WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)

Posts

Ratty524
The 524 is for 524 Stone Crabs
12986
author=LouisCyphre
Should I abbreviate healing buffs as "HEA" or "HEL" or "HLG" or what?

edit: Clarity is my foremost concern. If an enemy puts a "HEL -20%" icon on the player's status window, I want them to be able to understand what just happened. What three letters make you think "healing?"

I'd either go with what Lockedz suggested or maybe "REG" for "regeneration." The others kind of make me think of "Hell."
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=Ratty524
I'd either go with what Lockedz suggested or maybe "REG" for "regeneration." The others kind of make me think of "Hell."


All of those will trick the player into thinking they are modifying healing intake.

Healing output is being modified. I'll think on it more, I guess.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=LouisCyphre
author=Ratty524
I'd either go with what Lockedz suggested or maybe "REG" for "regeneration." The others kind of make me think of "Hell."
All of those will trick the player into thinking they are modifying healing intake.

Healing output is being modified. I'll think on it more, I guess.

Oh, then maybe "RES+" for restoration? Is "HEAL+" too long of a word?
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=Ratty524
Is "HEAL+" too long of a word?


Yes.

author=Ratty524
Oh, then maybe "RES+" for restoration?

Wouldn't "RES" imply "Resistance" to most seasoned RPG players, though?
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
REC for recovery?

In my own game I use a similar system for displaying status effects, and had the same problem. I ended up making the text smaller so I could use up to six or seven letters. And then also using up and down arrows as the "icons" beneath many of them, in place of a + or - sign.



MEND affects incoming healing while HEAL affects outgoing healing. This is made somewhat clearer by the fact that "Healing" is also actually a stat you can boost with equipment or by leveling up. That said, players just don't pay attention when enemies inflict status duffs. Even if the enemy does, like, quadruple damage, and the battle started with a tutorial message about how status effects work, it doesn't register in their mind at all that the defense duff inflicted the previous round could be the cause of the extra damage. Players be fucking stupid.

Anyway, I'm certain you could fit "HEAL" on that icon if you squished each letter by one pixel, but if you really need a plus or minus sign as well, you're in trouble. I think having an upside-down red icon in the background would communicate the debuff version pretty effectively though.
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=LockeZ
Anyway, I'm certain you could fit "HEAL" on that icon if you squished each letter by one pixel, but if you really need a plus or minus sign as well, you're in trouble. I think having an upside-down red icon in the background would communicate the debuff version pretty effectively though.



I can just draw these over the other icons, because scripts.

I'll see if squashing helps, despite my internal objections. It's probably worth it.
Working on some battlebacks now.




The overworld one is a WIP obviously. I hate making grass. ><

E: Wrong thread. Fail.
Seiromem
I would have more makerscore If I did things.
6375
I'm thinking about how to go about this puzzle I'm making.
You're chasing a guy through some hallways, but you have to block the path he'll take to force him into a dead end. I think I set up the hallways far too complexly, so I'll be simplifying it. The real trouble is the variables and checking if something is blocked or not, as I'm not experienced with events. I'll be figuring it out soon enough, though! Can't be that hard, it's just logic, right?
Might as well...

I'm working on (I'm using that phrase very loosely here) a fighting game. I'm currently just trying to make a working Mugen version of it so that I can play it and tweak it. Due to the prototype nature of the Mugen version, the characters are not being developed to be compatible with other Mugen characters. There are currently nine characters who are in varying degrees of having their moves storyboarded, their general designs decided on and some of their moves thrown into the game (albeit with stickman placeholder sprites due to... laziness^.^;). There are also some ideas/designs for stages floating around.

I have nearly adequate knowledge on how to code moves in Mugen, amongst other things, but I don't have the patience for extended periods of sprite work on the scale I've set for myself (one of the shortest characters has a standing sprite of 125x400 pixels ^.^;).

The game will feature four buttons for attacks, two buttons for unique character abilities, a gauge that fills by fighting that activates a temporary character based boost, a hyper bar and round ending finishers.

More updates later?
I'm working on a custom magic system/menu where you choose what spells your team members equip. I haven't seen this too much in other indie rpgs.

Also, all spells are upgradable twice, but you choose which order you upgrade them. For example, you have the choices to lower the Mp cost or increase the damage, but you get to choose which order.

Also also, spells come in five different levels. The higher the spell level, the higher of a stat bonus your character gets for having that spell equipped. I'd be interested to hear feedback for this idea in particular. When equipped, damage spells increase Magic Power, Weapon Skills increase Strength, healing spells increase defense, and passive skills increase agility.
Marrend
Guardian of the Description Thread
21159
Currently mulling over a boss. You know, what abilities players could have when they reach it, and how they take those abilities to turn the tide of battle in their favor. That kinda stuff.

Though, I guess players actually needing to use those abilities to turn the tide of battle in their favor would also help!
Max McGee
with sorrow down past the fence
9159
I'm thinking that one person can have the energy to make an entire game by himself, or to promote a game all by himself, but I don't know how one person can possibly have the energy to do both.
unity
You're magical to me.
12539
author=Max McGee
I'm thinking that one person can have the energy to make an entire game by himself, or to promote a game all by himself, but I don't know how one person can possibly have the energy to do both.


I hear you. I can Gam Mak on and on and on, but I have no idea how to promote a game (and any time doing so would probably make me wish I was making a game instead).
Craze
why would i heal when i could equip a morningstar
15240
how to design sbke10k!:
>give L6 Sand Stinger the actions "Cover, Stab, Paralyzing Sting"
>remove "Stab" option
>flip player the bird

i'm a pro at gam mak. ask me for more tips on how to ruin your player's day
^fuckin genius man holy shit..

But yeah, I'm the same way. I do some bare minimum promoting here and there, but for the most part, I just make the game by myself. In some cases, people will ignore what you make no matter how you try to make it known, so understandably some people don't bother.
I am wondering about games and recognizability... It seems like almost everyone posts about works in progress, making gamepages for them and such... I never did it because don't really like posting about something when I don't even know I will finish. So that's one reason why my game wasn't very popular here, another I guess is that I should probably post more and generally be more recognizable... I suppose. I don't know really why my game is as popular as it is. I uploaded it on 20th December, there were 15 more games (counting only the ones with downloads) added since then and 2 of them have less downloads than mine. I also don't know if it's too early to worry or if the game is even less likely to be noticed as the time passes. I'm also unsure to what extent should I promote it.
Max McGee
with sorrow down past the fence
9159
Strongly tempted to dabble with some side project(s). Struggling against it but it feels like an unwinnable uphill struggle.

It's not even that I'm despairing of the possibility of Lionheart finding an audience--for once I'm actually not--my brain is just crying out with longing for something new and different to chew on.
author=Max McGee
Stronglytempted to dabble with some side project(s). Struggling against it but it feels like an unwinnable uphill struggle.

It's not even that I'm despairing of the possibility of Lionheart finding an audience--for once I'm actually not--my brain is just crying out with longing for something new and different to chew on.


I'm glad I'm not the only one. There is that very persistent side-project idea in my head that just needs to get out. It would be rather easy to make, too, which only makes things worse. ._.
Max McGee
with sorrow down past the fence
9159
I just...I know what happens when I give in to the temptation to fool around. Side project gradually grows to eclipse main project, main project falls into indefinite hiatus, and the cycle repeats.