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2023-11: Warosu is now out of extended maintenance.

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>> No.45553753 [View]
File: 505 KB, 1536x1296, mechanics.png [View same] [iqdb] [saucenao] [google]
45553753

Last year's post was all about the mechanics I had planned, it's up on the archive, but this year I guess it'll be about how bad those plans were. I'm fully scrapping the ideas for the frag "crafting" system and the SP->Illegal unlock/farm system.
For crafting, "make any chip/code you want" sounds pretty powerful but for 90% of chips you can already do that by remembering where the virus was and killing a couple. Ignoring the shit like Recov10 Y, you end up with a single-digit number of actually useful rewards especially at the literal last area of the game.
For SP navis, there was just no way to have them be both refightable and give good rewards without devolving into an absolute mess. So I gave up, the SP refights and illegal navi chips will be two separate systems. It'll be up to the implementation to avoid becoming "debug room but more walking", I'll just have to put more thought into it. Friendly navis at least will still be dead simple, V3s are easy to get so you can sacrifice as many as you like.

What I've been workshopping to replace the crafting system and the SP->illegal is going full minigame with the frag traders. The traders would still have the option of being the classic frag->rng chip trade by not engaging with the minigame, but with partial/full success a chip could "mutate" either its code or to its illegal version.
The picture describes it better than I could in text, I think that system should cover everything it needs to without overcomplicating things. Haven't worked through all the cases, like how darkchips would fit into the system, but nothing seems like it would be a dealbreaker.
We'll see how well it holds up in implementation though.

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