WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)

Posts

@Avee: I meant the maximum amount of basic actions, magic spells, and special moves for each active item (i.e. the ones used for attacking, defending, etc.).
How to create a balanced open world RPG while incorporating a strong story, similar to NigSek. Gosh NigSek was my favorite RPGmaker game :(.
chana
(Socrates would certainly not contadict me!)
1584
Wow, mine too (after ABL, in fact hard to compare)
Max McGee
with sorrow down past the fence
9159
Random thought:

I think the people who have always thought I suck are much easier to deal with than the people who seem to hold the opinion that I've worsened with time.

When I look at my old projects, certainly they have some degree of charm, but overwhelmingly what I see juvenillia produced by an untempered if not untalented amateur. Sure, I remember them fondly, but they were not good GAMES. Technically speaking, all of my recent work is just so much overwhelmingly better than the old crap, it's always really baffling and upsetting to me when people posit I've actually gotten worse over time.

I'm not sure there's anything any creative person wants to hear less than that.
It's funny how rm2k3 haters keep bragging about how RMVX is much more open in terms of graphics, but almost every RMVX project uses RTP.
Craze
why would i heal when i could equip a morningstar
15170
The majority of 2k3 graphic sets are from SNES games. 2k3 was made to emulate crappy SNES games; VXP was meant to emulate shitty DQ clones; Ace is meant to be awesome.

It is, in fact, more open in terms of graphics. It's just difficult to make graphics, especially when they're of a higher resolution than the old makers. Most graphical sets released are also meant to blend in with the RTP, or at least mesh relatively well.

With stuff like this coming out, even if its RTP-based, I'm perfectly happy with VXPACE!

http://www.rpgmakervx.net/index.php?&showtopic=42513
http://www.rpgmakervx.net/index.php?showtopic=39465
Don't get me wrong, VX RTP is very pretty, but I value graphical identity in games, and RTP takes that off.

But I understand making custom graphics with that level of quality is really hard. Still, in theory, people could do low-res custom graphics inside VX and make use of other VX options (like scripts), but I don't see anybody doing that.

Those steampunk screens are very nice :D
Craze
why would i heal when i could equip a morningstar
15170
calunio
but I don't see anybody doing that.




YDS! It's definitely possible to do.
Of course there are always exceptions.

My point is... they're worth it :D


(Nessiah)
Max McGee
with sorrow down past the fence
9159
Edit: Removed for being really gay.
Just once I'd like to see a game over screen that says something like "Game Over?! Were you even trying?!" if you die on the very first battle/stage.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
^Very tempted to take that idea on board...

I'm wondering why 2k doesn't reveal poison damage. A bit annoying.
It seems that the items/gear in my project is going to function similarly to the gear in TF2, at least in regards to the items having different properties that aren't of the +3 to Strength camp.
Since I am going to start one of my projects over from scratch, I'm considering going whole hog and using custom inventory, equipment, and skill menus. I want to bring in the encumberence and "have your party help carry your gear" elements from older games like Fallout and Arcanum. Of course, that means I'd have to do away with automatic item drops during victories and move to a more traditional "looting of corpses" approach, which is also fine with me.

My main concern comes from the drop-item ability, which is practically a requirement in a system like this. I'd probably only use one event to display the player dropped items. It would cycle through the locations of all active drops within the player's field of vision, on a loop, to show the locations to the player. I'm just concerned that on larger maps, or if someone decided to put a drop on every free square, things could start to get ugly.
Finishing Revelations' script but I always run into some addition for the DBS.
I'm thinking about how hard it's going to be for me to be motivated to finish all of Blackmoon Prophecy's side content. Progressing the story towards the end is no problem, but doing all the junk that is purely optional for the player takes a lot more effort on my part to make.
Craze
why would i heal when i could equip a morningstar
15170
then don't have optional content and actually finish your game

Like, seriously. There is absolutely no need for optional content in a game. Some people may like it, I suppose, but I'd rather all effort was put into the main game so that it was as good as it could be.
or just finish the main game, then decide if you want the optional content or not after.
Happy that after over a year of (what seems like nonstop) work, my game will finally be finished and released!
Congrats sbester!

I'm thinking about the extent to which realism should be a factor in my game's world. I mean, the tried and true RPG approach for a world-spanning plot is to have towns be small, to have one global economy, to have limited to no government presence or hierarchical structure, and to have the distances between areas greatly skewed in relationship to any kind of real-world geography. I would like to get rid of some of these, and keep others.

All of these unrealistic conventions exist for a reason; they make the games easier to make and easier to play. If, for example, towns were actual-sized, the developer would have to spend a great deal of time on just one town (possibly as much as he would have spent on the entire rest of the game), and the player would need a map and detailed directions on how to find his way around said environment. If the game doesn't take place all in one town, there is no reason to go to this much detail as it would just bog everything down.

Clichés like these have been used so often that gamers and developers have come to accept them, but when a designer starts deviating from certain clichés towards, say, a more realistic style of story telling or world building, it draws attention to the other clichés that remain out of necessity or convenience. One solution is, of course, to just change the game to a smaller scale to maintain the illusion of realism, but this kind of dodges the issue of when it is and isn't okay to use clichés that fly in the face of realism.

We've talked about this before, and there doesn't seem to be an easy answer to the issue. Then again maybe I'm just thinking too hard and I should get back to making the darn game.