Editing Core

Jump to: navigation, search

Warning: You are not logged in.

Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 15: Line 15:
 
Cores might be the very best go-to example of the odd logical hoops I had to jump through because I chose to make a gameplay-first RPG where the story and setting had to be molded to fit the gameplay. Figuring out RPG physics is like figuring out superhero physics or ''Dragonball'' power levels: a royal pain for creators if you do because physical explanations aren't the point anyway, but a royal pain for fans if you don't because then physical explanations ''become'' the point until fans believe they've figured them out.
 
Cores might be the very best go-to example of the odd logical hoops I had to jump through because I chose to make a gameplay-first RPG where the story and setting had to be molded to fit the gameplay. Figuring out RPG physics is like figuring out superhero physics or ''Dragonball'' power levels: a royal pain for creators if you do because physical explanations aren't the point anyway, but a royal pain for fans if you don't because then physical explanations ''become'' the point until fans believe they've figured them out.
  
Here everything began with my idea that when characters hit 0 HP, they shouldn't pass out. Instead they'd start taking triple damage from attacks against a second EP (Energy Points) stat that would continuously drain like the rolling HP in ''EarthBound''--and the character would be KOed when ''that'' stat hit 0. It looked great on paper as an element of battles, but then came the time to justify it from a story and setting standpoint.
+
Here everything began with my idea that when characters hit 0 HP, they shouldn't pass out, but instead start taking triple damage from attacks against a second EP (Energy Points) stat that would also be continuously draining like the rolling HP in ''EarthBound''--and when ''that'' stat hit 0, the character would be KOed. It looked great on paper as an element of battles, but then came the time to justify it from a story and setting standpoint.
  
  

Please note that all contributions to Jelly Paladin Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Jelly Paladin Wiki:Copyrights for details). Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)