WORLD EASE OF USE: INTERACTIVITY AND YOU

Posts

I just use a little "?" floaty box above events you can examine that goes away once said events have been examined. If people want to ogle the scenery without "?"s being dropped like candy, they can turn them off and click every tile they want themselves.

LONG LIVE THE OPTIONS MENU
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
Interaction icons don't bother me at all because if I took the time to walk up to something I will likely be spamming the interact button, whether there is an icon or not. Also, I love using pictures because they let you add your own style which can separate your game from just another rpgmaker game.
Craze
why would i heal when i could equip a morningstar
15170
arcan
Interaction icons don't bother me at all because if I took the time to walk up to something I will likely be spamming the interact button, whether there is an icon or not. Also, I love using pictures because they let you add your own style which can separate your game from just another rpgmaker game.


1) yes, "press x to interact" is obviously the best way to make your game stand out (this is exactly what I am talking about in the OP)

2) the more you think about projects on this site as "rpgmaker games" as opposed to "games" (and, similarly, think that it is important to separate your game because I AM AN INDIVIDUAL), the more the community widens its title of "incestuous cesspool"
craze, lets have dinner some time

(incestuous ??)
author=Craze
the more you think about projects on this site as "rpgmaker games" as opposed to "games" (and, similarly, think that it is important to separate your game because I AM AN INDIVIDUAL), the more the community widens its title of "incestuous cesspool"


lol
Max McGee
with sorrow down past the fence
9159
2) the more you think...that it is important to separate your game because I AM AN INDIVIDUAL...the more the community widens its title of "incestuous cesspool"


God you are just the worst imaginable kind of person.
author=Craze
(and, similarly, think that it is important to separate your game because I AM AN INDIVIDUAL)

Is this your way of saying we all need to make VX RTP games with Yanfly scripts? or melody, w/e is the popular one...

WE ARE CRAZE. USE VX. RESISTANCE IS FUTILE.
Max McGee
with sorrow down past the fence
9159
No, first off Yanfly made Melody. It's called YEM, Yanfly Engine Melody.

Secondly, YEM actually HELPS you differentiate your games. (It's not the only way to do so, obviously.)

Third, at this point I think Craze is just trying to be evil on purpose.
chana
(Socrates would certainly not contadict me!)
1584
author=Craze
the more you think it is important to separate your game because I AM AN INDIVIDUAL), the more the community widens its title of "incestuous cesspool"

I actually thought that was rather subtle (if you absolutely want to make sense of it!).
Craze
why would i heal when i could equip a morningstar
15170
Max McGee
2) the more you think...that it is important to separate your game because I AM AN INDIVIDUAL...the more the community widens its title of "incestuous cesspool"
God you are just the worst imaginable kind of person.


One who wishes to promote thoughtful, independent design theory from indie devs on this site as opposed to "how can I make my RM* game stick out specifically, since I want RM* cred instead of focusing on making a quality game?"

The more you think of yourself as "an RM* dev" instead of "a game dev," the more stench you add to the incestuous cesspool (this goes far beyond RMN, for the record, while also including it).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Making something stick out among RM games and making it stick out among indie games and making it stick out among video games are accomplished different ways, but ultimately they have the same motivations and the same results. Saying one is good and another is bad doesn't make sense.

Doing something that every decent game in the last fifteen years has done isn't a really good way of doing any of the above.
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
game that sticks out = higher quality game
yeah uh, being an rpg maker game is just another subset like DUNGEON CRAWLER, RPG or VIDEO GAME
I actually agree with what Craze is saying here. There is a pretty clear difference to me between what makes a "good RM game" and a "good game". It's... I dunno, I'm having trouble putting it into words, but yadda yadda yaddq I've seen good rpg maker games and I've seen good games made with rpg maker.

As far as the topic at hand goes, the interaction icon works in FF9 because it uses pre-rendered backgrounds and lots of items are chilling out on the floor, so it'd be really easy to miss them. I also like it because it's just an exclamation mark for items or messages, and a question mark for choices/options. Beyond that, you still feel like you're discovering something.

2D games don't need to do this, I think - I agree with what Liberty was saying. Sparkles for important items, consistency for everything else.

As far as this goes:
author=arcan
game that sticks out = higher quality game
Game that sticks out = game that is pretty. I've played plenty of games that stick out both here and off site that were very average (I'd even go so far as to say poor; one game I literally rage quit, I thought it was so bad) aside from aesthetics.



This is what I'm doing in mine.

Feel free to offer critique.
chana
(Socrates would certainly not contadict me!)
1584
I think that's a great idea, lets the player have fun observing and discovering.
Definitely like what you are doing there Large. Informing the player that there are things to investigate and encouraging them to actively seek them out while never holding their hand and showing them the way.
Max McGee
with sorrow down past the fence
9159
yeah uh, being an rpg maker game is just another subset like DUNGEON CRAWLER, RPG or VIDEO GAME


Not even. It's more like a platform like super nintendo or genesis.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Max McGee
2) the more you think...that it is important to separate your game because I AM AN INDIVIDUAL...the more the community widens its title of "incestuous cesspool"
God you are just the worst imaginable kind of person.

"Everything's the devil to you, Mama!"

But for the sake of the thread and not to just bring to light an obnoxious behavioral pattern, if it's a game where you can consistently jump across gaps that are one tile wide, or fish anywhere were the water is either right under your feet or a tile below, or even where every crate/barrel/bookcase/bucket/whatever can be searched, an "interact with this, now" indicator just seems silly, but if you're -not- consistent, maybe something to say "ey? you know that pit? you can jump over it... just saiyin :P" wouldn't be such a bad idea for those who see no continue to your dungeon and just assume it's a dead-end instead of a 'wall that's just so high you can climb over it'.