BearCares wrote:Full disclosure I'm a hobbyist game developer. I just tinker on the side for fun. And I am in the process of coding a roguelike rpg. And after playing Median XL - I see that my old school approach to gearing simply will not do any longer.
I'm also a hobbyist dev, and no longer agree that oldskool ways of hard stat increases really appeal either. I've been working with another dev/artist for a while and we've had "ideas". We've come full circle on a lot of things, but we really feel like ultimately that templates are the bigger issue with most games that linger between set builds and actual freedom. Then again.... the problem with games that actually create freedom end up being a bit like Bethesda's games where being good at everything seems a bit ridiculous. There HAS to be restrictions, but I don't think linear lines and trees have aged well at all.
We've come up with a system that kinda defeats both of these problems, but in the end it's just "our way". There's gunna be people that don't like it. That's really the beauty of game design though. You break things until you find something you like and hope you can find a community that helps you make it better, while being a bit firm on your vision.
100% no disagreements though and the path forward in RPGs is new systems and clever ways of making leveling and progression a process that feels both alien and accessible. For me it's really having the player pull that slot machine handle but also getting a win now and then. Also not completely knee-capping the player because they didn't win enough or follow some path that everyone else flows through like lemmings. We view characters a lot like those GunPla model kits. Each kit is meant to be it's own thing, but we realize the hardcore GunPla modellers actually take 2-3 kits and bash them together because they want their own thing. These folks have an extreme advantage because if you considered the entire catalog of GunPla just a lot of assets to build your own thing, you are far less likely to feel limited in design, but yes there is a limited catalog by logic. Some people really just like the thrill of completing the model itself and making it perfect too. Neither of these philosophies overwrite themselves in the end. This applies to game design in that ultimately you can create obvious choices (Stack all the + mana and + magic damage stuff on the guy with the pointy hat), but give the player the tools to do their own thing too (Give the +mana stuff to a fighter and hand them a sword that shoots magic)
BearCares wrote:I'm curious how you think the PoE skill tree compares to Median XL's mystic orbs. I don't expect everyone to agree with me but I think they are basically performing the same function. So that each mo that you take can be considered roughly equal to a passive point on a PoE character. Likewise each gear slot can be considered as being roughly equal to an Ascendancy key node.
UMOs are very high end, pure luck things but it's that last level of tweaking. The vendored MOs do allow that function once you learn about horrific items or add them to other items. I think it's a really cool system and yeah it gives you exactly what you want and doesn't introduce bloat, yet still remains restrictive enough to add strategy. If you look at it this way, it's a superior version to those nodes in POE that are meant to be supplemental but are also forced.
BearCares wrote: My point is that I think Median XL is even more brilliant than maybe even its own developers have realized yet. The gearing changes they've made are more than a modification - what they are pointing toward is simply superior to anything else out there that I've seen. And admittedly I haven't played that many games recently.
Nah, our little team agrees. It's added a considerable amount of drawing board time to what we had going on. Not to mention our whole team has been strung out on it and hasn't done much work
It's really amazing what they've been able to accomplish on top of an existing platform, but again the theme here is... restrictions do add to your creativity sometimes
BearCares wrote: Imagine a Final Fantasy Tactics game with Median XL's itemization. *drool*
Yes, we've tried a few things so far and this was one of them. Another great thing about modular design in gamedev... plugging systems into systems to see what happens. Our last try was actually something like Factorio where you were building this full on megabase that shot lasers at creeps and the guy you were controlling was really complex ala ARPGs. The factory and digging up stuff was the part that made him stronger, but it got really... weird. We'll find something, but honestly every time I just break it down into number crunching and make the game more about simply that, the happier I am. " Stat Calculator - The Game" is a good place to start