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About Me Member Model Omni22Male/United States Recent Activity
Deviant for 6 Years
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Statistics 19 Deviations 31 Comments 3,529 Pageviews

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I have decided to make some use of this account beyond just the devWatch feature, because I have it.

I still won't post any art here, but I may, from time to time, post an essay-thing, should I so desire. This will never be a blog. I will never write a philosophical treatise. This is just the place where I may share my creative efforts in literary form.

If you're interested in what I write here, let me know what you think. If you're an artist and want to illustrate one of my classes, by all means, be my guest; just make sure to credit me with the class concept and tell me where you've posted it, because I want to see.
  • Listening to: Lost Horizon
  • Reading: Walter Scott - "Guy Mannering"
  • Watching: Gurren Lagann

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Devious Info

  • Current Residence: UT Austin
  • Interests: Games, philosophy, science, literature, money
  • Favourite band or musician: Cradle of Filth, Sonata Arctica, Nightwish, Soilwork, Within Temptation
  • Favourite genre of music: Melodic metal
  • Favourite artist: enayla
  • Favourite poet or writer: Ayn Rand, Robert Browning, Dani Filth
  • Favourite style of art: Realistic fantasy
  • Favourite game: Super Smash Bros. Melee, Final Fantasy Tactics, Little Nemo: The Dream Master, Little Samson (NES)

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Comments


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:icongaster-nomos:
If you're interested in writing it, I'd like to hear more from you about somewhat specific SRPG mechanics and basic theory. Would you mind if I asked you some questions about how you would design a game?
Reply
:icongaster-nomos:
Alright, thanks. Sorry if I throw something in that you've already covered, and feel free to skip or give multiple answers to the same question. Maybe your answers will raise some more useful questions, too.

How many units do you take into battle, and how many does the enemy bring?
Say I can take 12 units into battle. What's going to make me train the rest of my forces? Should I even need to train them?
How big is the average generic field (FFT is ~14x14 and FFTA is ~15x15, I think)?
How far can a unit move in one turn, and what are the basic archer and spell ranges?
How long should a battle last on average, in minutes?
If there is a 'move +1' accessory, what will make me ever use anything else?
What about the generic weapon upgrade? How will two or more weapons be made equally appealing for a situation, keeping in mind that "ice sword for fire monsters" isn't innately strategic?
If I have ice, lightning, and fire attacks (and potential access to the rare elements), what difference will elemental resistance/weakness make?
Why use defensive tactics when I can use offense (including offensive magic and status) with a little healing? Rather, how will I be able to win just as fast with defensive measures without the game forcing me to play that way?
How will poison work to make it worthwhile (accuracy, % hp erosion, % attack and defense down, enemy weaknesses and resistances)?
How many units are unique characters, and should they have unique classes or abilities? If not all characters are unique ( and even if none of them have unique abilities), what would incline me to use them over generic units, and vice versa?
Will friendly AI apply to more than just summons? Why can't I control the summons? How can I trust friendly AI not to ruin everything for me (ex. Gafgarion can win by himself, Argath runs into the front line)?
Can my guys die for good? If there is any permanent punishment for death, what's keeping me from resetting the game (which I assume the designer wishes I would never do) and playing the battle again (not so fun on the second go), or worse, getting frustrated and quitting?
Equipment break? If it's around, why should I use it over anything else, and why shouldn't I be extremely annoyed when my enemy uses it?
What are the benefits to diversifying my skills if I am a physical fighter? What keeps me from putting everything into a ranged attack and/or a superpowered attacked?
Does a 'good-fast-cheap' model work with your classes and attacks(choose two, so good and fast is expensive, etc)?
Are stats visible or mostly concealed/vague (like FFT)?
Can you chart out how much damage an average attack (or skill/magic) should do to a class (things get more complex when you mix in accuracy/evade, etc)? For example (and off the top of my head, so not great):
Best Physical Normal Attack damage:
Strongest job(s):100%
Strong jobs:80%
Normal jobs:50%
Capable jobs:40%
Weak job(s):5-15%

Damage recieved (% of damage dealt):
Strongest job(s):35%
Strong jobs:50%
Normal jobs:60%
Capable jobs:75%
Weak job(s):95-105%

So the best defense would lose 35% hp from the best attack (both with equal equipment and level), whereas a weak job might die. A normal defense would lose 30% from a normal attack, and weak jobs have some extra randomess to be lucky or unlucky.


I could go on, but this should help me understand some things.
Reply
:iconomni22:
Absolutely. It would be nice to go back and refresh my thoughts on the genre, since it's been a while. And besides that, I've got two consecutive days off from work, so I'll be bored nearly beyond sanity. Fire at will.
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:icon343guiltyspark:
Thanks for the watch!

--
I always bring my troll face when 8-pooling.
Reply
:iconclarinetlovr:
hi random deviant!! :]

--
“The wise man in the storm prays to God, not for safety from danger, but deliverance from fear.”
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:iconmgnz:
thank you so much for the :+devwatch:

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:salute:MaGNozZ
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:icontoshinho:
:) Thanks for the visit and the :+devwatch: :D
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:iconsabatas:
Hey, you have some very nice stuff here! It helps me a lot. =)
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:iconastrophizz:
Your SSBM skills will fail you in the most ironic and dire hour of your life!
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:iconacmelabs:
Hey!
Thanks for the add watch!!!
:wave:
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