WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)
Posts
I agree with Dookie its hard enough to get people to play through a game once. Sandbox games are my personal favorite but from a developers stand point is it really worth the effort to create a sandbox world with Dookie's above statement. I would say a multiple storyline branches or a different ending would be take less work from the developer while still allowing the player to appreciate the lack of linearity.
I'm wondering how I could balance some weapons in my game.
There are both long rifles and regular rifles/pistols in the game.
The difference between them is that the long rifle has longer range, does slightly more damage but must be reloaded after every shot.
Then, the regular rifles/pistols have obviously the advantage of not needing to reload after every shot but are expensive and rare as fuck. Pistols are not as expensive and are mostly for characters who aren't particularly experienced with firearms.
I'm just wondering whether anyone would use the long rifles after they have enough money to obtain regular rifles.
There are both long rifles and regular rifles/pistols in the game.
The difference between them is that the long rifle has longer range, does slightly more damage but must be reloaded after every shot.
Then, the regular rifles/pistols have obviously the advantage of not needing to reload after every shot but are expensive and rare as fuck. Pistols are not as expensive and are mostly for characters who aren't particularly experienced with firearms.
I'm just wondering whether anyone would use the long rifles after they have enough money to obtain regular rifles.
@Nightowl- Unless one of the one shot rifles is just reeeeaally good, I probably wouldn't use it at the point where I have enough money for a multi-shot rifle.
Reloading is never fun :\
Reloading is never fun :\
You could also design some enemies and/or encounters that will be more easy to beat with the added range or power. For instance have some enemies stay at a distance and throw things at you. Others can have Defense points that reduce/nullify the damage dealt by smaller guns.
Something with armor will make weaker rounds useless, requiring higher caliber rounds. Toss some of them in there and *POOF* you have manufactured the need for stronger single shot weapons.
Hm, yeah, the long rifles could be more suitable for taking out heavily armored enemies. Shooting a tank with a revolver no matter how awesome is pretty much useless obviously.
There are also shotguns which deal more damage from close ranges and automatic firearms which can hit multiple targets (but are a bit unaccurate)
I will probably implement an option to change weapons in middle of the battle, (as long as the character is not under attack and the weapon is in his/her own inventory)
just to avoid moments where the player suddenly notices that he's going to fight a fire monster with an ice sword.
EDIT: I've completed the first version of my battle system. Right now, all you can do is select a character and move it. But big things start off small.
List of things that need to be implemented in order.
1.Basic Moving Done
2. Command Menu, Better Moving
3. Basic dummy enemies, attacking
4. Algorithms
5. Skills, basic enemy AI
6. Multiple characters
7. HUD and perfection.
There are also shotguns which deal more damage from close ranges and automatic firearms which can hit multiple targets (but are a bit unaccurate)
I will probably implement an option to change weapons in middle of the battle, (as long as the character is not under attack and the weapon is in his/her own inventory)
just to avoid moments where the player suddenly notices that he's going to fight a fire monster with an ice sword.
EDIT: I've completed the first version of my battle system. Right now, all you can do is select a character and move it. But big things start off small.
List of things that need to be implemented in order.
1.
2. Command Menu, Better Moving
3. Basic dummy enemies, attacking
4. Algorithms
5. Skills, basic enemy AI
6. Multiple characters
7. HUD and perfection.
I'm thinking that until I figure out what direction I want to take the project in, I might as well put up a page for the old version of my Western game. It's hard to believe I've had a playable-ish demo for it ready since 2008, but never released it.
Edit - Geeze - the oldest file in the folder, the main character's almost original charset is from Februrary 8'th 2007.
Procrastinate much?
Edit - It gets worse. The first charset for my Starwars game was made in Novemeber of '04....
Edit - Geeze - the oldest file in the folder, the main character's almost original charset is from Februrary 8'th 2007.
Procrastinate much?
Edit - It gets worse. The first charset for my Starwars game was made in Novemeber of '04....
Thinking of trying a little experiment with an RM engine; namely, using the appropiate RTP while attempting to create as unique a game as possible.
I've recently been inspired by MGS2 as well as Sion Sono's film, 'Love Exposure', so the result would probably be a mish-mash of romance, vulgar comedy, tragic drama, sociopolitical/philosophical themes and No Fourth Wall. Hehe, I'm getting excited just thinking about it.
I've recently been inspired by MGS2 as well as Sion Sono's film, 'Love Exposure', so the result would probably be a mish-mash of romance, vulgar comedy, tragic drama, sociopolitical/philosophical themes and No Fourth Wall. Hehe, I'm getting excited just thinking about it.
I'm making a minimal pixelated Action RPG that is set in an open world. I've already made a custom tileset, modified Yanfly's engine to produce the kind of feel I want, and made a test enemy.
Right now I am writing up the locations and people involved, to support the overall vibe of the game, which is mystery and weirdness. I'm listening to Shlohmo's "Bad Vibes" on repeat, to help me get into the mood, so hopefully I can find music close to that that is free, to be my BGMs.
Next I'll work on gameplay, trying hard to make it simple yet effective, interesting yet addictive. Combat is pretty cool so far, but I want to make it even more addicting.
