it into an artificial seed to inseminate themselves, this was done because way back after the great mutation where everyone lived underground for a long time. Men became very timid, and everyone became depressed due to them being underground and there was a lack of sunlight.
Due to the properties of Liera, this is why the average breast size has grown rapidly, not only are people eating more due to depression, but due to depression the fertility of men have dropped significantly. So, the properties of liera had made women have increased breast size to increase fertility.
This didn't solve everything however, so an alternative solution was made and it is "Fatherless Birth", hence why there are often more women than men. Not to say Fatherless birth can only produce women, you can create a male child as well. However, offspring customization is complex and is very expensive. A very key member of the story is a result of offspring customization.
6. Dojos - Dojos will be for party members without side quests, as character side quests are for party members getting a new skill. Not all party members will have side quests, it will require a party member to have certain stats before letting the dojo teach you.
7. The Ki-Yakusa - They're gonna be pests. They can ambush you when you're low on health, or entering an inn. They can delete save points in an area, deplete your items, a lot of stuff, because you cut down the tree that they were trying to protect. This is just a minor antagonistic group, the main antagonistic group will be much more cruel.
Get The Shudderfly Archive
The Shudderfly Archive
An archive of the significant versions of my passion project, Shudderfly.
Status | In development |
Author | Kiyopawn |
Genre | Adventure, Role Playing |
Tags | 2D, Action-Adventure, No AI, RPG Maker, Sci-fi, Singleplayer, Turn-based, Turn-Based Combat |
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