WAITER!!! pass me another round of white/dark hair doomed yaoi
Do Emilio and or Rudolph ever try to break up Carmelo and Tobias?
They do not! Rudy usually minds his business. The most he’ll do is give dirty looks. Maybe a small comment towards Carmelo every once in a while.
Emilio is a little more extreme? He takes notes on them CONSTANTLY. like . Get a life , bro … Even if he doesn’t interact with them, he is allllways keeping an eye on them from afar.
But they do not try to break them up.
normal about this btw
Here’s the Neksdor team, they look so cute.
It’s such a shame they’ll be kidnapped soon, and Nameless just started to trust people again.
i... i thought this would be funny... and somewhat fitting, idk...
inspired/based on this comic:
I had an idea for a ghost eyes au, Monster Au.
Rudolph is a witch.
Tobias is a porcelain doll.
Carmelo is werewolf.
Emilio is some sort of goo monster with a bunch of eyes.
part 2 of me drawing peoples omori aus that i cant help but brainrot over: @shrimperini's emori au with heromari based on this image because funny
as a child there's nothing cooler than a kid who gets subjected to evil experiments and gains special abilities. it's even cooler if these abilities also cause unfathomable suffering to use/against others. children love stories like this.
I'm about to start working on my own RPG with RPG maker, but the part that intimidates me isn't any of the graphical stuff or even programming anything. It's math. How did you find a good progression of exp and stat boosts?
Here's my dark secret with SLARPG: I didn't do any proper math to determine the stat stuff. I didn't use any spreadsheets. It's aaaallllllllll vibes-based, baby. I'd just put numbers and basic stat curves into RPG Maker that seemed okay, and then I tweaked them back and forth through playtesting to get everything feeling how I wanted it to.
The party's stat growths have a somewhat convex slope—they're more significant early on and then slow down later. This way you're noticeably stronger against the lowest tier enemies after your first few levels, but the late game bosses won't vary wildly in difficulty if you're only level 27 instead of 30. (I did manually make sure the party's max HP and MP values would always be multiples of 5, though, just to keep the numbers nice and tidy.)
New areas will give the player new gear with noticeable stat boosts over their old stuff, and then enemies are balanced around that. I'd do battle tests and tweak the enemies for each area so that they felt like they were about as tough as I wanted them to be when pitted against a party with average gear for that part of the game. Feels too easy? Then I make the numbers bigger. And vice versa. And I'd keep making further tweaks after having other people playtest the game. But the further I got in development the better my balancing instincts got, so I had to make fewer balance adjustments than you might think.
The EXP curve, on the other hand... I'm pretty sure I just left default? I adjusted the pace of leveling more via enemy EXP than via the party's EXP requirements. There's a noticeable bump in the EXP enemies give in each new area, so if the player is underleveled when they hit a new area they'll catch up quickly. And of course bosses tend to give enough EXP to guarantee a level if you can beat them.