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WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)

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APATHY IS FOR COWARDS
4158
Try making a smaller, more manageable game. Like one that would take a weekend.

Right now I am planning out new enemy AI instead of fixing our broken ladders or updating my website like I should be
Thinking about a non-linear match 3 games where the story changes depending how well you play. While match 3 games aim at casual players, I feel that many of these casual players will get better at the game and go through a transition of being a hardcore gamer ( at least at that specific game ) without knowing it.
Luota'esht sounds much better than Silvanestri for the ancient name of a common fantasy rpg species, but then again I might be biased.




Melkino
solos collectors on purpose
2021
The second name reminds me of Dragonlance! I'm personally not a fan of apostrophes in fantasy names, though.
I was trying to get away from that series, actually. I read it when I was younger and a lot of the plots I try to come up with for fantasy settings tend to subconsciously call back to Dragonlance.

I'm not usually a fan of the apostrophe approach either, in fact the blatant abuse of same could be one of the subconscious reasons I have yet to purchase FF12, but it helps keep the names condensed.
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 never know how to fucking pronounce random apostrophes like that, I basically have a 50/50 chance of pronouncing it the same as without an apostrophe vs. the same as if there were a space instead. I mean no disrespect to apostrophes, I just don't know how to say those words.

You could split the difference and go with Silvanesht or Luotaestri.
I'll probably just shorten the race/tribe names to Luotan, Muarn, Usym, and Qudan, since the apostrophes I was using in some of their names didn't quite follow the same rules that I am using in the rest of the language. I'm using it as a hard stop, showing emotion, or to add an "i" to the end of a word to make it possessive.

Dae'raseh (Day - rah say) = I'll kill you.
Iveh ret edeh naytum = You are my friend.
Iveh ret edeh'i, naytum. = You are mine, friend.

EDIT - Had to fix some typos, writing in a made up language seems to have screwed up my ability to write in the real ones.
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
Wait, you... actually made a whole language? You didn't just bang on the keyboard and type random syllables each time they spoke? That's kind of impressive, though sadly I'm not sure anyone but you will be able to tell the difference.
Max McGee
with sorrow down past the fence
9159
Try making a smaller, more manageable game. Like one that would take a weekend.


I've done that. Sometimes it takes about a month, once it took about three years.
The language is still in progress. I have my definite and indefinite articles plotted out, rules for past tense, plural, and possessive. So far, I only have around 60 or so words made, I'm kind of going for phrases I know I want to use first and then letting it grow from there.

Most words begin with an alphabetical substitution, based on rules I extracted from a couple of words I pulled out of thin air and decided to keep. Since this has a tendency to produce consonant soup, I add in the implied vowel sounds and check to see if it fits the overall feel. When it doesn't, I take the word I want to translate and check for synonyms and translations in other languages, which I then feed through my process until I find something that sounds correct, and has the meaning I want.

So far, I've had a few that still didn't resolve properly, so I tried to think of it from the perspective of the people that would speak the language, and came up with phrasings to mean what I wanted to say, instead of just trying to get there with a simple letter swap.

An example: A warrior name translates as "Painted with Blood." I already have words for "To Paint/Painted" and "with", but blood was very difficult. What I'm using now is derived from the word "Qarae," which means heart. By adding the "'i" that makes a possessive form, I can use "Of/Belonging to the Heart" for "blood" with Qarae'i. This makes the name "Targatem uvek Qarae'i" which sounds kind of formidable, and is exactly what I was going for. (Tar-gah-tem ooh-veck kwa-ray-ee)

Okay, I think that is more than enough fictolinguistics for the day.
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APATHY IS FOR COWARDS
4158
author=Max McGee
Try making a smaller, more manageable game. Like one that would take a weekend.
I've done that. Sometimes it takes about a month, once it took about three years.


ok maybe you need a little more practice
On feb 20th it will be a full year since I'm working on a 2-month project.
I've moved 3 times since I started my game. I'm not out of Episode 1, and that is due to my obsession with details.
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
Worked on my game for three hours, resulting in one new 20x15 map, mild improvements to one 20x20 map, and one new 20 second long cut scene.

I don't know how people make entire games within 72 hour time constraints and shit like that. I would fail so hard.

Dreading the next part because I have to create graphics for another new main character.
I will never escape the four classic Greek elements, so there's no point in even trying.

GENERIC RPG ELEMENTS, I EMBRACE YOU </3
I think a major reason why we don't use different elements is because we don't have alternate battle animations, and making those from scratch is worse than making tilesets.
Elements? You mean Fire/Earth/Wind/Water? Or am I missing something else entirely?
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
Logically, it makes more sense for "elements" to be things that actually hurt you in different ways. Fire, ice, lightning are sensible elements. Earth and wind are not; they are both pretty much just physical damage. If you smack something in the head with a hammer, the hammer being made out of stone instead of metal isn't going to let dwarves and golems be immune to it.

Now, as far as affinity in casting spells, the classical greek elements work fine. But as far as enemies and armor having resistance to certain types of damage, I don't think they make much sense.

Of course in the end I pretty much just ignore logic, and instead I choose elements based on which ones will be used by the most enemies and characters in my game. Game I'm making now has mostly human, machine and demon enemies and very little non-demonic magic so my elements are fire/lightning/beam/toxic/dark. I had ice as an element for a long time but realized I only had two ice attacks in the game and they were both player-only, and I had like 15 laser and energy attacks that were all set as non-elemental. So I swapped ice for beam and replaced the two ice spells.

For the toxic attacks I'm mostly just taking animations for water spells and coloring them green; for beam attacks I'm taking holy/lightning animations and coloring them blue. Easy enough.
Marrend
Guardian of the Description Thread
21806
Perhaps someone with more scripting experience could help me out a bit here. Here's the bit of code I'm looking at:


def display_action_effects(target, obj = nil)
unless target.skipped
line_number = @message_window.line_number
wait(5)
if target.state?(20) == true
display_failure(target, obj)
else
display_critical(target, obj)
display_damage(target, obj)
display_state_changes(target, obj)
if line_number == @message_window.line_number
display_failure(target, obj) unless target.states_active?
end
if line_number != @message_window.line_number
wait(30)
end
end
@message_window.back_to(line_number)
end
end


The point of all this is to check if a certain status condition exists on a battler. If the condition exists, actions taken upon the battler will fail. As-is, the code works for skills, but not normal attacks or items. Which makes no sense to me, especially since I'm not using any other scripts.
Just woke up from a nap where I had a dream that I was working on a game with calunio. I don't really remember the game's plot except that periodically the main character would enter "corpse mode", where they fell apart into a pile of fly-infested gore and the world around them entered a similar state of weirdness! It was very surreal, but the MC had a really interested walk animation I might animate sometime. I could even here the squelching whenever they moved! Despite the surreal visuals, everyone acted totally normal as if the MC wasn't a pile of twitching body parts, and when it wore off they didn't comment on it, either.

It kinda looked like this!I have never even talked to calunio.

I guess I'm also thinking about how to organize the writing for a different project. It is also kind of surreal, so maybe the writing for that prompted the calunio dream? WHO KNOWS

Also thinking about artartartartart but I am always thinking about artartartartart.