WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)

Posts

Craze
RMN's supervillain, and enjoying it
7439
I've started releasing scripts for RM Ace, but my blog doesn't have a banner =x. I'm making Yanfly's site look bad without one on his link bar, it just says "Craze's Script Asylum," haha.

also harbetteer takes a long time when you get a new PSP
I'm thinking of picking up Gamemaker and trying my hand at making a game that I recently had a dream about. It would be sort of an Angry Birds/Tiny Wings hybrid, but with a monkey swinging across a jungle instead of birds (what is up with this bird obsession anyway?).
kentona
By the power of donations!
13174
Bird is the word!
author=Killer Wolf
I remember thinking one time that all creativity came from a communal sort of shared subconscious, a vast network formed by brainwaves, and that those who appear to be ahead of the curve (the innovators) are simply more attuned to this theoretical network.

Or, it could be possible that people with a shared pool of influences and experiences, will inevitably come to the same conclusions.

That was actually the plot for a story I was writing at one point. One character suffered a brain injury which allowed him to consciously tune into the "Networked Multi-Consciousness" and so he was able to "predict" all forms of innovation, and indeed direct the hive mind toward his own goals. Naturally, best intentions aside, he used the knowledge to become a sort of despot. The protagonists of the story were writers, artists, scientists, and mathematicians, and they set out to kill the despot. An unintended consequence of his death was a feedback spike through the entire NMC which shut it down, forcing people to think for themselves as opposed to reaching an unconscious hive mind consensus. Then it flashed ahead a few decades to show that it wasn't quite as uplifting an ending as it seemed.

This sounds insanely interesting.
Marrend
The Armageddon deals -6400 damage.
7357
It it just me, or does anyone else work on their projects for a day or two (or whatever), then get distracted by something for a week (or whatever), then go back to the project, then get distracted again, etc?

Regardless, it's a vicious cycle, I tell you!
kentona
By the power of donations!
13174
yeah, except replace 'day' with 'hour' and 'week' with 'month'.
Adon237
if i had an allowance, i would give it to rmn
1188
author=Marrend
It it just me, or does anyone else work on their projects for a day or two (or whatever), then get distracted by something for a week (or whatever), then go back to the project, then get distracted again, etc?

Regardless, it's a vicious cycle, I tell you!

i am sorry ;( it's all my fault
I am thinking about Marrend's sidequest.
and why i don't like forest dungeons
Marrend
The Armageddon deals -6400 damage.
7357
author=Adon237
i am sorry ;( it's all my fault
I am thinking about Marrend's sidequest.
and why i don't like forest dungeons

Not totally your fault, Adon. I've just been trying to check out other people's projects rather than staying in my "cave".
Link_2112
rush rush rush
3605
author=Mateui
I'm thinking of picking up Gamemaker


*points out to Kentona*

All the more reason to start that thingy~
Melkino
Startling, aren't I? Some people say striking.
1753
I've been thinking about whether or not to let the player retry a battle if they die. Allowing them to retry would save them the time of sitting through the game over sequence, title screen animations, and any cutscenes before that battle. On the other hand, could retrying make battles too easy?
LockeZ
The Z is for Znderson; RMN's resident antagonator
1686
If you already have save-anywhere, the only reason to not let them retry is pure laziness on your part. It doesn't make it any "easier" than reloading to right before the battle. It doesn't let them bypass any challenges. It just saves them time.

If you don't have save-anywhere, then this would essentially be adding save-anywhere. Which can make it easier - because in most RPGs without save-anywhere, individual battles in dungeons aren't meant to be challenging, the challenge in normal battles is just to use as few resources as possible. An entire dungeon is a single challenge of resource management. So save-anywhere allows the player to save mid-challenge, which can let them "game" the solution. That doesn't make save-anywhere bad, per se, but it makes it a real design choice instead of just a no-brainer.

Regardless, if you let them retry battles, I'd still show the game over screen, so it still feels like a loss. It's a psychological thing. Telling them they can keep going instead of telling them they lost will make the game feel easier, even though it's really the same.
Melkino
Startling, aren't I? Some people say striking.
1753
I'm currently using save anywhere, but I plan on disabling it at times to keep the player out of an unwinnable situation, like a battle marathon or something. After playing old WRPGs lately, the convenience that it provides (in case something in real life suddenly came up, for example) kinda rubbed off, heh. The script I'm using for the retry opens up a menu after the game over screen appears. If the player chooses to retry, then they get put right at the beginning of the battle with the same skills and equipment.

I'm trying not to mimic whatever FF13 did with its battle retries. Some people complained about it, others were like "Don't like it, don't use it". However, I haven't played that game so I don't know what people's issues with it were.

Well, I think I'll leave the option in unless there's heavy backlash against it once I release a real demo, haha. Did some testing and the script's not giving me any strange errors so far.
@Mel: Im using a retry feature as well as such I took the save anywhere feature away. I think its fare.

Ive been thinking about my active event system. Similar to Persona events are based on time of day and current date. I guess I think this system will offer for exploration and freedom as opposed to linearity. However the biggest problem is filling the time that events do not take place. I guess I'll have to plan out each mission and "side-quest" to ensure that players dont get bored.
calunio
Come home with me.
5610
author=Melkino
I'm currently using save anywhere, but I plan on disabling it at times to keep the player out of an unwinnable situation, like a battle marathon or something. After playing old WRPGs lately, the convenience that it provides (in case something in real life suddenly came up, for example) kinda rubbed off, heh.


Thank you!
Nightowl
The N is for Not knowing how to operate pants.
1613
I'm wondering should I encrypt my project or not.
author=Nightowl
I'm wondering should I encrypt my project or not.
You shouldn't. It's next to useless, and works against you when the bug reports start rolling in. It's also just kind of frowned upon by the community, although I wouldn't let that stop you.
Nightowl
The N is for Not knowing how to operate pants.
1613
Or I could protect my ABS and CMS (if I ever add those) code by inserting hideous amounts of comments per code line.
Craze
RMN's supervillain, and enjoying it
7439
I see absolutely no reason to ever encrypt. Your game is free! This is a dev community! And yeah, easier to patch when unencrypted, like Poke said.
Archeia_Nessiah
Tear Harvester Nessiah
10303
Now thinking about PP's story stuff per map.

And...you guys don't really have to read this.
I have to hold back all urges to do a gay pairing in this stupid game due to issues. But I want to write it so bad since it's super effective for both of these characters afddwqqefafdsfsfsa.
Craze
RMN's supervillain, and enjoying it
7439
Erik/Sairen?

Also, Edifice currently has 65,780 party combinations. 0_o