WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)
Posts
author=Nightowl
I'm wondering should I encrypt my project or not.
I don't think so! If someone really wants to steal your CUSTOM X SYSTEMS, encryption isn't going to stop them, and for whatever reason it tends to result in MYSTERIOUS ERRORS for people who just want to play the game. I've been pondering this for a while, and think developing notoriety/a certain uniqueness to your project is better THIEF PROTECTION. (Just look at that recent LuciferNazi thing!)
Plus if there happen to be game-crashing bugs that can be fixed or spots people want to cheat relentlessly at, I don't think it's something that oughta be prevented. The only thing I ask in such instances is for people to mention what they changed and why, and whether or not they had more fun for it.
author=Archeia_NessiahI 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.
I don't see why you shouldn't go for it! I uh... I don't want to talk much about awkward shipping tendencies, but I think the most important criteria is "WOULD IT BE COOL FOR THEIR CHARACTER DEVELOPMENT/PLOT STUFF N'SHIT?" If the answer is yes, then why not! If it'll just be pointless fluff or "BECAUSE IT'S HAWT"...definitely better to keep in private. (This shouldn't be a topic that gets me so easily flustered!
author=Craze
Also, Edifice currently has 65,780 party combinations. 0_o
80!
...I am thinking about BUGS. They haunt my dreams and infest my game's every orifice. (For the record this rhymes with Edifice; will keep this in mind for future fan poetry assuming I ever become a fan!) Some of my states just refuse to apply, which is pretty worrisome since this means about half the skills just don't work at the moment. How can I test skills with half of them broken from the get-go!
I'd much prefer it to be ALL states that were broken, or better yet - NONE. At least then it would narrow down what the problem is, but the hit-and-miss errors are always the most frustrating. I will probably crack and put up a help topic or something.
author=PentagonBuddyauthor=Archeia_NessiahI 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.
I don't see why you shouldn't go for it! I uh... I don't want to talk much about awkward shipping tendencies, but I think the most important criteria is "WOULD IT BE COOL FOR THEIR CHARACTER DEVELOPMENT/PLOT STUFF N'SHIT?" If the answer is yes, then why not! If it'll just be pointless fluff or "BECAUSE IT'S HAWT"...definitely better to keep in private. (This shouldn't be a topic that gets me so easily flustered!
It's true that it's for their character development/plot stuff to understand them better.And that it shows the specific's character's uh...human? issues. But the only thing that's making me hesitate is the fact that this is a
sample game that should be you know general for all ages or something like that.
And it might make the player awkward. Considering that it has the high possibility of shifting the mood to something seriously thought provoking (or at least, that's how I think about it). Man I don't even know how to say it haha.
@Craze, sadly...nope! For one, Sairen's gender is unknown, so technically Erik and Elicia could've been gay/straight already! (^v^;)
author=Archeia_Nessiah
It's true that it's for their character development/plot stuff to understand them better.And that it shows the specific's character's uh...human? issues. But the only thing that's making me hesitate is the fact that this is asample game that should be you know general for all ages or something like that.
And it might make the player awkward. Considering that it has the high possibility of shifting the mood to something seriously thought provoking (or at least, that's how I think about it). Man I don't even know how to say it haha.
I don't think all ages will be a big deal as long as you don't...you know, shove tongues down throats or anything LEWD. There's plenty of mild romances in E-rated stuff! Ah-hahaha as for feeling awkward... I dunno, I felt pretty awkward about the Sairen thing after a while, but it's not like it stopped me from playing!
technically Erik and Elicia could've been gay/straight already! (^v^;)
OH NO BUT THEN HOW WILL I SHIP THEM TOGETHER ;~;
...okay, I don't. I ended up not shipping anyone in PP... I feel like I've not lived up to the fan potential. OTL I'll make up for it in the full version I promise
Still thinking about a levelling up system where you can compose your own teamsetup. talking about skills, stat points etc etc. And not aiming at the typical tank/mage/fighter/etc classes, but giving the user the ability to combine classes, making your own special team set up. Wanna make a magic casting tank, focussing on single target damage and AoE crowdcontroll? Sure why not. Rather have an supporting assasin, supporting allies while crippling your allies? Go crazy!
Customization is one of the most awesome things you can have in a game imo ;p
Customization is one of the most awesome things you can have in a game imo ;p
noicreC
Customization is one of the most awesome things you can have in a game imo ;p
Customization doesn't have to be from the ground-up; that can even frustrate or annoy players, especially if it's more than just the main character. Unlimited options = stagnation.
