

Rig thingy in Turbowarp
Uma Musume but Alraune (not really)
Animating is so painful, I'll cry


Uma Musume but Alraune (not really)
Animating is so painful, I'll cry
I feel like people had been too harsh to judge Udjat especially since her kit isn't as cool as Nursefather. I feel like she is especially good for NPC that's whole purpose is to die so Rien can Aura farm.
First of all, the ID is very cool looking, the glowing eye, the mark, the everything. This look like a freakin SWAT team about to kick the door and yell "UDJAT OPEN UP" at any enemy, the animation is also extremely cool for a facades
Her application isn't the greatest, but it's extremely obvious that she is Sinking over Tremor with 2 whole Unique Sinking and no Tremor related effects
Sinking Application:
Potency: 8
Count(Skill): 9 (Maintainance: -6)
Count(Blue Sand): 18 (Maintainance: +3)
Tremor Application:
Potency: 4
Count: 7 (Maintainance: 6, 5 with conds)
Tremor Burst: 1 (2 with Cond)
While this isn't gamebreaking, her Sinking application is high enough for her to not be dead weight
She is also a tanks unit that rely on SUPPORT, not direct damage, she absolutely can't solo Rien because she doesn't work as standalone unit
Her S3 inflict Gloom resist down and Gloom Fragility, allowing Sinking Deluge and Butterfly to take effects much more effectively, Sheut Fracture also serve as Unqiue Sinking Fragility and can trigger sinking on target for raw damage
Blue Sand also has effect of reducing enemy's speed and lowering clash power by TWO when enemy is panicking
If you're worrying about Sinking Count, her Guard skill absolutely got you covered, allowing you to offset enemy's defense skill by sacrificing her already non-existent damage (because she is a tank)
Niches:
When Double slotting, she is practically invincible with sheer amount of protection you're getting, allowing you to shrug off many attacks just fine
She is very effective at Nuke Skill, where her Vanguard Udjat will make sure enemy's nuke has less than 50% chance of rolling heads
In conclusion, she is a tank with various support effect that may cannot compare to Nursefather, she can support effectively
Edit: The final post ended up sounding not so meme-y since when I started, I feel like I was too... Strawman-y
I forgot 💀
Like does Association charge fee? Or does Association pay salary
Does Association give contract work?
Where does Fixer pay their bills
Most Turn Based game I know of simply have gimmicks to make you play differently since just pressing 2 best option choice is boring, so I'm wondering if you know any "raw stats" bosses that has practically no gimmick that you would consider really memorable and why is that so?
Mainly, how to make them interesting enough that you remember them
Gimmick are subjective but I would consider it to be like when boss made you play differently (if these mechanic isn't well-defined into game main identity)
- Boss that force you to play around certain items
- Boss that disable certain strat
- Boss that force you to shift your attention somewhere else
- ex. Run into bullet, protect certain ally, disable gravity, only hittable at certain point
I wouldn't consider these a gimmick fight
- Boss that has list of ability that doesn't interact with player
- ex. Boss that get weaker when parried (doesn't effect parry window) in a game where you parry all the time
- ex. Boss that inflict certain effect on player that there's no action you can do to gain or remove effect
- ex. Bullet Hell boss's unique pattern (unless it's really REALLY unique)
From my observation, the extraordinary "raw stats" fight are cool because it's carried by external effect like story or visual that make the boss look cool or strong
Difficulty alone doesn't seems to just leave mark on you
Like Asgore on Neutral run isn't really unique pattern wise but he WAS Toriel's wife and appear to be final boss
Surprisingly it's pretty damn easy to code, it *might* take a while to translate data for every unit to this language
Also considering I have to change it pretty often, I think the code will be done in few days but the full translation will takes much longer
I think there should be certain amount of stuff from Original thing to human design is at least worthy of "Humanization" title because there's so many design that I would call "Bad" (at least for humanization) just because it's just Color Palette change then random bullshit that isn't even in the original
Quick example: Humanization of Sun (the design I've seen isn't from Sun but I'm using Sun because I think it's more general)
Bad Design:
- Orange human with Orange colored shirt
- Small Tight Suit
- Thin Body (in certain context)
- Mostly Dark Color (in certain context)
Lazy Design (Lazy doesn't mean bad in this context, can be pretty)
- Cool dude with Sunglasses, light shining off his head
- King with staff
- Roman God
Good Design:
- LARGE silhouette
- Full of Stripes
- Point of Focus showing sheer brightness
- Light element (sometimes mixed with flame)
- Leader element (CEO, King, God, Priest, Teacher, whatever)
- Subversion
Note that this stacked on top of Basic Character Design like Color ratio and stuff like those
Also I'm not saying you must do research on Sun Science and History but I'm saying, you should at least consider what you can see it as, the sun isn't just "Bright Glowing Ball"
There's lot of pun you can put it in like "Sunglasses" is good thing to have in your humanization (as long as it fit in).
