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Can a mod plz delete this website. #trust

  • TFT
  • 10/02/2015 07:36 AM
  • 4910 views


Hi. Hello. I hope people have not forgot who I am. M y friends call me Darkbby. How are all of my internet friends doing??? Jhave u all aged gracefully??? Please leave ur life story in comment box so I can exploit you in the future.

Gerberbaby page

Pages have been updated with some information. There are some robro's and robabes. I added a music page a while back but I never promoted it. If you want to hear a few sample tunes you can check that out. Don't miss out on some wicked phat beetz. It is like, a sweet release for ur ear-mushrooms. A personal favorite is Cargo.

Sadly, I had contacted the composer a while back and he has literally dropped off the face of the planet. If you're a composer who can create wicked "chumptunez" get in contact with me through pm with sample work so I can shower you with american dollar bills!

Really, if u got the chups I got the change. Do u have what it takes to carry on the mantle of a fallen hero???

The struggle is real when you cut content!

Dude, this is so true. I always feel torn having 100 ideas and for the sake of yourself and time you get to use possibly 2 or 3 of them. Knowing when to cut things and accepting that it can exist is very difficult when you design things and I believe it clutches a lot of "developers".

Originally I had planned for Rainbow Nightmare to have 9 characters for people to play as. I did not take into account battle mechanics, pacing, bloat issues, etc. The concept I had was to allow players branching character stories similar to FF6.

FF6 is a fantastic game in many ways, but my favorite part was the ability to choose a set of characters and experience their story arcs. My favorite was Celes and Locke, and I totally felt the entire game could be carried on that side story alone. I would argue that I got more out of the struggle these two characters had over the rest of the game. It felt more personal.


This entire scenario felt amazing and I wish it did not end.

Unfortunetly, the entire game got very bloated at the end. The irony for me is I feel a lot of games get better as you collect more characters.


Woah! Look at all these VIDCON characters?!? Which one has LIT3 or GOKU PALM??

I wanted to have a similar arc mechanic. Players would choose and play through the entire game as a set of characters. It's something I still want to do, and I've already done it on a smaller scale, but I had to cut a lot of stuff and drop quite a few characters. Which is difficult for me, because I had worked on them individually and built these huge set pieces and scenarios around them. Some characters entire arcs were close to being finished while others were barely touched.

I felt like it was too bloated. In the end it's something I want to do, but the truth is I am not a great writer. I started to feel that I was spreading my writing too thin by writing for 9 characters and I didn't want any of them to feel weak. Eventually its going to happen. Ultimately I decided to focus more on 3 to 4 characters. This is why game design interests me greatly. Not because of the inner workings of game theory, but the fact that a person can be mediocre at a bunch of skills like writing, pixels, art, etc while these are weak seperately together they can create an enjoyable experience. DAT IS REALITY, SKIDS!


Goodbye fkers!!!

Writing wasn't the only concern, when I started to finally approach battles and mechanics for those I felt having too many characters would result in them having similar skills and abilities. I want them to all feel unique and if I focus on fewer characters I think it will be more rewarding mechanically for players in the long run.

But it is not easy to just drop characters you write, plan, design around. At the same time, you realize it's better for the game and probably the people playing it.

Mechanics like conversing, items, etc.


This is rly stupid. Please stop this.

Branching conversations.

I'm going to make an attempt to encourage players to want to converse with NPC's and important characters more often than normally. Usually NPC's in games don't evolve or have anything of value to to say beyond the iniitial conversation.

To give players more incentive I want to reward them for talking NPC's regularly. If you talk to a specific character many times, eventually new conversations will appear after you've unlocked the original set of text logs. The conversations will keep branching until you've heard everything the NPC has to say. In return you will get rewarded with items or currency.

Each character is unique and can unlock side misions that relate to who they are and their personality. This way people can learn about characters, the lore of the game through side events and character interaction without it being forced.

On one hand it is a lot of work, on the other if you're going to take the time to create a world characters should feel like they belong in it and not as just things you click for no reason. My hope is that it appeals to compulsive completionists. I also do not want people to feel obligated to constantly talk to NPC's because they feel as if they'll miss a cool reward. It's something I'm actively working on.


