FLOWERTHIEF'S PROFILE

Switching to Python.
Where One Citizen
A sci-fi life simulation

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Idolcraft

Sorry for late reply.
Not all girls require a present. The main thing is to figure out where they are and how to trigger their events. Sachie events are on the starting map and north (park) map. Ditto with Nanako. The schoolgirls and their various events are primarily on the east map.

The cake is baked. Who wants a slice?

^ PM'ed you. Thanks!

The cake is baked. Who wants a slice?

Great! In that case can you PM me on the day when you're ready to try it? (or one day before) Because I'm frequently updating the game and I want you to be able to play the most stable version.

The cake is baked. Who wants a slice?

Nobody? How about the Mac version. It's ready now. Anybody down to try it?

Where One Citizen

Seeking testers! If anyone would like to try an early release of the game (Windows version) send me a PM please.

What are good game engines for making a Card Game?

I can't look at a Spirit Link without missing my Rabid Wombat deck.

To the question, how about Pygame? It has been around for awhile and is good for making generally any kind of game that isn't too high performance.

I sympathize with not wanting to use Rmxp due to its small resolution. That has always been my biggest gripe about the Rpg Makers, although they are a joy to use in many ways. If it's just a card game system you want to make then I would not use Rmxp either.

With Pygame you can have any resolution you like, and you can be cross-platform too, and it's free. (lack of cross-platform support is another gripe I had about the Rpg Makers)

Where One Citizen

Glad to see some interest. Yep, each playthrough will be unique. I'm very excited about this game! Wish I could release it already, but there's still work to do on it.

Story writing tips (from me. But I mean, add yours or whatever)

A good post. Writing is as important as anything else in games (most RPGs anyway), but sometimes it seems as if neglected. Writing non-linear interactive narratives is more difficult than conventional writing so if anything it ought to be discussed and obsessed about more.

I often get the feeling that game devs are spending too much time and energy on art & presentation (the "Whatchu workin' on? Tell us!" thread gives that impression) when story and/or gameplay are, for most types of games, of greater importance for making it interesting/fun/meaningful to players.

Trap Saves

If you're looking for symptom suppressants rather than an outright cure... Well, one easy way to amelioriate the situation--which game designers have been utilizing for years--could be to provide the means of a player to stand a decent chance of overcoming the challenge at hand through the help of conveniently placed items in the vicinity. Items given as a reward after completing a challenge was once the modus operandi, but some time ago designers learned to start giving those items in advance during the challenge, which is smart.

In a retro RPG a logical place to tuck some items could be in the save room preceding the difficult fight. You could semi-hide them behind walls or rocks or bushes in such a way that a struggling player will eventually find them.

Bio Hazard/Resident Evil ever since at least the 4th installment has been placing herbs and ammo directly in boss rooms. Difficult areas in Uncharted or The Last of Us always have ammo or tools lying around to be picked up. Metal Gear does it too. God Hand too (with randomized items).

Granted none of those games have the kind of leveling systems RPGS do. If the possibility exists that the player is much too under-leveled for item pickups to make a difference, then, as others have said, you need to address THAT specific problem by not allowing them to lock themselves in at a point where it's too late, simply put.

Death of the Darlings

This post inspired me to eliminate a gameplay element that has been in the code of my unfinished game for years that, in my honest moments, I had to admit was not improving the fun factor.