Another good design is some kid playing with bunch of ball, the design is based on how Star is small compared to sheer size of space and that's good design too
I have hard time coming up with example but I'll be sure to clarify if you're confused
(Please don't come up with full opinion on my post right away, I might need to clarify first)
Other character got 3-8 frame of animation total, this girl got 12 frame. Her greed sicken me
(I'm pretty sure animationcreep will kick in very fast)
So I'm making Turn Based game with Energy and Card mechanic
Inside a team there's 6 unit, 4 being onfield and 2 being support
So 1 team is composed of 12 Cards in rotation
Each Unit has 3 Abilities, first 2 are
Charge - generate 10/20/25 energy based on unit's Charge Recovery Stats and draw 1 card (occasionally 2)
Skill - Spend 5-15 energy to cast a skill (Price) Depend on unit, can be enhanced by spending Card
Card can ONLY be used while casting skill as card are support based, skill often has additional ability based on Card used.
When using Card with Skill of Unit who created this card is called "Paired" which give additional effect
When Using 2 or more Card with same element as skill AND has Paired effect, the skill became Enhanced Skill which forfeit Skill effect on cards for extremely powerful effect
Decision: Main issue I've had is that I cannot find balance between
No Card, Too much energy
No Energy, Too much card
So I was wondering which direction should I go instead of finding right balance (I've tried for too long)
ALSO FOR YOU WHO WANTED TO COMMENT SKILL ISSUE, LIST ME OTHER TIME STATUS GOT INTENTIONALLY FUCKED BY BOSS GIMMICK AND SCREW YOU MOTHERFUCKER
Sinking is a powerful status capable to reducing enemy clash power to nothing but OH MY FUCKING GOD literally just use other wording like "Head Hit Chance is 50% is minimum" instead of this fucking hell
WHY, in those 2 bosses which let's be real, are they gonna stop doing this shit, WHY THE FUCK do they just stop butterfly from working AT ALL
Sinking literally cannot damage without Deluge or Butterfly. guess what the fuck happened to John Sinking Deluge's clash power and survivability
If they really want to stop bosses from getting SP gutted, there's like, so many other better way that doesn't effect damage dealing capability
WHY DOES IT EFFECT DAMAGE CAPABILITY
Only time I've seen other status got gutted is when Rufo doesn't allow Tremor to switch to unique Tremor but that is a BUG, not a feature, this shit is a FEATURE
For Boss Design argument, Name other boss that gut status in particular
For Lock and Key argument, Name other boss that gut certain status in particular
I would be okay about Lock and Key design if the game is actually made with ts in mind, remember how you guys said "Limbus is easy game, any team can work" yeah, Limbus is made with idea that several status can work
There had been stage design where certain status got advantage specifically like Sasha benefiting charge, Hohenheim benefiting Rupture and Burn. But tell me when have you just gutted for using certain effect
Only other fucker I can think of that Shut down status is fuckass Cassetti... Out of every boss, there's only 3 shut down status
I WOULD NOT HAVE COMPLAINED IF THIS GAME IS ACTUALLY BUILT AROUND LOCK AND KEY DESIGN, THIS GAME DOES NOT
THIS GAME IS BUILT ON CREATIVE EXPRESSION BY PUTTING SQUARE IN SQUARE HOLE
So I swear to FUCKING GOD if there's any of this effect in Canto 10
I'm not against making fanmade creation nor do I think every creation should be perfectly balanced
However there's some group of people who just completely remove downside of certain aspect in their fanmade concept
I want to try to keep this broad but f- it, this is mostly Limbus Company Post
(Quick explaination of status effect)
Rupture is a status where you takes additional damage when hit
It has "Potency" and "Count" where potency dictate how much additional damage you'll take while count is reduced by one each time this effect trigger. If count reach 0, all Potency and Count disappear
For example if you hit someone with 18 potency and 4 count of rupture, they will take 18 damage on top of your existing damage then rupture count lower to 3
Main balancing factor of Rupture is that you need to manage counts, which most beginneer custom ID maker decided to remove this weakness altogether and just give that ID absurdly positive rupture gain that would basically turn the status braindead
Other example of this is Negative Coin Unit where you need to push sanity to as near minimum as possible to maximize reward but if Sanity reach -45, that unit will corrode and attack your other teammate, which is y'know, major game mechanic
It's around 41,294 byte in the wiki, for reference, The Lord of Hongyuan Hong Lu is 25,148 bytes
Holy yap
​
I wanted a space dedicated to creating and enjoying Custom content with stuff like ID creator, I hope we could get along well.