Conversations will be logged so you can keep track of NPC's text progression.

Rewards from item boxes will be important.


This is going to a big thing in Rainbow Nightmare. During my past experience with traditional RPG's something that has always bothered me and to an extent disappointed me were rewards that you get from treasure boxes. Often these are in cryptic areas and the spols, even by finding them aren't that exciting or rewarding.

I've played indie RPG's and commercial RPG's where the treasure boxes are so hidden that you find them on accident and you expect a spiffy reward. Instead you get a handful of potions that you end up forgetting. Another issue is having treasure everywhere so it ultimately feels less rewarding and not fun.

Rainbow Nightmare Lewt.


The Loot B.O.Y.Z

Rainbow Nightmare is designed as a semi-linear game. I am trying to design the game to encourage back-tracking to previously explored areas. Loot Machines are treasure boxes hidden throughout each area you visit. The primary goal of a Loot Machine is to give rewards based off how many NC(game currency) you want to invest into them. You're given a random chance at 3 tiers of items once you've invested CP. Whenever you find a Loot Machine, the first time opening one is free. An early example:

From ancient RN scrolls/mcdouble wrapper (googledoc)

Much like the conversation mechanic, once you've unlocked everything the Loot Machine has to offer you will be given an additional reward. Once it's tapped, it will explode. Again, this is designed to promote player empowerment and reward them for actively seeking out Loot Machines. When you see a Loot Machine, I want players to feel like it will be worth engaging in obstacles and longer routes.

If players miss the items, every chapter the item box will scale accordingly so it will always reward something relevant to them.


Plz find him a good home by donating hundreds of euros 2 swiss bank account/scam starter.

I'm going to be pretty honest and say I have worked very slowly on this, but I want to assure people that it isn't lack of desire or anything. This project spawns an infinite number of incredible and fantastic ideas that I simply just don't have the time to tackle. I get to knock on this project maybe an hour every other day because of real life. Other times I just want to turn full Potato.

I love the game, love the possibilites, but dat shiitake just ain't going to fall in my lap. Maybe there will be a second demo at the end of winter. I'm really not sure. I had pretty high expectations for the Rm2k3 updates and for what it's worth they're great, but I don't think it's enough.


Here is a cool image if Rainbow Nightmare had a budget above 0 dollar bills. There will be a Rainbow Nightmare Arcade Machine in Octopus City Blues. Let's pray I can finish before it is released!

I barely post here, sometimes once a year I feel like updating people on the game situation. I don't like to shit post when it comes to game development blogs, because I think it's a waste of people time who are legitimately interested in your work. If you enjoy hearing about the development and progress of the game and want to see more posts. Feel free to subscribe to the page, maybe if I see a boost in subs I'll feel obligated to post more content. Honestly, I just think the traffic here doesn't exist. But it is good to drop poop in webblog 1 earth year.

I do have other posts saved, but I am close to my limit space for this webzone(givem e more locker space 4 existing txs)

You can also follow my work on Twitter. That's where I socialize and network with other developers now. I like 2slam Hideo on it. May we meet next time when the cherry blossoms bloom. Is tat wha t anime kids say now???

Posts

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TFT
WHOA wow wow. two tails? that is a sexy idea...
368
i am really not kidding. i am rpgmaker legac y and i have 30mb storage space.
Makerscore is love, makerscore is life, makerscore is lockerspace.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7325
It's funny, I was just thinking about this game last night and how much better it seemed before the demo came out.

Rip in perfume Coffee Grendel


"Grendel try be good. Why no one like Grendel?"

My hope is that it appeals to compulsive completionists. I also do not want people to feel obligated to constantly talk to NPC's because they feel as if they'll miss a cool reward. It's something I'm actively working on.

These things are mutually exclusive. You don't know the ins and outs of gaming and OCD if you think this can be done.

You're either going to give the player an item they can already get through other means or you're going to infuriate half the playerbase because they didn't read your mind on what's actually important content to the game. Remember: You're making a game.

The primary goal of a Loot Machine is to give rewards based off how many NC(game currency) you want to invest into them. You're given a random chance at 3 tiers of items once you've invested CP. Whenever you find a Loot Machine, the first time opening one is free.

