New item ideas:
Jetryl wrote:Consumeable items:
• Health/Vitality/Life potion - comes in several varieties of size; all of these should last us the whole game; we'll either do these by a percentage restore, or a direct number of hitpoints. I think four magnitudes would suit us well.
• Skill point restoring potion - a rare item that recharges skill points. IIRC, roots has stated before that this should not be trivial to renew.
• Curative potion - relieves the player of unpleasant effects, comes in four magnitudes.
• Water of Life - basically the "resurrection" juice for fallen comrades in battle. Not sure if this is a good idea to have.
• Stamina Tonic - makes the character's stamina recharge somewhat faster during battle, but only lasts for a few rounds.Based on this:http://www.allacrost.org/media/screensh ... en_02d.jpg
health = green
skill pts = blue (the one I already made)
cure = ???
stamina = yellow
ressurect = white
I'm working on these tonight, I'll be making both icons, and sprite versions. The icons should be used in all menus, the sprite versions should be used on the map.
bludlust wrote:Is there any idea of balance going on in this discussion or just brainstorming names and possible purposes?
Just brainstorming names and possible purposes at this point.
Sortof; regarding potions
, there are a few game design points that we're working under here:
1] Skill Points should not be easy to recharge during battle - this is intended as a counter to the usual "potion mobbing" that is seen in RPGs; where characters waltz into a dungeon with a whole apothecary in their pocket, and where their stock of potions-in-general is a primary factor in whether they win/lose.
2] Roots has stated that the separation and specificity of most negative-status curers in games is something that he doesn't like. In allacrost, there is a single "panacea" potion-type that removes ALL negative status effects. This comes in multiple strengths, strong effects won't get completely nullified by weaker curing potions.
As for #1, balancing it could be done by restricting the variety/availability of potions. However, I think a better way to do it, and likewise for health, would be to limit the rate at which potions can be used, and the rate at which they take effect. Or simply to limit how many can be carried at any one time. The first "solution" would cause the player to hoard these items, and possibly never use them, an effect I've seen in many games.
One interesting "justification system" would be to make the bottle a magical artifact, which converts simple water put inside it to "the magic potion", but which can't be used as a factory - if the potion is poured into something else, it will turn back into water in a very short time. Of course, we'd still have to figure out some way to cope with "dungeon-resting"; with finding some nook/cranny inside the dungeon to hide.
The point is this:
a] the presence of most potion types can always be balanced by changing how they function, so it's okay for me to go ahead and draw them.
b] we should probably keep the in-depth discussions about balance of these in another thread.
c] though we can plan some general elements of balance preemptively, we probably can't round off all the rough edges until things are seen in-game.