I'm making Roguelite and I wanted to make like Observation Level mechanic where you'll get more benefit the more you explore choice.
To avoid blind decision, I try to write event description to be as short as possible and give every choice neutral positive reward of some kind (neutral mean just leaving without positive; while additional choice created via guessing reason may end with negative result)
0 Star observation - First encounter
1 Star observation - First time guessing
2 Star observation - All Choice selected
3 Star observation - All Possibility cleared
Small issue I found while testing:
- I want player to like... Not just blindly bruteforce reasoning for how event went that way. While Event choice itself is fine, but how do I prevent Skipper to not get to "Guess reason why event went that way". Since observation level is meant to be... Observed. Timing doesn't work, Skip button doesn't work... Should I just let it be this way?
- Is there way I could make to let you go out of your way to intentionally find these event to observe them more... Other than fixed layout... I already have system where each floor has certain "theme" so the chance increase but is there additional way
- Is there other thing do you think about this?
(spoiler for Limbus Company Canto 8)
>!My little brother used to hang out with him, oh so nice then I found out my brother hand I let slip... Died in Kong Family Massacre... Jia Baoyu still left with his psychopathic smile... Out of all people he saved, he saved her... And ONLY her!!!<
Don't pretend like he had changed, HE is nothing more than selfish psychopath scum of the earth!! That special jade has been nothing but praised despite all of this... Nothing could be changed.
Even if nothing is done, if I can rip that ever so "precious jade" off his eye, if he can finally taste sense of tormenting death [惨死]. He will finally care enough to know... What he costed me...
I have nothing much to say (Ring Lu is still miles better)
Let's say you're f-ing stupid and only use Trussed once, now there's only 1 stack which means S2 can't reuse
Also this is counting 1 to 1 boss battle, his aura dropped significantly when there's ally involved
S1 inflict 5 potency and 2 counts
S2 inflict 4 potency (with 2 bleed from wound)
S3 inflict 9 potency and 4 counts (with 4 bleed from wound)
This add up to 40 potency and 10 count per 6 turns
Now let's say you decided to replace 1 S1 with Clashable counter instead
Clashable Counter reset Trussed Hong Lu to 3 and inflict 1 bleed (2 if you has Prisoner Transport Arrangement by having Trussed Hong Lu)
This allow S2 to inflict 5 potency (4 delayed bleed from wound) and proc 1 count
This become 42 potency and 8 count with 2 proc per 6 turns
He also has pretty... Consistent clash power
S1 has 18 max final (19 clash)
S2 has 21 max final (22 clash)
S3 has 25 max final (26 clash)
If you lose clash with him, skill issue.
Now I'm not saying he is god tier, he is still 00 with 000 numbers.
Also I'm not DPR guy, find someone else
Artifact system is very easy for me to implement, it function the same way as status effect which takes like 1-6 minutes
So now I'm ended up issue of... Not having enough artifact idea...