I assume the amount you have to invest goes up by a certain increment each time you come across a new node? If so, the first time someone gets burned, they're bound to not waste time searching for these things after a certain threshold has been reached. If not, what's to stop them from dropping bank into them and still getting a tier 1 reward (refer to first point)?

If players miss the items, every chapter the item box will scale accordingly so it will always reward something relevant to them.

Too Awesome To Use

I do have other posts saved, but I am close to my limit space for this webzone(givem e more locker space 4 existing txs)

I encourage writing reviews if you don't feel like branching outside of your babbygam. Or you could donate one whole dollar to the site fund and get 1000 MS (I know you've got a paypal, you cheap turd).
@ Corfaisus: Certainly agree on the review part. As for the rest, I can't quite conclusively agree with either of you, so I'll just subscribe instead, to see how this whole conversation goes.
Solitayre
Circumstance penalty for being the bard.
18257
TFT
Honestly, I just think the traffic here doesn't exist.

This site is never going to be a great source of traffic, no. It's small potatoes compared to other sites. If you're here it's probably to be part of a like-minded development community that is interested in RPG Maker and wants to see the cool things you make with it. I imagine that for you, posting here is more out of long-standing habit than anything else.

If you want more lockerspace, talk to kentona. He'll probably give it to you, I think he's said in the past he'd give people more space if they needed it for something.
Well, we generally seem to hover between 60,000th and 80,000th spot in alexa website ratings, which isn't great, but far from the worst ones out here. Of course, all that traffic is spread out across the thousands of game pages and forum topics, but even so, you have what, 145k profile views? Pretty great by this place's standards (i.e. it's twice that of (featured) Soul Sunder), even if it's spread across six years.
Craze
i bet she's a diva with a potion popping problem
13829
Yeah, my two ~break-out~ (lol barely) successes were because i and others spread my games beyond just this site. the RM* community is good for development and RMN is good for creating a free site/host but it's not gonna bring in traffic directly. all of our most downloaded games were promoted outside of this site.
kentona
I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.
20742
y'all should just leave already so I can retire and not have to manage this site anymore.
Solitayre
Circumstance penalty for being the bard.
18257
Is increasing traffic something we want to talk about? I admit I don't have any good ideas, but I remember during the Pom traffic surge there was talk of implementing a suggestions page to pop up when you download something so that people don't just download what they came for and leave.
I doubt that suggestion idea will help all that much, unless done in a highly specific way. I suppose you could have a system whereas downloading a game tagged with "horror" will always show Ib, The Longing Ribbon & Desert Nightmare, Shoot-em-up will link to Zero Base and SkyE, roguelike to. A Hint of a Tint, dungeon crawler to Soul Sunder, etc. Basically, only the 2-4 games per tag we all consider good enough get to suggested stage. This way, visitors are far more likely to form positive experiences upon visiting the site, which is the best, most proven way to keep people returning and hold the traffic up.

Of course, that approach will NOT benefit the newer/less proven games, or at least not as much as simply suggesting a random genre-relevant game. However, said approach is likely to backfire in the long term for everyone, while only elite/featured provides constancy.

EDIT: And of course, there's still TVTropes. It's unflashy, but ensuring good games on here have pages over there provides long-term exposure. The thing is, a lot of games on here already have TVT pages (some very extensive ones, too), but pretty much none of them are properly cross-wicked, which is what actually gets people to see the thing. Statistically speaking, an average RMN game let's play nets about 150 views on YouTube. Wicks on trope pages get that many views in, let's be conservative and say two weeks. The only downside is the amount of time consumed: even I, a quite experienced troper, won't be able to cross wick stuff in earnest until another month or two elapses.
I don't see Libra in character roster. That bothers me.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7325
author=Dragol
I don't see Libra in character roster. That bothers me.


Wow, you're right. TFT, what up brah?
Ratty524
The 524 is for 524 Stone Crabs
12896
I legitimately don't understand this blog post.
author=Ratty524
I legitimately don't understand this blog post.

Well I do.

(…Kinda.)

author=TFT
i am rpgmaker legac y and i have 30mb storage space.

You should be grateful that you get any at all in these hard economic times of ours.

(Says the guy with currently over 200 MB’s of lockerspace.)
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