STARLESS UMBRA CHAPTER SIX
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author=Nightblade link=topic=3710.msg74357#msg74357 date=1242006314I probably should have mentioned this is a whole new release, yes.
Have you finished remaking the parts you said you were going to remake?
I read through your suggestions from something you posted for play something (I think) a while back and thankfully made most (if not all) of your changes in one way or another.
I understand this game might have a steep learning curve but hopefully, if you decide to give this a shot, you will enjoy it a little more this time around.
author=dragonheartman link=topic=3710.msg74351#msg74351 date=1242004608Thanks for the vote of support. There's gonna be a lot of big frontpage changes in the future.
Awesome. ;)
WIP, I do and will update my game page. I've just never formally done the forum topic thing so I wanted to give it a shot. I know you have some big plans for RMN's future, especially games/forums, so I will adapt when those changes come.
In the past I've posted on the game page but it got little attention. Perhaps the new homepage layout changed this?
OH, and WIP yes there is a new intro and I believe I reduced the delay for the custom message box show/hide so hopefully it's a bit more tolerable now.
And yeah the messages seem much more tolerable now!
author=WIP link=topic=3710.msg74360#msg74360 date=1242007422As a fellow web developer, it drives me nuts when I see community-driven sites that are just *FORUMS* and chances are they just installed some forum engine on their site and the homepage gets neglected. (Which is why I just went ahead and coded my own). It's a BIG vote of support, to say the least.
Thanks for the vote of support. There's gonna be a lot of big frontpage changes in the future.
Oh and I just added a download to my games page. ;)
author=dragonheartman link=topic=3710.msg74353#msg74353 date=1242005162
It has gone through a bit of changes since its inception (cheaper to purchase, draw sap skill, gem traders, exponential power) but I am curious what you meant by this, if you'd care to elaborate, if you happen to re-read this thread. :)
The system is flawed for three reasons:
1. The payoff is too small in comparison to the complexity of the system. It feels a lot more rewarding to equip a Fire Essence, fight a lot of battles and learn the "Fire" ability than it does to equip a gem, attach a Stimulator (whose names sound like possible Skill Gems anyway) to an ability and then burn Saps every time you want to use said ability. (Remember--many RPG players are obsessive-compulsive and will keep every powerful consumable that they find until the very end of the game because they want to "save them for later")
2. In the version I played, there was no easy way to find out exactly what a gem does without equipping it. This proves to be almost fatal because
3. Equipping a new gem destroys the old one. Why penalize a player for experimentation in a system that is meant to encourage experimentation? The fact that switching gems destroys them also means that you sometimes have multiples of each gem in your inventory, which makes little sense conceptually.
Overall the Skill Gem system is interesting but ultimately feels less concrete and more obsessively complicated than the other systems, and needs to be better integrated into the whole.
Maybe the Chapter 6 release has rectified some of this, but I still believe that it is very relevant!
As addictive this game is to play, I never even used the Gem system what-so-ever. Pretty much what my thoughts about are already said above me, but with better wording.
yamata,
You bring up great points and ch6 as rectified some of that but some of it is still mostly relevant. I will elaborate a bit on the changes ch6 brought to the system. As I said it is very easy to come by the saps required to use a skill. They have been halved in price (1 Flip, basically the lowest of low), are available in huge quantities in every other dungeon, and are able to be accumulated with a "Draw Sap" skill in your menu on the field, which gives more saps the more you use it.
I can see how experimenting is very intimidating, but really the point is not to swap freely between gems but rather switch in and out of certain skills in that subset (which there is no penalty). I will look into an alternative way of allotting out gems soon.
I am glad you at least found it interesting. As far as I've seen it's something pretty different and was ultimately a huge experiment. Like many things in my game though, it's just there for you to take advantage of if you choose to do so (like the optional dialogue, extra minigames, optional dungeons, and so on). The best part is it's really not mandatory at all, and from a design perspective I wanted to have two skill systems that are very different from each other.
You bring up great points and ch6 as rectified some of that but some of it is still mostly relevant. I will elaborate a bit on the changes ch6 brought to the system. As I said it is very easy to come by the saps required to use a skill. They have been halved in price (1 Flip, basically the lowest of low), are available in huge quantities in every other dungeon, and are able to be accumulated with a "Draw Sap" skill in your menu on the field, which gives more saps the more you use it.
I can see how experimenting is very intimidating, but really the point is not to swap freely between gems but rather switch in and out of certain skills in that subset (which there is no penalty). I will look into an alternative way of allotting out gems soon.
I am glad you at least found it interesting. As far as I've seen it's something pretty different and was ultimately a huge experiment. Like many things in my game though, it's just there for you to take advantage of if you choose to do so (like the optional dialogue, extra minigames, optional dungeons, and so on). The best part is it's really not mandatory at all, and from a design perspective I wanted to have two skill systems that are very different from each other.
This is one of the few gems that nearly always peaks my interest. I think I missed the Chapter Five release, for whatever reason-- so I'll definitely commit myself to getting through this one! <3
I must say, I'm a bit surprised at the amount of improvements I've seen thus far.
The introduction is no longer as bland and stupid, the dialogue doesn't make me want to vomit with rage (though there is still some weirdness in there, like Clydan's sometimes gratuitous "hell" and the mayors "Maybe you'll also be going along" type of thing)
The introduction is no longer as bland and stupid, the dialogue doesn't make me want to vomit with rage (though there is still some weirdness in there, like Clydan's sometimes gratuitous "hell" and the mayors "Maybe you'll also be going along" type of thing)
Also the "HAY LOOK FIELD OF CHILDREN UPBEAT CONFRONTATION THEME" was a bit weird, try using Demon Legacy's title screen musak the RE safe room music throughout the whole level.
author=Nightblade link=topic=3710.msg74847#msg74847 date=1242193907Yeah, Clydan seems to be a bit on the profane side. I mean it's his character but it's probably not all necessary. I'll re-read some of the elder's dialogue too.
I must say, I'm a bit surprised at the amount of improvements I've seen thus far.
The introduction is no longer as bland and stupid, the dialogue doesn't make me want to vomit with rage (though there is still some weirdness in there, like Clydan's sometimes gratuitous "hell" and the mayors "Maybe you'll also be going along" type of thing)Also the "HAY LOOK FIELD OF CHILDREN UPBEAT CONFRONTATION THEME" was a bit weird, try usingDemon Legacy's title screen musakthe RE safe room music throughout the whole level.
And I agree, the BGM on that map was a little off. Good call. I really should find another song to use. One day.