My game takes place in multiple different worlds that appear to be from different genre, Magic, Tech, School, Mystery but I didn't worldbuilt very deep so there isn't much reference...
I struggle at translating Theme to gameplay and gameplay to theme, like I could think of cool name but couldn't find which to put as gameplay or cool gameplay but cannot find which item fit the bill
My game's Roguelite Gamemode is side gamemode from main, so Roguelite artifact kinda need to be added on top of the pile of pre-existing gameplay... I don't know if I should make it in way that change how you play and how
I have 3 type of artifact Minor, Major and Mental. Minor are stackable, you hoard these thing, Major are one of a kind and Mental debuff you while costing Currency to dismantle. I kinda want fantasy of shopping spree at Shop node
When there isn't problem to solve, how to come up with new artifact idea? Alternatively, how to cause and look for problem
- Would roughly ≈50 artifact enough for diverse run
- is there a problem with artifact that's a "must-get" each run (I have this constant feeling each time I played)
- is there problem with junk artifact that doesn't benefit you much during a run
- Is there a problem with artifact that only benefit you if you get it at start of your run (I heavily dislike these when it appear later in the run to waste reward slot)
- Is it a requirement for Artifact to synergize with each other
- How to design artifact in way that change how you play
- Is playtesting gonna be hell
- OP is very easy to notice but is there tips on how to spot underpowered artifact?
They "might" be able to be considered competent opponent (this list doesn't count most passive, passive may come to consideration when "close enough", I don't count offense level)
These are at their ideal state...
I also don't count Abnos because that's cheating
Erlking Heathcliff - "Every heathcliff must die..." (40)
Time Ripper - "Timekilling Time" (96)
Cassetti (WHY IS HE HERE) - "The Parade's prince" (31, big offense level, with passive), "I'm... Never... Going Back...!" (33, big offense level, with passive)
Camille - "Salut" (32, ≈38 with passive)
The Knight of the White Moon - "Pallid Trace" (35), "Arwe" (33)... Also note that it gain 3 Attack power up upon clash lose
Budding Cinq West Fixer - "Ksssh" (32, ≈41 with passive)
Don Quixote - "Ascendant Don Quixote Hardblood Arts - The Sphere" (33)
Sancho (Checkup) - "La Aventura Ha Terminado..." (34)
Werner - "Vengeance await you all" (27, 32 with passive, 44 with skill timing, the passive didn't say instead.)
Ricardo - "MY HAIR COUPOOOOOOOOOOONS!!!" (33, 35 with passive)... "Watch your back" is close enough at 32 with passive
Zilu - "Incomplete Seal Release: <Tianjiu Star's Blade>"(33), "Ascendant Heishou - Mao Technique: Cloudsplitting Manifestation" (33)
Jia Qiu - "I must push you further" (36), "Tinggang Star - Form (格)" (37)
Lei Heng - "6 coin of doom and despair" (33, 38 with passive)
Jia Mu - "An Offering of Extreme Extracted Immortality [極仙榨滴供養]" (32, 34 with correct timing passive)
Lucio didn't make it to the list, (LUCIO YOU USELESS PIECE OF SH-)
Albina - "Repressed Flesh" (40)
Ren - "Rend Space - Azureslash [空間斬 - 靑]" (50)
Sora - "Procuration: Annihilation - Mang of Immanent Yearning [本望]" (30, 38 with passive), "Hear all. Hope all. With these Hands, all will..." (30, 38 with passive)
Valencina - "Sezionatura di Cervo" (31, 34 with passive), "Disposal" (47, 50 with passive) "Lucio you useless piece of shit!" (100)
Shiomi Yoru - "Uttermost Rend Space - String Severance [空間斬 - 絕緣]" (34) Ultimate skill again...? Boringgggg
The Roach Emperor - "The Emperor's Fist" (34) "The Emperor's Whip & Fist" (38), "The Emperor's Flogging" (40), "March of Roaches" (40), "The Emperor's Quaking" (49), 'Son, don't forget to go for the heart.' (72)
Rien - Furioso [Lacrimosa-Crescendo] (34)
Rufo. "Burst Forth the Pulsing Crimson under Your Skin." (36)