Right now I am writing up the locations and people involved, to support the overall vibe of the game, which is mystery and weirdness. I'm listening to Shlohmo's "Bad Vibes" on repeat, to help me get into the mood, so hopefully I can find music close to that that is free, to be my BGMs.
Next I'll work on gameplay, trying hard to make it simple yet effective, interesting yet addictive. Combat is pretty cool so far, but I want to make it even more addicting.
Well, yesterday my mind was filled with trigonometry. It's amazing how quickly you forget things you don't use. But who knew high school math would actually be useful.
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 had to use calculus in game design once.
Just once though.
Just once though.
author=Nightowl
EDIT: I've completed the first version of my battle system. Right now, all you can do is select a character and move it. But big things start off small.
List of things that need to be implemented in order.
Also working on a battle system and I'm at almost exactly the same point you are right now. Working on getting some pathfinding going so the movement looks right.
Besides that, I've been working on a targeting system and I'm thinking about how to display targeting areas that are real 2D shapes (like the targeting circles in FFXII) even though the battle system itself runs on the fixed 2D tiles RM uses to represent things.
Haven't quite figured that out 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
Your battle system probably shouldn't run on tiles! It should probably run on pixels.
In the end I guess you can treat tiles like gigantic fucking pixels. But displaying ranges and hit areas is going to need to be done more like a tactical RPG, if you do that.
In the end I guess you can treat tiles like gigantic fucking pixels. But displaying ranges and hit areas is going to need to be done more like a tactical RPG, if you do that.
Actually, I am doing a tactical RPG. It wouldn't make any sense for me to run it completely pixel-based, it would just make everything more complicated for no good reason (all of my system rules - except the targeting - are currently setup to use tiles as a unit of measurement). I like the "neatness" of tile-based systems anyway.
But yeah, I am treating tiles roughly like giant pixels, in the sense that if any part of a tile that intersects a shape, the whole tile is considered to be intersecting the shape. Handling the intersections is fairly straight-foward with some basic collision tests and little linear algebra. That's not really the problem.

The part I haven't quite figure out yet is mostly the visuals: how do I actually draw shapes on the screen (and have them actually look good and be of arbitrary sizes), given that RM doesn't seem to have methods for directly accessing the lower level graphics functions.
I thought about maybe using pre-made images for the circles, then resizing them to the appropriate size as needed and keeping high-resolution versions of key size categories so the final thing never gets too distorted (like a kind of mip-mapping system, I guess?). That might work for circles, and I suppose it could work for lines if I stretch them vertically before rotating them (to avoid pixellating the hell out of them) but it's still probably not quite going to do the job for triangles.
But yeah, I am treating tiles roughly like giant pixels, in the sense that if any part of a tile that intersects a shape, the whole tile is considered to be intersecting the shape. Handling the intersections is fairly straight-foward with some basic collision tests and little linear algebra. That's not really the problem.

The part I haven't quite figure out yet is mostly the visuals: how do I actually draw shapes on the screen (and have them actually look good and be of arbitrary sizes), given that RM doesn't seem to have methods for directly accessing the lower level graphics functions.
I thought about maybe using pre-made images for the circles, then resizing them to the appropriate size as needed and keeping high-resolution versions of key size categories so the final thing never gets too distorted (like a kind of mip-mapping system, I guess?). That might work for circles, and I suppose it could work for lines if I stretch them vertically before rotating them (to avoid pixellating the hell out of them) but it's still probably not quite going to do the job for triangles.
I'm thinking about my game, Space Noir. I haven't any idea on how to write mystery, or anything else for that matter, and I wanted to have the storyline down before I started to really get into the graphics.
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
Well, I was saying to display the shapes like other tactical rpgs do: don't draw the shape, just highlight the tiles that are affected.
I currently have 101 statuses and counting. 98 if you don't count duplicates, and 91 that the player can be afflicted with (in other words, aren't states used for certain enemy battles.) I am not sure whether or not that is a bad thing.
My philosophy is, leave all that is not significant enough out of your game.
If all 98 states have unique effects, are used and can be controlled to a certain extent (success rates for instance), then it's fine.
If all 98 states have unique effects, are used and can be controlled to a certain extent (success rates for instance), then it's fine.
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
Eh, they honestly don't even need unique effects. They just need to stack with each-other. Or maybe not even that, but you seperate them so that you can buff or nerf a skill later without accidentally also affecting another other skill by mistake.
Once you get past about thirty, you're clearly not going with the idea that each one is a recurring game mechanic with its own items to heal it and equipment to prevent it. It's just part of a certain attack.
I'm doing the same thing. Man, I've got 88 already, and I'm only done with two dungeons worth of mobs and haven't designed half the party yet. It's gonna get kinda crazy to keep track of. It'll only get worse as the enemies get more complex, I suspect.
Once you get past about thirty, you're clearly not going with the idea that each one is a recurring game mechanic with its own items to heal it and equipment to prevent it. It's just part of a certain attack.
I'm doing the same thing. Man, I've got 88 already, and I'm only done with two dungeons worth of mobs and haven't designed half the party yet. It's gonna get kinda crazy to keep track of. It'll only get worse as the enemies get more complex, I suspect.





