I think 100% customisation's the best, think of Sunset over Imdhal" and is it Dark Brain?, but then any game out there that isn't a amateur rpgmaker game is fully custom , I mean Minecraft etc.
chana
I think 100% customisation's the best, think of Sunset over Imdhal" and is it Dark Brain?, but then any game out there that isn't a amateur rpgmaker game is fully custom , I mean Minecraft etc.
Okay.
author=CrazenoicreCCustomization doesn't have to be from the ground-up; that can even frustrate or annoy players, especially if it's more than just the main character. Unlimited options = stagnation.
Customization is one of the most awesome things you can have in a game imo ;p
That really depends on how you introduce certain elements. If you throw your players into a world full of options, no one will ever even start to learn those things, but if you learn everything at the right pace, it can be actually really fun. To get to that point, the game needs a good usability. Not saying that I'm already at that point, but I am still sure thinking about it!
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
Dealing with teaching stuff about coding and stuff about how all our shit is organized to two new team members for my online game. They both were top tier players of the game before joining the design team, so I'm hoping they can give some good feedback and ideas on our COMPLETE REDESIGN AND ADDITION OF 10000% MORE SKILLS FOR ALL CLASSES project, which is currently in its 61578th month of production.
You'd think the fact that we ended up limiting the scope of the project to only a few classes (with the intent to do the rest later) would help speed up work. Nooooope. Though, well, it probably would be done if the person who started the project hadn't disappeared.
(I really am planning on creating a game page for this game on RMN at some point, probably)
You'd think the fact that we ended up limiting the scope of the project to only a few classes (with the intent to do the rest later) would help speed up work. Nooooope. Though, well, it probably would be done if the person who started the project hadn't disappeared.
(I really am planning on creating a game page for this game on RMN at some point, probably)
I'm thinking about how Might & Magic 2 had "front" and "back rows back in 1987 and the default RMXP battle system doesn't have it.
It seems to me that such a simple addition gives a whole new layer of depth to most battles (ranged weapons, order of party members, etc.)
Hmm...
It seems to me that such a simple addition gives a whole new layer of depth to most battles (ranged weapons, order of party members, etc.)
Hmm...
VX has front, back, and middle. However they might not have all the functionality you're looking for. They mainly (only?) effect odds of being targeted.
I know Max! :)
What I meant was that, for instance, you could have 3 monsters in the "front" row and 3 others in the "back" one. More or less, the idea was, you could not engage the "back" ones in melee until you defeated the "front" ones. (Ranged Weapons and Ranged Spells could target anyone, of course).
I suppose it wouldn't be THAT hard to implement, I was just thinking about it (as the thread title says) and the dephts it could add to front-view turn-based battles.
What I meant was that, for instance, you could have 3 monsters in the "front" row and 3 others in the "back" one. More or less, the idea was, you could not engage the "back" ones in melee until you defeated the "front" ones. (Ranged Weapons and Ranged Spells could target anyone, of course).
I suppose it wouldn't be THAT hard to implement, I was just thinking about it (as the thread title says) and the dephts it could add to front-view turn-based battles.
I'm probably going to have to ditch FFVI character sets because my edits look disgusting. Oh well. That's a few less memories ruined for the community...
Still working on the talent sets and how they affect each other. Slowly but surely plotting out all the other aspects, the one's that aren't exactly set in stone yet.
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 love blue magic as a learning system but I don't like the way it punishes you for playing well - if you disable enemies or kill them quickly, you will miss spells. In a game like mine where enemies are all one-time-only fights, it's not ideal.
Considering giving my bluemageish character a modified learning system where:
A) After seeing the enemy use the spell, the first 5 or so times you cast it, you have a high failure rate until you've completely learned it.
B) If you complete the entire area where the spell is first used by enemies without ever letting an enemy use it, you learn it automatically for free, and as a bonus you don't have to spend the 5 rounds training it.
I realize this still doesn't make it strictly better to play well, as it keeps you from potentially getting the spell a few battles sooner. But the idea is that it at least makes it a tradeoff and prevents you from permanently missing important skills. And, hell, if you beat the area without the spell, you didn't need it anyway.
Of course, if I don't get talked out of this system (or talk myself out of this system), that means I have to code it. Fuck.
