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Caravel Forum : DROD RPG Boards : RPG Architecture : How to create a good RPG Hold?
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vittro
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icon How to create a good RPG Hold? (+1)  
I don't really get it. Holds like Test of Mind, or Tendry's Tale, how are they made? With millions of calculations and maths or with "thought" but not with calculations? I can make 4 or 5 interlocked puzzle rooms, but then it gets too complex for me.

What's the trick?

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10-07-2008 at 07:15 PM
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Chaco
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vittro wrote:
with "thought" but not with calculations?

That's the policy I'm following for Fetch the Pie. The idea seems to be that you want to be lax on the player's ability to pass through areas or bottlenecks, but reward the player for conserving resources or being clever by letting him save health or other resources, thus increasing his score.

You can also provide optional challenges that result in greater rewards if completed (an example: if the player has a lot of health, and can fight some tough monsters, he can get a shield or a skeleton key that will help on the next level, but otherwise the shield is blocked off)

The trick seems to be giving the player a lot of choices and rewarding him for good choices, not punishing him for bad ones.

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[Last edited by Chaco at 10-07-2008 08:31 PM]
10-07-2008 at 08:30 PM
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vittro
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I have a problem... Once I have another level, it's really tricky to keep track of the player's hp atk and def.

I would like to play the hold from the main menu and edit it in the hold then continue, but it's not possible.

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10-09-2008 at 04:05 PM
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Blondbeard
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Well... An advise would be to build a hold step for step. If you look at test of mind, for example, the first part if completable with lots of extra lives and keyes. Thus the architect might use my input to build the next level. And the more testers you have, the more input you will get. I think it ought to be possible to produce something really good step by step.
10-09-2008 at 04:20 PM
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Jeff_Ray...
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icon Re: How to create a good RPG Hold? (+1)  
Also, I'd like to note that if you wish to keep the difficulty the same, try using gradually tougher enemies in each level. For example, level 1 has roaches, queens, evil eyes, wraithwings, spiders and brains. The next level would have mud babies, spiders, some evil eyes and a few tougher enemies towards the end, but wouldn't start off with rock golems, gray men, mad eyes and swordsmen.

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10-09-2008 at 04:50 PM
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