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Unmei Densetsu: Poll : Status Ailments
 
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Status Ailments affect characters outside of battle?
Yes
75%
 75%  [ 12 ]
No
25%
 25%  [ 4 ]
Total Votes : 16

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Tenshi
Everyone's Peachy Lil' Bitch


Joined: 31 May 2002
Posts: 386
Location: Newport News

PostPosted: Tue Jul 30, 2002 7:31 pm    Post subject: Unmei Densetsu: Poll : Status Ailments [quote]

Okay, what's the opinion on Status Ailments outside of Battle?

- If Status Affects last outside of battle then I will polish (and finalize) support for removing status effects with items in the Menu Engine and will add Status ailment support (for poison) to the Map Engine.

- If not, I'll remove it from the Menu engine. What's the opinion on having it?
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Mattrunks
Pretty, Pretty Fairy Princess


Joined: 20 Jun 2002
Posts: 12
Location: Canada

PostPosted: Tue Jul 30, 2002 9:15 pm    Post subject: [quote]

So long as you don't do it like other games, and when a character is affected by a status ailment, every time you take a step, the screen flashes, or blurs, or whatever. That causes seisures, ladies and gentlemen. (No, I don't know from experience). Maybe instead, have a little icon on the top of the screen that indicates what status ailment a character has.

-Mattrunks
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golrien
Milk Maid


Joined: 09 Jun 2002
Posts: 40
Location: Shropshire, England

PostPosted: Tue Jul 30, 2002 9:27 pm    Post subject: [quote]

It doesn't make that much of a difference, in my opinion. I generally cast healing spells straight after a battle where I've been badly injured, heh...
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white_door
Icemonkey


Joined: 30 May 2002
Posts: 243
Location: New Zealand

PostPosted: Tue Jul 30, 2002 10:24 pm    Post subject: [quote]

I think in the long term having the statuses affect the rest of the game makes the combat more a part of the game, instead of combat just being a thing you have to do once and while to and have to get out of the way to advance the plot. Having a character that is poisoned and it damaged out of battle can be annoying but only in a small way, since after a while you will remember to stock up on potion or whatever before you head out in to battle. I totally agree that the flashy screen thing is bad.. you could turn the character green :p
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Wed Jul 31, 2002 6:26 am    Post subject: [quote]

Well, for a common disease or poison don't have the screen flash jump and get overly dissorted but heck if the PC would get some really funky diseas like "Ebwonian swamp fever" (just made that up) feel free to invert the controls and make the screen wave you could also make the player start to speak some incomprehensible garbage so he can't really talk with NPC's it would make combat/sickness/<inser thingy here> a nice part of the game.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Thu Aug 01, 2002 1:09 am    Post subject: [quote]

I feel that having to cure status ailments after every battle (or even just some battles) is a waste of the player's time.
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Mobius
Monkey-Butler


Joined: 23 Jul 2002
Posts: 56
Location: denile

PostPosted: Thu Aug 01, 2002 2:15 am    Post subject: [quote]

I think that if you do put it in you should have it affect things other than health such as strenght and such (but these things can't be fixed by simple antidotes)
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Tenshi
Everyone's Peachy Lil' Bitch


Joined: 31 May 2002
Posts: 386
Location: Newport News

PostPosted: Thu Aug 01, 2002 7:22 am    Post subject: Hmm... [quote]

- This is definitely a very interesting topic... seems most people want to have them in. *wants to beat the $#it out of the Item Menu, which causes random crashes for some strange reason*
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entivore
Bjørn's Arctic Bitch of the Frozen North


Joined: 20 Jul 2002
Posts: 86
Location: michigan, usa

PostPosted: Thu Aug 15, 2002 5:58 am    Post subject: [quote]

I don't mind status effects lasting outside of battle as long as it isn't excessive. If half the monsters in the game have the ability to poison, then maybe having status effects continue to last is a bad idea. If it's a rare sort of thing, and there's a chance you might actually catch the player without an antidote or whatever, then having them last is cool. Another cool thing is when an ailment lasts a certain amount of time and then goes away. That way, players who want to cure can, and those annoyed with it can just ignore it until it goes away.
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Tenshi
Everyone's Peachy Lil' Bitch


Joined: 31 May 2002
Posts: 386
Location: Newport News

PostPosted: Thu Aug 15, 2002 3:06 pm    Post subject: [quote]

- Ailments will last a certain amount of time. I'm using a constant ticker, and the value of the ailment will decrease by one every tick. This way, nothing lasts forever, not even Barrier spells or Invincibility. =T Though I'm still trying to figure out how the hell to handle the strength of a poison spell without adding another variable. =T
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entivore
Bjørn's Arctic Bitch of the Frozen North


Joined: 20 Jul 2002
Posts: 86
Location: michigan, usa

PostPosted: Thu Aug 15, 2002 3:54 pm    Post subject: [quote]

Well, if you make the length of time poison lasts directly related to the strength of the poison, that's easy.

Like say level 1 poison lasts 10 seconds, level 2 lasts 10 seconds then downgrades to level 1, level 3 lasts 10 seconds then downgrades to level 2, etc. If you want to go straight from say level 3 poison to no poison, then you'll need another variable, or mess around with your status variable at the bit level.
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Tenshi
Everyone's Peachy Lil' Bitch


Joined: 31 May 2002
Posts: 386
Location: Newport News

PostPosted: Thu Aug 15, 2002 5:50 pm    Post subject: [quote]

- A poison getting weaker before wearing off does sound logical.
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