WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)
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I've started releasing scripts for RM Ace, but my blog doesn't have a banner =x. I'm making Yanfly's site look bad without one on his link bar, it just says "Craze's Script Asylum," haha.
also harbetteer takes a long time when you get a new PSP
also harbetteer takes a long time when you get a new PSP
I'm thinking of picking up Gamemaker and trying my hand at making a game that I recently had a dream about. It would be sort of an Angry Birds/Tiny Wings hybrid, but with a monkey swinging across a jungle instead of birds (what is up with this bird obsession anyway?).
author=Killer Wolf
I remember thinking one time that all creativity came from a communal sort of shared subconscious, a vast network formed by brainwaves, and that those who appear to be ahead of the curve (the innovators) are simply more attuned to this theoretical network.
Or, it could be possible that people with a shared pool of influences and experiences, will inevitably come to the same conclusions.
That was actually the plot for a story I was writing at one point. One character suffered a brain injury which allowed him to consciously tune into the "Networked Multi-Consciousness" and so he was able to "predict" all forms of innovation, and indeed direct the hive mind toward his own goals. Naturally, best intentions aside, he used the knowledge to become a sort of despot. The protagonists of the story were writers, artists, scientists, and mathematicians, and they set out to kill the despot. An unintended consequence of his death was a feedback spike through the entire NMC which shut it down, forcing people to think for themselves as opposed to reaching an unconscious hive mind consensus. Then it flashed ahead a few decades to show that it wasn't quite as uplifting an ending as it seemed.
This sounds insanely interesting.
It it just me, or does anyone else work on their projects for a day or two (or whatever), then get distracted by something for a week (or whatever), then go back to the project, then get distracted again, etc?
Regardless, it's a vicious cycle, I tell you!
Regardless, it's a vicious cycle, I tell you!
author=Marrend
It it just me, or does anyone else work on their projects for a day or two (or whatever), then get distracted by something for a week (or whatever), then go back to the project, then get distracted again, etc?
Regardless, it's a vicious cycle, I tell you!
i am sorry ;( it's all my fault
I am thinking about Marrend's sidequest.
and why i don't like forest dungeons
author=Mateui
I'm thinking of picking up Gamemaker
*points out to Kentona*
All the more reason to start that thingy~
I've been thinking about whether or not to let the player retry a battle if they die. Allowing them to retry would save them the time of sitting through the game over sequence, title screen animations, and any cutscenes before that battle. On the other hand, could retrying make battles too easy?
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
If you already have save-anywhere, the only reason to not let them retry is pure laziness on your part. It doesn't make it any "easier" than reloading to right before the battle. It doesn't let them bypass any challenges. It just saves them time.
If you don't have save-anywhere, then this would essentially be adding save-anywhere. Which can make it easier - because in most RPGs without save-anywhere, individual battles in dungeons aren't meant to be challenging, the challenge in normal battles is just to use as few resources as possible. An entire dungeon is a single challenge of resource management. So save-anywhere allows the player to save mid-challenge, which can let them "game" the solution. That doesn't make save-anywhere bad, per se, but it makes it a real design choice instead of just a no-brainer.
Regardless, if you let them retry battles, I'd still show the game over screen, so it still feels like a loss. It's a psychological thing. Telling them they can keep going instead of telling them they lost will make the game feel easier, even though it's really the same.
If you don't have save-anywhere, then this would essentially be adding save-anywhere. Which can make it easier - because in most RPGs without save-anywhere, individual battles in dungeons aren't meant to be challenging, the challenge in normal battles is just to use as few resources as possible. An entire dungeon is a single challenge of resource management. So save-anywhere allows the player to save mid-challenge, which can let them "game" the solution. That doesn't make save-anywhere bad, per se, but it makes it a real design choice instead of just a no-brainer.
Regardless, if you let them retry battles, I'd still show the game over screen, so it still feels like a loss. It's a psychological thing. Telling them they can keep going instead of telling them they lost will make the game feel easier, even though it's really the same.
I'm currently using save anywhere, but I plan on disabling it at times to keep the player out of an unwinnable situation, like a battle marathon or something. After playing old WRPGs lately, the convenience that it provides (in case something in real life suddenly came up, for example) kinda rubbed off, heh. The script I'm using for the retry opens up a menu after the game over screen appears. If the player chooses to retry, then they get put right at the beginning of the battle with the same skills and equipment.
I'm trying not to mimic whatever FF13 did with its battle retries. Some people complained about it, others were like "Don't like it, don't use it". However, I haven't played that game so I don't know what people's issues with it were.
Well, I think I'll leave the option in unless there's heavy backlash against it once I release a real demo, haha. Did some testing and the script's not giving me any strange errors so far.
I'm trying not to mimic whatever FF13 did with its battle retries. Some people complained about it, others were like "Don't like it, don't use it". However, I haven't played that game so I don't know what people's issues with it were.
Well, I think I'll leave the option in unless there's heavy backlash against it once I release a real demo, haha. Did some testing and the script's not giving me any strange errors so far.
@Mel: Im using a retry feature as well as such I took the save anywhere feature away. I think its fare.
Ive been thinking about my active event system. Similar to Persona events are based on time of day and current date. I guess I think this system will offer for exploration and freedom as opposed to linearity. However the biggest problem is filling the time that events do not take place. I guess I'll have to plan out each mission and "side-quest" to ensure that players dont get bored.
Ive been thinking about my active event system. Similar to Persona events are based on time of day and current date. I guess I think this system will offer for exploration and freedom as opposed to linearity. However the biggest problem is filling the time that events do not take place. I guess I'll have to plan out each mission and "side-quest" to ensure that players dont get bored.
author=Melkino
I'm currently using save anywhere, but I plan on disabling it at times to keep the player out of an unwinnable situation, like a battle marathon or something. After playing old WRPGs lately, the convenience that it provides (in case something in real life suddenly came up, for example) kinda rubbed off, heh.
Thank you!
I'm wondering should I encrypt my project or not.
author=NightowlYou shouldn't. It's next to useless, and works against you when the bug reports start rolling in. It's also just kind of frowned upon by the community, although I wouldn't let that stop you.
I'm wondering should I encrypt my project or not.
Or I could protect my ABS and CMS (if I ever add those) code by inserting hideous amounts of comments per code line.
I see absolutely no reason to ever encrypt. Your game is free! This is a dev community! And yeah, easier to patch when unencrypted, like Poke said.
Now thinking about PP's story stuff per map.
And...you guys don't really have to read this.
And...you guys don't really have to read this.
I have to hold back all urges to do a gay pairing in this stupid game due to issues. But I want to write it so bad since it's super effective for both of these characters afddwqqefafdsfsfsa.























