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WHATCHU WORKIN' ON? TELL US!

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Got one more boss to do, and then I can move on. Not sure how to handle this one though...I tried going with LockeZ's suggestion of it long ago, but it won't work out nicely (Replaced Shatter skill, which would've dealt heavy Earth-elemental damage to all targets Petrified and then de-Petrified them), but I can't make it an elemental attack that only targets them, with Seven Sins, which is a more original attack used by Pestilence). The problem is...I don't know what to do with Seven Sins! And to make matters worse, this was originally going to be one of the three unique skills that the player could choose after defeating Pestilence, but that's going to be Seven Virtues to parallel Seven Sins (since it fits the character and whatnot). But once again, don't know what that will do! I might make them both Gambler-type skills, but even then, not sure what to do. Any suggestions anyone, LockeZ??

For the record, this is Pestilence's current skillset. As she is, she primarily deals with status effects, which apparently isn't super scary to a party full of Ribbons, but with the removal of Shatter and the addition of Banescissor, should make it a bit more scarier? I don't know:

Banescissor: Inflicts 1000 Poison-elemental physical damage, Poison: oo, Venom: oo, Sap: oo, and MP Sap: oo to one target.
Bad Breath: Inflicts Poison: oo, Blind: oo, Silence: oo, and Slow: oo to the party.
Stone Breath: Inflicts 700 Earth-elemental physical damage and Petrify: 25 turns to the party. 80% accuracy.
Wither Shot: Inflicts 1400 non-elemental physical damage and Fear: 50 to one target.
MP Drainkiss: Drains 150 MP from the party and inflicts MP Sap: oo turns.
Seven Sins:
Pox Detonate: Inflicts damage to the party based on the ailments that are affecting them.
Diseased Tempest: Inflicts 1000 Poison-elemental damage to the party as well as Poison: oo, Blind: oo, Silence: oo, Lock: oo, Sap: oo, MP Sap: oo, Fear: oo turns, and Slow: oo.
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
I should figure out how to recover my Skype account so you can actually talk to me about boss design again. Microsoft decided to stop letting me log in one day for no reason, and none of the normal recovery options work because my account predates Skype being bought by Microsoft.

Make Stone Breath single-target - Jesus.

This boss currently has too many ailments. Part of the point of Shatter was to have a skill that removes ailments from the player instead of inflicting them, while still making the boss feel like it's "about ailments." If you can't do that then just make Seven Sins be a regular damage skill. Though, if your only problem with Shatter is that you can't make it elemental for technical reasons, then make it non-elemental. Hell, make it always do exactly 1000 damage and call it 1000 Gold Needles.
Well, that sucks. : S

Oh right, I didn't talk about what I did with Pox Detonate. That might be important. You see, what I did there was for each status on the character, it increased the damage by 200. Petrify increases it by 1000, but since Petrify override all the other statuses, it's almost always 1000 damage. So without Petrify, if one character had all the statuses that could be inflicted in that fight, that's roughly 1800 damage (9 different statuses). In addition, once the move is used, it'll remove all of said statuses from the party too. I figured that was a fairer way of doing that. However, I don't know what to do if the character has NO statuses on. I figured maybe like 500 base damage or something, or maybe no damage, but it would inflict statuses that ignore immunity??

By this point in the game, the player is PROBABLY going to be rolling with status immunities regardless, so I'm not TOO worried about Stone Breath right now. There's a lot of options to outright stop or reduce chances of status effects, so I'll just have to wait and see what testers say about the fight in general. But if it proves to be TOO bad, then I'll just lower the Petrify duration from Petrify: oo to like...Petrify: 20 turns or something. Hope's version of it is Petrify: 25 turns since her version of their skills are always around half power in some fashion or another.
0_o So some random person on twitter is trying to reach me about him/her translating one of my games into spanish.

I am not sure how to feel about this.

On one hand "cool!"

On the other hand, giving someone an unecrypted version of my game to translate sounds like a very unsafe idea.
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
There's nothing "unsafe" about giving out an unencrypted version of your game. I've released all of my games unencrypted. Lots of people do.

