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On the Worship of Vaporware

So much on this topic could be said...

Well, I can attest to the fact that just releasing games themselves is not nearly so popular a thing as releasing a demo or a lot of promising screenshots.

I think one fact that's been missed though; the audience that this was intended for, and the majority of those who post on it, are not the people who play your games.

The people who play your games are quiet, rarely comment, you wouldn't recognize their usernames, and are outside the little golden-age vs. new-age split that is thought to be so important and ground-shaking.

(Most of us active in IRC or the community forums are way too lazy and/or superior to care about other peoples games.)

Game Gale 2010

comment=30553
I think everyone could benefit from an extension. Even if it's just 24h. Right now it doesn't seem unfair to anyone, because those who already finished did it way before deadline, and those who didn't are all desperate and considering dropping.


A 24-hour extension would mean sleep tonight.

Avarice

@Marrend: Actually just wanted the menu to be easily accessible, and the SHIFT key is one of the default VX keys ('A') - since the keyboard controls had you close with the ZXC being the intended 'home' keys while playing, it's easy to reach, and if you're using the mouse with WASD your finger is almost naturally on the Shift key as well.

@VHP93: Sadly it's not particularly easy to use, and it's highly customized for this game, it's not a generic script you can shift into a project like Yanfly's Melody, etc. If you're still interested go ahead and download a copy of the actual project file and go to town: http://anamei.net/files/Avarice.project.zip :)

Proper Enemy Design I

l think you're right; we have the same ultimate goals but the middle-ground process is different for each of us.

For example, each of your mentioned methods is something I'd consider part of a prediction-based model:

1. Temporary taunt (how is this different from hate? I don't know any 'permanent' hate systems, most MMOs use a temporary taunt system as well, FFXI, WoW.)
2. Silence effect - These are nothing but methods to help you lead an enemies actions - a mage that is silenced doesn't likely have a high-level Holy Sword skill and high melee enhance stat. (And if they did, why bother with the status effect?)
3. Speed debuff - Again, you're working to assign the enemy to a slot location more advantageous that you KNOW so you know you'll get characters off first; if the speed debuff was random between 5% and 80%, would you use it? If you don't know if your character will go first, why bother debuffing speed?

I haven't played a lot of the tabletop RPGs out there, but D&D does reward and focus heavily on predicting/controlling the actions of your opponents; status effects to stop them from acting, forcing them to move to various areas or zones, or heavily penalizing them for walking through areas or taking actions, and many ways to force enemies to fight a certain "tank" or to ignore certain classes.

I don't think the 'risk' of the unknown needs to be so pronounced in RPGs; it's lead to a number of serious downfalls in the basic combat model:
1. Status effects usually being useless since they don't always hit and the most useful places (bosses) are usually immune
2. "Safe" tactics - Attack + Heal = Win - most secondary skills and effects are ignored, and if you require people use them to win, they have to guess how you wanted them to play (Hitman series anyone?) once they have guessed the ideal strategy... it's just memorization.

I think trying to get that feeling from Mega Man to an RPG Combat system would be a great ideal to reach for; you spend your time knowing 'what' you need to do, but doing it correctly depends on your focus and ability, not on random luck.

I get frustrated when I screw something up myself repeatedly, but I get angry when I didn't do anything really wrong yet I lose.


Also, curious about what I meant by "safe" strategy, the best example:

The damned table floor-boss in Persona 3 - up to this point the game rewarded me for being smart, I took the right people with strong elements into fights, and I was able to proceed with no grinding and really under leveled.

Suddenly floor-bosses got a new ability: Megi-spells.

These spells hit your whole team, can not be blocked or reflected, and damage can only be reduced by reducing their attack/accuracy stats, no one has defense against the spells. The ONLY viable tactic was to use a broken skill that nerfed their accuracy really hard-core (Ness mentioned she used this method to for most of the early game to make it all really easy) or to be able to out-heal their damage. Otherwise it was only a matter of time until the boss did the attack enough times in a row to completely wipe your team. (I got REALLY close once, but he used the spell 6 turns running!)

I could extend my life by bringing team members strong or immune to his other damage type, fire, but he would always eventually use it 3+ turns in a row and that was that.