Considering giving my bluemageish character a modified learning system where:
A) After seeing the enemy use the spell, the first 5 or so times you cast it, you have a high failure rate until you've completely learned it.
B) If you complete the entire area where the spell is first used by enemies without ever letting an enemy use it, you learn it automatically for free, and as a bonus you don't have to spend the 5 rounds training it.
I realize this still doesn't make it strictly better to play well, as it keeps you from potentially getting the spell a few battles sooner. But the idea is that it at least makes it a tradeoff and prevents you from permanently missing important skills. And, hell, if you beat the area without the spell, you didn't need it anyway.
Of course, if I don't get talked out of this system (or talk myself out of this system), that means I have to code it. Fuck.
author=rabitZ
I know Max! :)
What I meant was that, for instance, you could have 3 monsters in the "front" row and 3 others in the "back" one. More or less, the idea was, you could not engage the "back" ones in melee until you defeated the "front" ones. (Ranged Weapons and Ranged Spells could target anyone, of course).
I suppose it wouldn't be THAT hard to implement, I was just thinking about it (as the thread title says) and the dephts it could add to front-view turn-based battles.
I am almost certain I saw a script at one point that does something like this.
I realize this was from like... 5 days ago, but whatever. XD
@Archeia: MAAAAAN Disney movies have romance in them! Just because it's a homosexual romance doesn't suddenly make it more perverse or something! XDDDD
And like... if it promotes character development and makes the story more interesting (especially if it's the two characters I think it is...?), GO FOR IT. I did I similar thing (that I think I told you about one time ages ago?), and it made my story like a million times more interesting and my characters fifty bajillion times cooler. ;w;
@LockeZ: I was thinking about having a character use enemy skills (may drop that entirely now? Not sure), but the plan was to give them some sort of scanning skill that would let you learn about the enemy as well as copy their blue magic spell thing. Like... you don't waste a turn and learn about them if there's nothing, but if there is something, you get the skill, boom baddly bebop ba doodop, AWESOME.
You could also have some sort of draining skill...? Something useful or whatever if the enemy doesn't have a learnable skill. EITHER WAY, you get what I'm getting at, right? You can still play effectively and learn enemy skills! 8D
@Archeia: MAAAAAN Disney movies have romance in them! Just because it's a homosexual romance doesn't suddenly make it more perverse or something! XDDDD
And like... if it promotes character development and makes the story more interesting (especially if it's the two characters I think it is...?), GO FOR IT. I did I similar thing (that I think I told you about one time ages ago?), and it made my story like a million times more interesting and my characters fifty bajillion times cooler. ;w;
@LockeZ: I was thinking about having a character use enemy skills (may drop that entirely now? Not sure), but the plan was to give them some sort of scanning skill that would let you learn about the enemy as well as copy their blue magic spell thing. Like... you don't waste a turn and learn about them if there's nothing, but if there is something, you get the skill, boom baddly bebop ba doodop, AWESOME.
You could also have some sort of draining skill...? Something useful or whatever if the enemy doesn't have a learnable skill. EITHER WAY, you get what I'm getting at, right? You can still play effectively and learn enemy skills! 8D
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
A scan skill would be extremely fitting in that the blue mage character is also a detective. It's a great solution in a more traditional JRPG, with random battles or battles that reset when you return to the area.
However, by itself, I don't feel like it solves the biggest problem in my game, which is that skills can be permanently missed due to battles being unrepeatable. If you neglect to scan some enemies and miss certain skills (like the first healing spell), the game could become literally unbeatable.
I wonder if I can combine the two ideas. Maybe not. It's the removal of the 5 training casts as a reward that causes a problem when you add scanning in. I feel like rewarding the player for never letting the enemy get a turn is cool, but rewarding them for never scanning the enemy is weird and possibly dumb.
wharrgarbl blarg wgarecer
However, by itself, I don't feel like it solves the biggest problem in my game, which is that skills can be permanently missed due to battles being unrepeatable. If you neglect to scan some enemies and miss certain skills (like the first healing spell), the game could become literally unbeatable.
I wonder if I can combine the two ideas. Maybe not. It's the removal of the 5 training casts as a reward that causes a problem when you add scanning in. I feel like rewarding the player for never letting the enemy get a turn is cool, but rewarding them for never scanning the enemy is weird and possibly dumb.
wharrgarbl blarg wgarecer






















