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THE WELP ADVICE CORNER

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I thought this forum could use a a catch-all thread for things you really would not make a topic or a blog for. Maybe you just would like to know how to do something where one simple answer would suffice. Maybe you have to choose between two ideas in your design, but its a little thing thats a matter of taste and you would like to see what will go over better. Basically for the minor details of things; to ask a simple question and get a simple answer. The idea of the topic is not to generate discussions or debates, only to offer your know how and opinions about a question being asked. I would think of it as something similar to talking to a friend live on instant messenger and asking "hey, do you like this" or "Is it a good idea if I..." but a little more impartial. I have had talks with people on messenger that made me design my game better because they helped me see a lot of ideas I should nix, and reinforced what were the better parts of my design.
So I really am not sure what to think about renaming my game's world to Ribbon. I came up with it to suggest the physical properties of the world. It's not round, not square, not necessarily flat. Rather it streams out from a point of origin like a streaming ribbon blowing in the wind. I thought it would make the better name because it is rather unique as far as naming worlds goes. Then I begin to think its too unique and experimental, and maybe it doesn't sound natural when my npcs refer to it.

"You must........., only then can you get to Ribbon"
"I need to go to Ribbon and find..."

The previous name for the world is Exodus, suggesting this world is a type of escape. Using this, it feels a bit less creative, like I am pulling a conventional fantasy word out of a hat. Anyway which name is better? I ask because, though its a little thing, I worry my second choice might be something that makes my game feel a little awkward.

This thread is a good idea.

I think the name Ribbon...is not cool. Without any context of the story/characters, it's first impression is "meh". Maybe make it a variation of that world, so that it 'looks' cool but still sounds like "ribbion" when you say it. Example: Ri'bon, Rhibon, Ribbun (lol) (i do not think any of these are cool, they are just examples ^.^;)
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
Ribbon is a great name for your world if the game follows a strong magical girl anime motif. Otherwise not as great.

Thread or String might be a better base word. And maybe alter the word somehow to make it sound more like a planet name. Like, uh... Ribbonia, Threadooine or Stringaia, to name some really awful examples that I hope you won't actually use verbatim.
author=GreatRedSpirit
Call it Mobius:v

Not half bad!

Edit: Resolved. Ribbon and all its variants are nixed. Glad to help anyone else who has their own question.
Ribonne or ribone(but I'm pretty sure that's a chemical) could work. Or Ribbonia, Ribonnia, etc etc.
Well I killed the thread, I guess I have to revive it~

So, in my game, you get points when you level up/kill monsters, and you can spend those points on stat upgrades(not new skills or anything, just stats). There are twenty "levels" of upgrades, to access each one you have to "buy" that level, and each level contains 5 stat-ups that you can buy. You'll start with only 5 levels available to buy, then you'll unlock another the other 15 in blocks of 5 throughout the game.

My question is this: would you, as a player, prefer to be able to buy these "levels" in any order, or have to buy them in sequence? I'm leaning towards more freedom, but I'm just not sure.
halibabica
RMN's Official Reviewmonger
16948
Isn't Mobius the name of the world in the Sonic universe?

Anyway, having unlockable levels of things to purchase would give the game a good sense of progression, especially if the later blocks are more useful than the earlier ones. I'm not entirely sure what you're describing, though.
Basically, what I'm saying is you'd get "growth points" when you kill stuff/level up. There'd be a menu with stat bonuses grouped into levels. You'd unlock each level using the growth points, then be able to buy the sat-ups with-in that level in any order you like(or even just buy another level). You wouldn't be able to buy all the levels from the start, you unlock the right to buy them as the game goes on, and each level would have better stat bonuses, but cost more growth points. So should you have to buy level 1 before you buy level 2, or should be able to buy any of the available levels regardless?
halibabica
RMN's Official Reviewmonger
16948
Oh, okay, I would say that depends on how much the higher level groups cost. If they're all able to be purchased at any time, then the costs for buying the higher levels would have to be significant enough that saving up for them isn't a no-brainer. In other words, make the choice of whether to save up or not actually substantial.

However, if the higher levels are barred until a certain point in the game is reached, you can make the costs for buying those levels lower to compensate.

Not everyone likes pacing forced upon them, but I prefer the latter of these two I just described.
Yeah, I was thinking about having the lower levels more cost-efficient than later levels, for lower total gain(Final Fantasy 13's Crystalarium does this). Part of what I would want out of delineating this system is the ability to not just choose how much you get, but also what you get- There are more than 5 stats you can raise, and each level is vaguely "themed".

I'll probably end up going for player choice.
I do not know if I should feel dumb for asking this question. Either it's the simplest thing in the world to understand or something that really can use some explanation. Why are there features that apply add and neg to images in RMXP/VX. I have always gone with "It is what it is, a couple optional special effects". Aside from seeing an image darkened or lightened, what are we supposed to have in mind when we use this? It seems to make for some cool fogs, but I never really like what happens when you put them on game objects. I am just wondering if I am basically using it for the intended purpose or if these features are supposed to be about something more.
I think they're just there for the sake of it. They have some potential, but good luck not making them look terrible/finding an actual use for them.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
They're good for bloom effects and the like. I think it's intended for lighting effects and to allow images to be used in more ways than just being shown on a screen.
Assuming that RM treats the map as a layer when you're using blending modes then you could theoretically have some cool things happen that you couldn't with a normal blend.

