u/pfalcon485

Every time I try to work on a game, I end up just staring at the database for an hour and not getting anything done. Anyone else? Ways to fight it?

Title says it all, but to give some background: I've been fiddling with MV since high school, 2017, I feel like I have a pretty good grasp of everything I can do within the program minus javascript(which I've slowly begun using lines of JS within my projects) but lately, it feels like I've done virtually nothing with any of my ideas!

I get a game concept in mind, maybe design a basic mechanic or two, and just can't seem to get myself on track towards actually doing anything with it. I often find myself completely lost on what course of actions to take-- skills? Gear? Enemies? I'm not a very story-focused dev, a lot of my games are made with mechanics first and story second. I'm looking for advice and stories from anyone else who's found themselves stuck like this.

reddit.com
u/pfalcon485 — 1 day ago

I love how they expanded on the defect in this game

The replacement to reprogram actually being something you might consider in an orb focused deck(less orb slots = constant evokes), powers like feral making claw decks less of a meme option and still being really useful without a claw deck, temporary focus cards, moving the status gimmick from clad to defect and expanding the options for it...

People might say that STS 2 doesn't do enough, but the refinements alone would be something I'd pay another 20 bucks for. It's amazing

reddit.com
u/pfalcon485 — 4 days ago

The game desperately needs some way to spot things on the ground

I think it's incredibly artificially infuriating that you can just lose a singular life saving pixel of brain grow just because its, yknow, a single pixel among many

There needs to be some kind of "show all dropped items" via alt or something, this game is too comfortable with obscuring your vision as it is

reddit.com
u/pfalcon485 — 4 days ago

Struggling to design combat

Title. What do I work on first? Skills? Gear? Enemies? How should the player get the skills?

Some background for my game that might influence the answer: This is a short project I wanted to make to get a grasp on making a fun combat system. It has very little story, any I decide to add is mostly fluff. The basic premise is you're ascending a mountain to slay a dragon, and all your gear is coming from fallen adventurers on the way-- heavy resource management focus here

I'm just struggling to come up with ideas for combat that fit this idea. It's a solo-party game, and so far the basic mechanics I have in play to mitigate being alone are taking multiple actions per turn, using TP as a resource on your moves to act. You also have mana for any spells you manage to find during your run. This is heavily inspired by slay the spire here, I'm even using the same blocking mechanic haha.

reddit.com
u/pfalcon485 — 5 days ago

My first run through of this game. I decided to try out hexes since I had heard they got the best treatment in this game. But it kind of just seems like all you do with it is spam dark orb, using up all your slots for it. Is that all there is to it, plus the occasional dark weapon on my crypt sword?

reddit.com
u/pfalcon485 — 15 days ago

This is probably one of the more complex things I've ever done! It comes with some limitations, but it does function. I'm using yanfly's SaveEventLocation to keep everything in place when you change rooms!

u/pfalcon485 — 15 days ago