Random Drops, Chaos Weapon Music

Posted by Taizen Chisou on June 17, 2013, 3:44 p.m.

Edit:

Have an OST sampling.

It contains my favorite one-fifth of the soundtrack. In OGG format.

I figure this will be the extent of the CW OST that I'll be handing out before I talk anything about letting the public play the game. Even though progress isn't sufficient to allow for such a thing.

I've been working on the engine and stuff, so all there is of the 'story' is the introduction cutscene :P


Mmph, so, a little while ago, I implemented item drops in Chaos Weapon.

It's since quickly become a game of "repeatedly defeat demonic spiders to get unique equipment."

I'm doing it the old-fashiony way, by generating a random number from 0 to 127 inclusive, and then checking the result.

There are six levels of drops:

128 / 128 vendor trash

64 / 128 low-end healing items

30 / 128 sidequest-related items, mostly

10 / 128 entry-level equipment

5 / 128 joke items

1 / 128 everything you would ever want

I jest, of course, but there's something precious about nicking a Corset (5 / 128) from the manly-man antagonist boss person.

I don't subscribe to the thought that enemies should only ever drop things at rates below 1/16 or 1/32 like Dragon Quest, or Final Fantasy, but showering the player in items they probably didn't need once every two enemies is perhaps a bit much.

Especially since the drops stack.

I just got two items, one 64/128 and another 30/128 from a single-enemy encounter.

Naturally, they were healing items that restored 90, and 300 HP, respectively.

The usefulness of the latter may vary. You start out with about 150 HP per party member and finish with right around a thousand.

Unless you level grind, to the cap of 255. Then about 1,500 or so.

stat growth is logarithmic okay

i horrendously dislike people who brute-force JRPGs with level grinding

Comments

Taizen Chisou 11 years, 6 months ago

Oh, god, I hate grinding in Persona 3.

I'm some level 30 right now, and am stuck in the blue portion of Tartarus, on the 70-something-th floor.

Quote:
Aren't you sort of brute-forcing the game with level grinding…?

Well, excessively so. I'm trying to put together a reasonable progression for the enemies in the game. There are some 33 mainline bosses in the game, and the pacing works out such that each one is roughly three and a half levels above the last.

The first dungeon is beaten at level six, the second at level fifteen.

The third is finished at about thirty, and the fourth at sixty.

The last dungeon in the game starts at about level 65 and ends at 95, while the optional dungeon starts at 80 and ends at 125.

If the curve looks a little flat, that's because it is- I only expect the game to last 25, maybe 30 hours before completing.

P3 has 236 floors of dungeon, and has the life sim elements to break it up. CW has a little under 80 >_>

Quote:
Games like Monster Hunter do this. If you focus in on a certain point on the monster's body, it'll break, you'll get a drop you can use for gear, etc. I haven't seen a lot of games that use this mechanic, but I like the way you think.

Sounds interesting, but the general slow pace of Monster Hunter's intros put me off.

Quote:
But what other systems are possible? Some sort of system where the gear dropped depends on your action during the battle, maybe?

I could go The World Ends With You-style and include drop rate as a stat.


I was playing it a little bit more and am going to decrease the EXP rate. 20 minutes = level 1 to level 10?

Depressing >_>

The Final Boss Preview fight has the enemy at level seven :V


Mmph, and I haven't shown off much of the music, have I?

https://dl.dropboxusercontent.com/u/48264981/CW%20Selection.zip

This package contains 12 of my favorite songs from the OST. It's only 30 megabytes or so, and comprises roughly a fifth of the entire soundtrack.

Do tell me what you think of it!