- Apr 26, 2019
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- 159
Have you considered puttingHey - thanks for commenting! I always welcome constructive criticism, as well as feedback on what's working.
It's past midnight here so I'll be fairly brief in my own responses, but;
...Hey, I said fairly brief, not actually brief. Anyways, glad you enjoyed the opening, and thanks again for sharing your impressions! It's really helpful to get the perspective of new players to see what I can improve.
- Chargen music I could swap out to something else, that's not too difficult.
- The temple got a little too verbose, for sure. I *think* before and after that generally hits a better balance, and when I get better background art for the temple I'll be able to cut down on the description as well. The game started off completely text-based, so I was stuck trying to evoke everything by word.
- What do you mean by a dump stat?
- Agreed there could be more checks. I seem to be really bad at thinking those up, I'm trying to slowly improve as I go but those are actually some great suggestions!
- The scrolling thing is kinda just how Renpy do, rollback works all the time unless I manually completely disable it, and I didn't want to disable it for that section in case someone decided they wanted to go back to the previous choice (premade vs custom). I have some ideas to maybe work around that though.
- I suspect it has to do with Python using floats, and mana spending more time as a float than an integer. I intend to, at some point, multiply all mana values by 20 (costs, regen, cap, etc) so I can make it integer-only, which will hopefully make it much clear exactly what a given number means.
$ renpy.block_rollback()
after the player clicks on custom character generation? That should prevent the rollback to before that point, but it doesn't disable it after that point.Fifth edition is definitely better about this than third, but it's still something people do. When I'm the GM, I take sadistic glee in demonstrating why min-maxing is a bad idea. To bring it back to Divine Dawn, you must min-max if you want any hope of having a playable character, which is a bit disappointing.AFAIK most people use Dump Stat to refer to those stats you ignore or subtract points from in order to max others (some people use it to mean the stat you dump all your points into, but that seems to be a misunderstanding). So if you're going, say, a strength build you completely ignore any stat that doesn't benefit the build, to min-max. Otherwise you're being inefficient. So you end up with a character that, lore-wise, can carry really heavy things but lacks the mental capacity to not only not spell their own name, but the understanding to realise other people have different names to their own. The Fallout 1 and 2 games had fun with this making low Int characters have their own plot interactions with some things, but typically it's just a gameplay-story segregation thing where you're supposed to ignore that your character should be incapable of living safely by themselves.
DnD and the like make stats have minimum values to try and represent basic capability which can help, but it's just moving the floor. You are not allowed to be a Renaissance Man. Jock or Nerd, pick one, or forever be underperforming in situations designed for min-maxed munchkins.