WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)
Posts
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've played a lot of RPGs like that, actually. Obviously, almost any tactical RPG fits the bill.
Some of them didn't even have character interaction. Check out Battleloot Adventure for your cell phone (it's totally free), or the first Epic Battle Fantasy on Kongregate or Newgrounds.
Your battles had better be way above average quality if you want people to play for very long, though.
Some of them didn't even have character interaction. Check out Battleloot Adventure for your cell phone (it's totally free), or the first Epic Battle Fantasy on Kongregate or Newgrounds.
Your battles had better be way above average quality if you want people to play for very long, though.
author=slashphoenix
"Can I make an RPG with zero exploration? Would an RPG work as just character interactions and battles?"
If the character interactions are really well written, and the battle system is really fun and clever? Hell yes.
In fact, those can also be considered "exploration" if done right.
Spending time figuring out what makes your party members tick, especially if you can influence it or otherwise have some kind of agency in it can feel really rewarding when you finally really get an understanding of the characters. :P
And as for battles, if the battle system is well crafted and allows for a variety of strategies, and you face enemies with many different strategies of their own...you're exploring the options you have in combat and learning how to get the most out of them.
Those are things that are exploratory without needing large maps to traverse or explore on foot. :P
OK, i think I have alot of the tiles i need- some from here, others from rpgmakervxace.de- now i need to plan the map. I also have lots of idea,s but i don't want to overwhelm Unity or the team..
author=LockeZ
Some of them didn't even have character interaction. Check out Battleloot Adventure for your cell phone
I'll check it out; one reason I'm considering a no-exploration games is to see if it will work on mobile (the other reason is to limit scope).
author=Aegix_Drakan
And as for battles, if the battle system is well crafted and allows for a variety of strategies, and you face enemies with many different strategies of their own...you're exploring the options you have in combat and learning how to get the most out of them.
I actually think I have some groundwork for an RPG that would work without distinct "exploration", and a focus on adaptive battle strategy, long-term resource planning, and crisis management. In theory, it should mix together JRPG battles and systems like character customization with roguelike psuedo-random-generation and on-the-fly problem solving.
I'll have to prototype a bit and see if it works the way I think it will...
author=slashphoenixIsn't this the entire motif of Disgaea, and basically every tactical RPG ever?
"Can I make an RPG with zero exploration? Would an RPG work as just character interactions and battles?"
*notices that a half dozen other people have already mentioned this*
author=turkeyDawgA year? I was thinking more like a week. i will give that a read though (music theory that is)
Well, either way, "music theory" is your friend. You can find the basics for free anywhere on the internet (musictheory.net has a lesson dedicated to analyzing part of the Canadian national anthem!). Note durations, basic scales, and chords are probably the most important things to keeping things sounding sensible (and knowing what to punch into the sequencer). After that, a few basics on theme/motif and song structure will help you know when you can be a lazy bum and just copy-paste sections stuff.
Stick with that and you might be able to make some non-offensive music in about a year, I guess.
Also, I suppose that you could always invest in a cheapo keyboard, maybe even one of those silly roll-up ones. The kids might get a kick out of that.
e: If all else fails, there's always hamsters! ... and pants...
http://rpgmaker.net/games/4818/media/1964/ here is my go, using the Mario Paint Composer route.
author=slashphoenixIsn't this the entire motif of Disgaea, and basically every tactical RPG ever?
"Can I make an RPG with zero exploration? Would an RPG work as just character interactions and battles?"
*notices that a half dozen other people have already mentioned this*
author=turkeyDawgA year? I was thinking more like a week. i will give that a read though (music theory that is)
Well, either way, "music theory" is your friend. You can find the basics for free anywhere on the internet (musictheory.net has a lesson dedicated to analyzing part of the Canadian national anthem!). Note durations, basic scales, and chords are probably the most important things to keeping things sounding sensible (and knowing what to punch into the sequencer). After that, a few basics on theme/motif and song structure will help you know when you can be a lazy bum and just copy-paste sections stuff.
Stick with that and you might be able to make some non-offensive music in about a year, I guess.
Also, I suppose that you could always invest in a cheapo keyboard, maybe even one of those silly roll-up ones. The kids might get a kick out of that.
e: If all else fails, there's always hamsters! ... and pants...
http://rpgmaker.net/games/4818/media/1964/ here is my go, using the Mario Paint Composer route.
Look at this guy weaseling in a double post!
Yea, I had Disgaea & Final Fantasy: Tactics Advance in mind when I was thinking of the design. I do want to implement some sort of exploration, and I think I have a way to do it that would be mostly dialogue-based, but would still present a lot of tough decisions to the player.
