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Hey guys, I want to share my though about the Money in #ZoriasGame.
I've been thinking a lot about having Chests respawning everytime you leave/enter a room, since I'm using a Luck system to randomize chests.

There's a 60% of getting a Lv. 1 Chest.
A 30% of getting a Lv. 2 Chest.
And a 10% of getting a Lv. 3 Chest.
Each one has more money in it. And your Luck Stat affects this chance, and the amount of money per Chest.

Also though about adding a Chest Area object to have a chance of spawning the Chests instead of having them already placed in the room.

There are also Crates/Boxes/Pots than can contain money (For now) or nothing at all.
Wich also respawn everytime you change room.
My idea to avoid extreme money farming is to place this money objects in places where you can't just enter/exit a room and get them really fast.

Enemies drop money based on your Luck too, so if game had 1 time Chest system, you could still farm money with monsters and the Crates/Barrels/Pots.

Since you lose a 25% of your money when you die, I think it's fair to be able to collect everything over and over. And I just have to set a fair price in shops for the things you can buy.

And, this way If I decide to implement Mimics, every single Chest you find would have a small chance to be a Mimic. So Farming would be less safe for you.

At first I though about adding a Strenght requirement for Zoria to open each Level of Chest.
since you can spend your points when game starts (Not implemented yet.)
But I'm not sure about this Stat requirement thing, I guess it would be interesting to have certains areas blocked until you have X stat set to Y value. But as said, not sure about it working as a game feature.

So many things in my head to decide, I guess it all takes time.
Thanks for your time reading this, I know I'm not good writing this "Devlogs" but it really helps me.

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Zugai

I recently played Momodora, where all of the money is dropped by monsters. There are items that help with money farming (chance of doubling money dropped and magnet effect to collect it). And sometimes there was just the "right" situation, eg. 2-3 easy to kill stronger monsters with an easy in/out of the room. This was okay, since some items were asking for 1000 or even 2000 Muneys. Just required some patience. There also were no single time consumables, for healing/buffing, since they would refill upon saving. What you could do to balance things though is either use a room/area based reset (eg. moving 3 rooms away to reset; or leaving the forest would reset all forest chests). Or you use a timer (say 3 minutes) to reset a chest upon reentering the room. At least these approaches would enable level design with less time spent on keeping chests "hard to access". Of course you could use a sawtooth design approach, one way doors and alike on top of these solutions, if you wanted.

AllFenom

I got Momodora too to get an idea of how to design many things, like movement and stuff. I wanted to make sure it was fine to move around. For chests, I though about adding a 'Chest Area' object where Chest would be in the original game design, having a chance to spawn an actual chest or not. I'll have to discuss things with Patrons to decide what to do with all this. Thanks for your time and feedback!