[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.5563942 [View]
File: 95 KB, 960x540, Forest segment enemies.jpg [View same] [iqdb] [saucenao] [google]
5563942

>>5563768
There are a few map segments, each segment offers a set amount of enemies that tie into that level and the lore of the game. Each group gets progressively more harder/smarter as you get stronger and go through the story. Roughly there are around 5 enemies per segment, they form teams in random encounters depending on their strengths and weakness and the strategies/combos they pull off. For each unit combo, they perform different strategies. Once you feel that the enemies aren't a challenge anymore, it's safe to say that you are ready to progress to the next map segment. I'm sorry if this sounds a bit vague but, I hope I understood your question.

>>5563804
No worries anon, thanks for your feedback. I realize that the style might not appeal to /vr/, truth be told I was a bit conflicted about posting at all, not wanting to possibly derail the thread too much.

But with what OP said, I though it would be neat to get some opinions on the general game mechanics I planned, to see if I fall into some practices that people don't really like in JRPGs, know what I'm saying? Once you work on something for a long time, it's hard to detach yourself from your work and think objectively since you can easily become biased towards your own work.

I also wonder what people think about bit more macabre atmosphere in JRPGs? Something similar to Baroque for the PS2. A lot of JRPGs feature high fantasy and more upbeat atmosphere, but there isn't much with more spooky stuff.

Navigation
View posts[+24][+48][+96]