Hahaha, you can definitely hear the cartoonish-ness of the Mario Paint Composer, but given what I've seen so far I think it'll fit Aether Pulse a lot. Nighttime is really good.
Isn't this the entire motif of Disgaea, and basically every tactical RPG ever?
Yea, I had Disgaea & Final Fantasy: Tactics Advance in mind when I was thinking of the design. I do want to implement some sort of exploration, and I think I have a way to do it that would be mostly dialogue-based, but would still present a lot of tough decisions to the player.
http://rpgmaker.net/games/4818/media/1964/here is my go, using the Mario Paint Composer route.
Hahaha, you can definitely hear the cartoonish-ness of the Mario Paint Composer, but given what I've seen so far I think it'll fit Aether Pulse a lot. Nighttime is really good.
kentona, I know you're new to the site but we have rules against multiposting. Not only does it clog up the threads but it leaves the ever-helpful Edit button feeling left out. You don't want to hurt the Edit button's feelings, do you? Do it again and I'll have to give you a warning.
(You know I kid~ But seriously, when was I ever gonna get the chance for this? Not sorry~ ;p )
(You know I kid~ But seriously, when was I ever gonna get the chance for this? Not sorry~ ;p )
author=slashphoenixIsn't this the entire motif of Disgaea, and basically every tactical RPG ever?
"Can I make an RPG with zero exploration? Would an RPG work as just character interactions and battles?"
*notices that a half dozen other people have already mentioned this*
author=turkeyDawgA year? I was thinking more like a week. i will give that a read though (music theory that is)
Well, either way, "music theory" is your friend. You can find the basics for free anywhere on the internet (musictheory.net has a lesson dedicated to analyzing part of the Canadian national anthem!). Note durations, basic scales, and chords are probably the most important things to keeping things sounding sensible (and knowing what to punch into the sequencer). After that, a few basics on theme/motif and song structure will help you know when you can be a lazy bum and just copy-paste sections stuff.
Stick with that and you might be able to make some non-offensive music in about a year, I guess.
Also, I suppose that you could always invest in a cheapo keyboard, maybe even one of those silly roll-up ones. The kids might get a kick out of that.
e: If all else fails, there's always hamsters! ... and pants...
http://rpgmaker.net/games/4818/media/1964/ here is my go, using the Mario Paint Composer route.
And then kentona was banned, creating a black-hole-paradox that consumes RMN and everyone in it.
Well, I am the Tortoise personified, so take any time estimate I give and divide it by four or something (unless its a time estimate on something I'm doing, in which case multiply by infinity).
Anyways, I've been thinking about writing a couple of articles. One on basic music composition (including common chord progressions, drumming patterns, and song structures) and another on various sequencing techniques and tricks for people writing chiptunes and/or dealing with General MIDI files. I guess it seems kinda dodgy for a guy who never finishes anything to try and play teacher, but I'ma just go for it anyways.
author=kentona
A year? I was thinking more like a week.
Well, I am the Tortoise personified, so take any time estimate I give and divide it by four or something (unless its a time estimate on something I'm doing, in which case multiply by infinity).
Anyways, I've been thinking about writing a couple of articles. One on basic music composition (including common chord progressions, drumming patterns, and song structures) and another on various sequencing techniques and tricks for people writing chiptunes and/or dealing with General MIDI files. I guess it seems kinda dodgy for a guy who never finishes anything to try and play teacher, but I'ma just go for it anyways.
author=slashphoenix
I actually think I have some groundwork for an RPG that would work without distinct "exploration", and a focus on adaptive battle strategy, long-term resource planning, and crisis management. In theory, it should mix together JRPG battles and systems like character customization with roguelike psuedo-random-generation and on-the-fly problem solving.
I'll have to prototype a bit and see if it works the way I think it will...
That sounds great :P. I personally enjoy battle systems that evolve over the course of the game, and where you can customize your skills and stuff to evolve with it. Sounds fun. :P
And prototyping is always a good idea. For my two main projects, I made the battle system before anything else.
One was about 95% complete and implemented before I even started making events (this is the project I'm currently working on the most), and the other one is about 80% planned out, 50% implemented, but it's a lot simpler so I'm not too worried about making adjustments.
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
Man, this boss's AI is total shit. Among other things, it keeps a count of how many rounds you spend with your party's average HP above and below certain thresholds. If your average HP is above 75% it adds one point, and if your average HP is below 50% it subtracts one point. If it gets to +10 points it uses an attack that instantly kills most entire groups. And if it gets to -10 points it... wastes a round using its weakest attack and then resets to 0?
