September 19, 2012

Progress

I am certainly enjoying logging my progress in a semi-weekly fashion so here we go.

I spent some time on the weekend relaxing and taking it easy, my courses are starting to pick up so I don't want to exhaust myself with developing Combatics Evolution on the side. I've started to implement some of the abilities, I'll probably avoid implementing some of the more complicated ones right now. I finished off the buff/debuff system over the weekend and have finished setting up the UI to display it. I think the system is really interesting and very dynamic.

I'm not sure how I should scale the duration of buffs/debuffs because as a party gains more members the time between turns per unit increases. So a 60 second buff for a 1 character  team is much better than a 60 second buff for a team of 7 characters. This is because on a single character team you get a turn roughly every 7 seconds, but on a 7 character team each character gets a turn every 36.5 seconds. (Roughly a unit becomes active every 5.2 seconds).

This means a character on a 7 player team will buff itself for 60 seconds and without rebuffing the character will only get to perform a single action with the buff active. In contrast to a single character team, the character gets to perform 7 turns with the buff active without rebuffing. I find this to be a bit extreme, while I do want both full-party 7 character teams to come with advantages/disadvantages, I feel this might be too good to keep your party size down low. I won't bother scaling it with party size at the moment, because of the other factors it could change, but I will have to keep it in mind later once I start worrying about balancing and more complicated combat.

My current goal for 0.1.2 is to get at least 2 or 3 active abilities completed per job, and as many passives as possible. I also think I should make sure the publisher for the applet warning shows my name instead of "UNKNOWN" because I have a feeling that could scare people away.

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