Personally I feel that it's something you should do anyway even if no one asks you for it, because it helps out other designers. They can look and see how you did things, or use your crummy edits of RTP animations. If it's a commercial project then I understand the hesitation, but otherwise the good you're doing outweighs the infinitesimally small chance of someone "stealing" parts of your free game.
author=Aegix_Drakan
0_o So some random person on twitter is trying to reach me about him/her translating one of my games into spanish.

I am not sure how to feel about this.

On one hand "cool!"

On the other hand, giving someone an unecrypted version of my game to translate sounds like a very unsafe idea.


This is probably the same person who messaged me the other day. And it was for a project I abandoned long ago.
author=SgtMettool
This is probably the same person who messaged me the other day. And it was for a project I abandoned long ago.


Someone called "Uve" or something like that?

*shrug* I apparently turned down a message request via facebook and got reached on Twitter, so that's the only name I know this person by.
*thuds head on desk*

Done. The last of my 4 main ice slidey sectors is done. That giant lake took a while, and it's absolutely devious (possibly a bit unfair) at points. (Fortunately, clearing all 4 sectors is not required, and there's minimal combat on the lake, so it's largely ok.

All that's left is to see if I want to create that 4 floor tower of smaller ice puzzles to hide that miniboss, make some of the non-puzzle areas into monster patrols, and I can start making the combat encounters for this floor.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Working on cleaning up skill descriptions for production.

"Debuffs matter" skills are difficult to template in any concise fashion.
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
After 18 years of having the same five major zones in my Squaresoft MUD, which still aren't finished, I don't think anyone could blame us for not adding new ones. Each of the zones is the entire game world of an old Squaresoft game - FF5, FF6, FF7, Chrono Trigger, and Secret of Mana - and recreating five entire games worth of content is not a minor task. We've always said we'd never add any more, because holy shit, we can't even finish these.

So, naturally, this week I added a sixth portal in the central hub, leading to FF10.

The catch is that it isn't really an entire new game. It's just Zanarkand. And at the end, the little hooded Fayth boy tells you that it was all a dream, and that the entire realm never really existed, it was just a giant summon spell. And it disappears forever, and you can never go back in. (This makes it the only area in the entire game that you can't re-enter.) I'm quite pleased with myself for coming up with this cop-out.

So why the exception? Because everything else in this game is very open world and outdoors and roaming, but this is a big epic linear mission that includes 14 gauntlet fights and 9 bosses. Designing that is basically like porn to me.
author=LockeZ
After 18 years of having the same five major zones in my Squaresoft MUD,


Wait, people are still making MUDs? And I thought I was old...
So, after studying mapping in various forums/blogs and reading RMN's articles, I came here to show this "before & after":



I'm helping with tilesets now, so our process of filling the map is way faster. I do think we still need some variations of grass to fill some empty spaces, tho.
Shadows of Adam has been my main project for 3 years. Nearing its end. Going to beta soon and just put out a cool new trailer!

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
author=Kalin
author=LockeZ
After 18 years of having the same five major zones in my Squaresoft MUD,
Wait, people are still making MUDs? And I thought I was old...

One of the things that keeps me really excited about working on it even after so many years is that blind people can easily play it using screen readers. About half of the players are blind, either experiencing Final Fantasy games for the first time, or for the first time since they lost their eyesight. The other half are just old farts who still play MUDs.

@Nana707: That's definitely a nice improvement.
@Nana707:
That's a big improvement! It looks great.
author=LockeZ
One of the things that keeps me really excited about working on it even after so many years is that blind people can easily play it using screen readers. About half of the players are blind, either experiencing Final Fantasy games for the first time, or for the first time since they lost their eyesight. The other half are just old farts who still play MUDs.


This is the most inspiring thing I've read all week. ;_;
I made a small menu for my Halloween project. It's completely made with events and just calls the standard scenes...
Craze
why would i heal when i could equip a morningstar
15170
the reddish brown ceiling and the bluish grey of the floor really do not work for me at all. i do like the "outer" wall tiles though. my favorite rtp cave are the sandy caves in Hero's Realm because they don't use that awful floor tile.
I too think the reddish should be replaced. A very dark grey or black would fit.
I also think the ground is a bit too noisy compared to the rest of the tiles... It's a bit hard to look at :D