For instance using Add/Neg with a 100% opacity overlay would have some pretty drastic colour effects (you'd see the darker or lighter things "through" the overlay but not the converse, depending on whether you used add or neg, at least I think so).

Simply.. It's like.. Subtract layers will minus the difference in colour value (where 255 is white and 0 is black) so that "darker than" "wins" (the difference is subtracted, shifting everything down in value toward 0 by the value of the difference between the layers).

and Addition layers add the difference in colour value and when your maximum value is 255 (white) then the colour values between layers are added together and everything moves up by the amount of the difference in value between the two layers (closer to white).

That's not the best explanation ever, but it's close to a practical explanation.

I have never actually used VX though so I don't know. I'm just using image editing knowledge :)

If VX doesn't treat the map as a layer then meh, I guess there's not as much cool stuff it could do... But it could still be useful with multiple layers of fog/pictures or however VX works.
Max McGee
with sorrow down past the fence
9159
I should probably make a blog about this, and I probably will eventually, but here's where I want advice:

Getting back in the saddle. What's the longest here anyone has let a project sit and gather dust before picking it up again and attempting to finish it? I'm talking about years here, not weeks or months. What techniques do you use to refamiliarize yourself with the project and where you were at in it, to attune yourself to the mindset you had when you were first developing? How do you remember what you wanted to do 'next', 3-5 years ago?

Super extra bonus points if, like me, you don't take notes or use design documents!
I take notes and use design documents. I re-read them to re-familiarize myself with the designs and ideas I had for the project (mechanics, story, quests, equipment, stats, etc..). Before I even crack open the editor I will usually revamp or tweak the designs therein, just to get an even deeper feel for the project (plus my ideas never look as good months after I conceived them). I then open the project and start some of the more menial tasks (like say mapping or database editing) to get me back into the flow of mak gam.

The longest I've gone...hmmm... Probably 2+ years for Runelords, but that doesn't really count because I only revisited it to polish it a little before releasing a demo and cancelling the project. Other than that, there was about a year and a half or so hiatus between leaving Hellion and starting it back up again and finishing it off.

Anywho, the trick is taking detailed notes while you work and using design documents.
I started my current project in '08 or so and have been working on it off and on since then. I keep pretty extensive notes, so getting back into it after a period of inactivity isn't hard. But I never delete anything, so I have a bunch of outdated notes jumbled in with current ones, which can be confusing. I eventually just started my notes file over.
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
@Max McGee:
Vindication, picked it back up after almost five years. No notes or documents whatsoever. The only way to refamiliarize myself with it was to play through it several times, and get feedback from people. Actually, feedback on the 5-year-old unfinished version was what prompted me to pick it back up.

My design style in Vindication involved creating everything sequentially in the order that the player would get to it. So each time I made a map, I decided on the spot what would happen immediately next in the story at that point, made the events for it, made the monsters for it, determined whether the player needed any new skills at that level, created any new party members who joined the team then, and fixed any bugs or problems that the new content could cause with earlier parts of the game. It occurs to me now, being more experienced, that this was a pretty awful way to make a game.

Picking it back up, I knew there were a lot of problems with it. There were illogical plot holes. The ending left major villains unaccounted for. There were skills that weren't learned until you got 20-30 levels higher than you were when you fought the final boss. You didn't get to pick your team members until the second to last dungeon. One of the party members was nearly useless; another was capable of one-shotting some battles with a single area attack. The RM2K3 experience curves made grinding too easy. A lot of maps were utter shit.

What I'm trying to say is that trying to figure out what my mindset and my plans were 5 years ago didn't matter. I'd learned too much about game design in the meantime for my original goals to be worth pursuing. I had new goals; a new direction to take the game while using as much of the old material as possible. I had to make significant alterations to almost every aspect of the game; I started with the system and combat rehauls, and then moved on to fixing the pacing and adding more dungeons, and then solved some plot holes and rewrote the ending about fifteen times, and finished by editing a lot of maps. Due to the haphazard way it got made, I'm still fixing various issues that I become aware of as people leave feedback, even though the game was "finished" about eight months ago.

As a big example of a situation where I totally disregarded what I had planned in 2005: the current ending of the game was not supposed to be the ending. It was supposed to keep going after that; that's why some of the villains were still alive, and why the party options opened up so late. I had originally planned to add more dungeons and ultimately a different final boss. But, as it stood when I picked it back up, the current final boss, though not intended to really be final, was extremely climactic, and felt like the end of the game. I had to change it somewhat, but I ended up adding all my new content before it instead of after it.
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