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What has been happening

  • Gibmaker
  • 12/16/2013 08:25 PM
  • 2416 views
It is true that I've pretty much dropped out of this website for half a year. It seems I'm not going to reach my goal of finishing Forkits before the end of this year, which means I'm going to be eaten by a wolf. But after much meditation I have decided that our company's next project will be to remake Set Discrepancy in a completely custom engine using original resources so it can be sold for cashs.

Pros:
- Cashs
- A chance to improve the story and mythology from the ground up
- None of RPG Maker's arbitrary limitations, such as only 2 channels for looping sounds

Cons:
- Daikatana
- Scrapping lots of work that incorporated stuff I don't have the rights for, such as Kobe Bryant
- Sound resources. I know people who would be able to provide graphics and even music (for reasonable fees), but atmospheric games rely 90% on sound design for atmosphere. I've enjoyed much success stealing sounds from Valve and EA and Microsoft Games, but I'm really doubtful about my ability to find someone who can create sounds of comparable quality, and even purchasing sound libraries doesn't guarantee that the samples will be just right for the project.

Summary of proposed changes:

- A whole behind-the-scenes revamp of the game guts
- New procedures for world generation that will hopefully speed it up
- More thematically-relevant systems for hacking and psionics, instead of them being just a list of talents. In fact, I'm getting rid of "talents" entirely.
- You could use psionics to go "back in time" several turns, if catastrophe strikes. The problem is that while this ability would be koolz, what Bioshock Infinite teaches us is that introducing the possiblity of time travel into the story instantly peppers it with plot holes, even if it's an extremely limited ability. So it may not be reasonable to implement this even if it's technically possible.
- Combat will now enforce a move order instead of allowing you to switch between characters at will during the player's turn. Enemy and player moves will also be mixed together instead of being in seperate phases. This will diffuse the logjam of "Attack" commands that pile up as you increase the number of action points in the old system.
- More comprehensive enemy behaviour, less frequent combat but with higher stakes. Sometimes enemies will be "passive" and you can avoid fighting them by keeping a low profile
- Non-English text that must be translated by finding translation software
- Crawlspaces
- Hallucinations
- Bagels
- Biscuits


Of course none of this will take place until Forkits is in good standing, which will probably be another six months. There will be a project page for Forkits soon to recruit playtesters and some other things.

I HAVUN'T FORGOTTEN YOU NICE PEOPLE *HUG*and Merry Christmases

Posts

Pages: 1
edchuy
You the practice of self-promotion
1624
Merry X-mas 2 U 2! Too bad your Forkits projects isn't advancing as much as you'd like it 2, but as long as you're making some progress. Thanks for not forgetting us, bro! (*Hug back*)
You don't have rights for Kobe Bryant?! All my respect for your facesets is shattered.

That's a huge overhaul, but the opportunity of acquiring many cashs is probably worth it.

I agree with the idea of having fewer fights with higher stakes, Resident Evil has proven time and again that mowing through countless zombies does not make for the most frightening experience. Having ways of concluding encounters other than by total annihilation (avoidance, traps, running around like crazy) can certainly help. Especially in a certain maze-like chapter with door manipulation, having to routinely exterminate horrors from beyond was unhelpful :P

As for the change to actions, I also think that the pile-up gets a bit tiresome, but maybe that only requires programmable macros a la Phantasy Star and/or more powerful actions costing more than one point instead of just shooting four times in a row.


In any case, your loyal followers will loyally follow you. With hugs if need be.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Yes Mr. Bryant has been participating without consent.

MEPPY CIIISTMAS ED

The problem with reducing the number of encounters is that it also reduces the importance of selecting+upgrading weapons and ammo which has always been a fun part of it. But yeah.
in other news, RMN will soon have a storefront for selling commercial games (and not just games made in RPG Maker either!). Keep us in mind when you are after cashs.
ohgodohgodohgodohgod

it is a christmas miracle.
Gibmaker
I hate RPG Maker because of what it has done to me
9274
author=kentona
in other news, RMN will soon have a storefront for selling commercial games (and not just games made in RPG Maker either!). Keep us in mind when you are after cashs.
oic! okok

author=kumada
ohgodohgodohgodohgod

it is a christmas miracle.
since you were a good boy here is some exfoliant from the Body Shop in a little basket.
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