The player has pretty much no way to even realize there's a pattern to look for, and even if they knew to look for it they'd never figure it out because it's needlesly complex and based on multiple hidden variables and arbitrary HP points. And even if they knew exactly how it worked, it's almost impossible to actually do anything about unless you have a party of only two characters who are 30 levels too high. Because with a large party at the right level, you have to use AOE heals almost every round to survive. Which means that after 10 rounds you die.
Fuck this boss, I'm redesigning it from scratch. It's going to use a skill that just prevents you from healing, instead of killing you as punishment for healing. No more mind-reading bullshit. And then it can use its big attack at the end of the no-healing phase, after you've had a couple rounds to hopefully use some kind of defensive skills other than healing. Which was presumably the intent in the first place? Maybe? The person who originally made it is AWOL.
The player has pretty much no way to even realize there's a pattern to look for, and even if they knew to look for it they'd never figure it out because it's needlesly complex and based on multiple hidden variables and arbitrary HP points. And even if they knew exactly how it worked, it's almost impossible to actually do anything about unless you have a party of only two characters who are 30 levels too high. Because with a large party at the right level, you have to use AOE heals almost every round to survive. Which means that after 10 rounds you die.
Fuck this boss, I'm redesigning it from scratch. It's going to use a skill that just prevents you from healing, instead of killing you as punishment for healing. No more mind-reading bullshit. And then it can use its big attack at the end of the no-healing phase, after you've had a couple rounds to hopefully use some kind of defensive skills other than healing. Which was presumably the intent in the first place? Maybe? The person who originally made it is AWOL.
Your idea sounds at least readable; the original would be difficult to communicate to the player, even if it was visibly gaining the points. Players are taught that staying topped off on health is a good thing, so it'd probably take them forever to realize what was going on unless you outright told them.
author=LockeZ
Man, this boss's AI is total shit. Among other things, it keeps a count of how many rounds you spend with your party's average HP above and below certain thresholds. If your average HP is above 75% it adds one point, and if your average HP is below 50% it subtracts one point. If it gets to +10 points it uses an attack that instantly kills most entire groups. And if it gets to -10 points it... wastes a round using its weakest attack and then resets to 0?
The player has pretty much no way to even realize there's a pattern to look for, and even if they knew to look for it they'd never figure it out because it's needlesly complex and based on multiple hidden variables and arbitrary HP points. And even if they knew exactly how it worked, it's almost impossible to actually do anything about unless you have a party of only two characters who are 30 levels too high. Because with a large party at the right level, you have to use AOE heals almost every round to survive. Which means that after 10 rounds you die.
Fuck this boss, I'm redesigning it from scratch. It's going to use a skill that just prevents you from healing, instead of killing you as punishment for healing. No more mind-reading bullshit. And then it can use its big attack at the end of the no-healing phase, after you've had a couple rounds to hopefully use some kind of defensive skills other than healing. Which was presumably the intent in the first place? Maybe? The person who originally made it is AWOL.
Maybe keep the original idea, but add a visual indicator to the boss sprite, like it gains a floating gem circling it for every point gained and it loses a gem when a point is lost. And then also add a hint that the player can't miss that is given some time before the fight like "The boss feeds off excess life force." or something along those lines.
However, the original idea might still be hard to follow because the points are gained/lost based on % of total party HP and not gained/lost based on each fighter's individual HP. Maybe you could do it like: gain 1 point for each party member above 75% and lose 1 point for each party member with under 50% HP. Then, (assuming a traditional party size of 4) the player could risk having 2 fighters at low health during the whole fight to keep the boss from powering up.
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
Even if you could tell exactly how many points he had and knew exactly what was causing them, you don't really have the ability in this game to decide to heal less than usual. Most classes have one healing spell. And even if you did have a weaker healing option, the combat rounds aren't long enough to actually do the math in your head and figure out which one to use or who to heal. It's sort of obnoxiously fast-paced when you're in a party at high levels.
The only way to consistently avoid the big attack, in the boss's old design, was to only heal every third round. But for the entire party to survive that many rounds of damage, you need to be way too high level. Most of your party could survive it most of the time, but if he single-targeted someone they could easily die. You lose a lot of XP from dying even if you're revived, so the player needs to be able to have tactics that will definitely work, not just probably usually work.
I could have communicated the mechanic better and then also halved the boss's damage output, but I hated the mechanic enough that I just scrapped it.
The only way to consistently avoid the big attack, in the boss's old design, was to only heal every third round. But for the entire party to survive that many rounds of damage, you need to be way too high level. Most of your party could survive it most of the time, but if he single-targeted someone they could easily die. You lose a lot of XP from dying even if you're revived, so the player needs to be able to have tactics that will definitely work, not just probably usually work.
I could have communicated the mechanic better and then also halved the boss's damage output, but I hated the mechanic enough that I just scrapped it.



















