when in doubt, add flips and fancy hand motions. IT NEVER FAILS
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Posted 19 January 2016 - 09:46 PM
when in doubt, add flips and fancy hand motions. IT NEVER FAILS
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Signature thanks to Shu.
Posted 25 January 2016 - 01:10 AM
that looks very nice. there's a lot going on with this animation. i can imagine it looks pretty great in-game. can't wait to see it.
Posted 25 January 2016 - 02:21 PM
Ah thank you zac, I'm glad that's better like this
so some of you want to see some of my mugs about The New Excalibur. so I'll be nice and I'll introduce the first five playable characters :3
That's all.
Hope you like ^^
Posted 01 February 2016 - 06:07 AM
I have to ask as I'm curious: how are you handling the overwhelmingly insane value of Speed? That is, unless the programming allows you to edit at what point double striking occurs (which I assume is likely), that "double strikes occur at 4+ speed difference" mechanic makes things pretty dangerous for characters like Abigail to run away and break the game mechanics.
As an example: I completed a unit edit in my younger years. The main character glass cannon (would typically max out speed and skill in the high 20s, had mid-20s for strength) would murder everything while others would struggle to keep up, even if promoted very late in the game. Speed, then strength/magic are typically the most overpowered statistics so it might be worth looking at how they interact with the game for balance purposes.
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Posted 01 February 2016 - 12:50 PM
wait, when i say that a character will be fast, It will, but for the class it has. I guess we have a bit misunderstanding.
Abigail has a speed growth rate which is 60%. the others pegasus knights (Hilda and Eryn) have respectively 45% and 50%.
When I say that Abigail wwill be very fast it's just a subjective opinion (RNG that godess :') )
Is it more clear like that?
Posted 01 February 2016 - 05:53 PM
I get that. But I'm talking more at a fundamental game numerical analysis perspective. Something that's on the core level of what Fire Emblem's game mechanics represent and how they interact with the metagame...that is to say, how one of those people who value "tiers" would view the game and choose to break it as hard as possible. An objective I've always thought becomes critical in Fire Emblem mods is to ensure that most, if not all, characters are "usable" and one must understand the value of each stat to make it happen.
Let's say a character has 18 speed at level 20 unpromoted. A very likely scenario let's say (if they have 60% growth, that's 6 speed at level ~1). Everything else is zero barring HP (30) and skill (20). Now let's say we have a character with 14 speed and 4 strength. Equip them with Iron Swords (5 damage, 90% hit) and let them fight. That is to say, the first has 6 hits to win (5*6 is 30), second has 4 hits (9*4 is 36). It's pretty negligible miss rates if you still use the FE6+ dual roll system for hits as your hit rates are practically 100%. If the first character attacks first (then exchanges who attacks, etc etc), the first character wins. That character strikes for 5, takes 9, then deals five. The next attack, it takes 9, then deals 10. Then it deals 5, takes 9, deals 5 and wins. Simple. Now exchange roles. The second character attacks first. Same thing. The first character wins no matter how the priorities fall. That's the extreme power of 4+ speed. True that if I replace the stat line with "13 speed and 5 strength" for the second character, things change. However, this is a really simple example and it's pretty simple analysis to figure out that this holds up very well in more complex cases. For example, taking 25 damage is better than taking 15 damage twice (unless you're dealing with a low durability opponent...in which case, your game probably has bigger issues than stat analysis).
That's a huge advantage. What I'm saying is that, number for number, 1 point in speed is worth way more than 1 point in luck or skill. A fast character regardless of class will be better than a slow (by 4+ speed) character of the same class if the statlines add up the same unless we start approaching the fringe cases. Striking two times is an incredible talent as it doubles damage output. It does a bit less than having double your strength since you can attack twice.
Past this, the concept of being a "blink tank" exists. That is, you can wall areas with fast characters who drop the hit rate to low values, causing the RNG system to favour it and resulting in them walling an area by simply being fast (easily accomplished in newer FE games by simply grabbing the proper terrain). It's a very funny notion but I bet we've all intuitively tried it in games like FE7 where you leave Raven/Lyn/Pegasus Knight #1, 2, or 3 to block off a square of terrain. It works shockingly well when the speed isn't balanced.
Of course, an excellent counter-example would be the Path of Radiance stat lines. They used a very average speed across the board and you're forced to find characters with a good amount of defence to block attacks as they do a decent job reigning in speed.
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Posted 02 February 2016 - 05:10 PM
If I understand well, you say that I seed to give a specialization to each unit of a same class.
i made that don't worry
anyway i you think not, i invite you to see the English google doc : https://docs.google....ZRZ4/edit#gid=0
normaly you can edit things (and I'll be glad for this beacuse I'm not an expert and I want to work on the script and the supports right now I must write the supports I didn't make and I must translate all of this)
Posted 02 February 2016 - 05:25 PM
If I understand well, you say that I seed to give a specialization to each unit of a same class.
Not entirely. I mean to say that I feel you need to make sure that each character is useful (without making them all one-man armies). And to do that, you need to make sure that you understand how good certain stats are.
Basically, you'll find that a fan looking for a "good" character will gravitate towards the faster units. So a character like Abigail will naturally be stronger than, let's say, a slower and slightly more defensive Pegasus Knight unless you go the route of Path of Radiance and keep speed fairly well balanced in your game.
And I guess the whole point of this is to ensure you consider that if you haven't already. I've seen many an example of FE mods where the creator obviously had no idea that speed and strength are so critical and end up creating juggernaut units, leading fans to complain that [x] is basically all they need to win the game. For example, the mod I'm working on is primarily dealing with this by giving characters which focus on speed or strength a lower overall growth rate than comparable characters. This will mean that they may have a higher value in a good statistic, but have lower statistics overall. A character like a Thief or Assassin in my game has very little capability standing on the front lines without risk of being shredded by lance units (a major issue since Lances in my game also represent the "weak but accurate" archetype swords typically fit as well as losing out on the weapon triangle).
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Posted 02 February 2016 - 05:31 PM
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