Forum Discussion
Grim Depths — A JRPG Prototype Made with Storyline 360
Hi James, thanks!
I keep the logic lean: linear turns—party then boss—and game over when a character’s HP drops to zero. The trickiest part is damage calculation, with a hit check, base damage, small variance, and modifiers before updating HP. Triggers are organized by phase with guard conditions, and a small set of variables governs turn order, states, and inventory. I don’t use a spreadsheet; naming conventions and continuous debugging through repeated playtests are enough.
Thanks for the insight! Yeah, I find naming everything clearly and early helps so much later down the track as things get more complicated.
- EmilianoPireddu11 days agoCommunity Member
Sure! I only skipped a spreadsheet because this is a prototype; the moment I start adding status effects, conditional quirks, or more ability types, I’ll spin up a variable/state map—purely for the sake of my sanity 😆
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