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You can further tweak the balance based on that.
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If your game is flexible enough, they will play in ways you never expected. Then, once you're confident the game is balanced enough to at least be playable, hand it off to playtesters and hear (or, better yet, watch) their experience with your game. This is a good time to use the guides above. Later on, when most of the game is made and you do want to start focusing on balance and progression, that's when you'll want to test the game yourself a few times, make some initial tweaks. Don't get slowed down by worrying about perfect (or even good) balance, because as you add more features, items, etc., that balance will get thrown off anyway. Just err way on the easy side, and make your game. See the following two-parter for a pretty good one:Įarly on in development, though, balance does not need to be a priority. There certainly are tutorials on the subject of stats and balance. I think I'm on my 5th rebalance run for my skills already, though at this point the tweaks are more minor (for instance, one tweak I did was raise the boost from the skill that boosted ATK from +5 to +10, so there was more benefit to casting it*). Just keep in mind you will need to tweak it. Enemies came last, once all of the skill/weapon/armor/classes were set. Once I had an idea what my weapon ATK (or MAT or both) boosts were, I then set my armors and accessories, keeping in mind what the average (and highest) stats were for my characters and weapons.Īfter that I did skills, and tried to figure out how much damage I wanted the skill to do at the average point you get it in the game (that took some guessing, and I'll be rebalancing that one later, but it's a start). I did it by equipment type, and first decided on a base, or average equipment, and set the other weapons around that. Once I had my character classes set, I then set my equipment. Though, while doing this you will want to set your minimum and maximum (for example, in my game, I used the following: 15 - very poor, 20 - average, 25 - very strong for level 1 characters and stats). So if you have say a Mage that is high in MAT compared to the base, you set that accordingly. Once you have those set, set your other classes around that (a spreadsheet can help). The advice I was given when I started out was figure out the stats for your base, or average class first.