I finally beat this using the old tried and true RPG method: grinding until I got the second level group-healing spell, the boss fight became a lovely slug fest of me healing my team with that skill every turn until it died through the rest of my team chicken-pecking it to death.

Proper Enemy Design I

Very interesting discussion. :)

First, knowing what your opponent is likely to do on the next turn doesn't always require the same reaction; each round can differ and the strategy differs based on what you're fighting.

A round where:
* Enemy A is about to nuke
* Enemy B is going to defend their entire team with a shield
* Enemy C is going to heal because Enemy A is hurt

opens a lot of options; what if you have a method to take down a shield? Maybe you've buffed up the speed of one character allow them to nullify shields before the other characters go. Or your game has a mechanic where you decide player order.

I'd counter that 3 possible actions doesn't broaden your choices, it limits them. If you don't know what exactly is coming, but know what potential actions are, you need to simply use a strategy that accounts for all of them or at the least the most damaging of them. If you can't account for an average of them all you run the potential for an unavoidable game over because of a choice you couldn't have known not to make at the time.

One method to make combat more predictable for example: a hate system. By having one character focus an enemies hate on them, you can help ensure the enemy attacks that character. This allows you to predict the enemies actions (you know who they're going to hit) and allows you predict when they need to be healed vs. having enemies randomly decide to strike on your healer, making them spend their turns healing themselves and wasting any time you spend buying good armor or defensive skills for the first character.

Your FFT example with the advanced AI is also good; if you know the enemy will do something smart on the next round, for example retreat, you can use that as a weapon to help yourself as well. If I'm being overwhelmed, I can use damage to force some of the more troublesome foes to retreat so I can focus on the others and give myself time to recover. The more intelligent the AI, the more predictable it actually gets (higher chance it'll do exactly what I would do on the next turn; take out the weakened enemy there, or pull back to recover, etc.)

Predictability does not mean an enemy always does Fire 1 > Fire 3 > Ice 2 > Heal 3 > repeat.

Predictability means you can more accurately control the flow of battle as you wish using a range of abilities you have.

It's taking that ability to use your actions to change the flow of battle that exists in so many other genres that needs to be brought more to RPGs; in a Mario game I can take a different path to avoid a dangerous spot, in Mega Man I can run under a jumping enemy to attack them from behind, in Fallout 3 I can use a dart gun to take out the legs of a Deathclaw so I don't have to deal with it's excessive speed.

In each one I can choose to do things differently based on my own level of feelings for risk vs. reward; but I never feel that choice in RPGs because the 'random' element needs to be planned into the combat system

Player feedback: "Oh, this enemy is too frustrating because two unlucky turns can end up with a character dying no matter what I do!"
Developer: "Okay, toned down the enemy."

I think a good combat system is one where I can win by thinking and concentrating to keep myself playing on the edge, and a poor one is where I'm forced to use safer strategies because that's the only level of control I have.

Proper Enemy Design I

Ah, sorry, more to come; maybe have the first article briefly over all items and then each after expands on those with more detail and examples?

Otherwise reading just the first is confusing since I don't know what points and if I wanted to use this I'd be going in the wrong direction before the rest are released.

Proper Enemy Design I

Good read, but I think the focus on adding more attacks is nowhere near as important as creating patterns and predictability.

If enemies randomly perform Action A, Action B, or Action C, i can only hazard a guess at which is coming next. If I know they tend to like attacking, so I use a shield skill but they decide to use a defense debuff skill, I wasted my turn, and this leads into the cardinal rule of standard RPG fare combat:

Damage. Is. King.

Enemy might hurt your part a lot? Kill it before it can.
Enemy can debuff party defense? Kill it before it can use that advantage.
Enemy can heal itself/others? Kill it faster than it can heal.

The way around this is to give the player power to react; if I see the enemy and KNOW it's going to do a massive damage attack next round I can balance my next round with offense/defense/buff so my party can survive and no actions are wasted.

This is how you add strategy; the player knows what's coming, so they can react with a strategy they develop. Otherwise the strategy really just resolves around killing the enemy as quickly as possible and having a certain level of healing spam since you can just completely offset any damage if you heal enough.

Games across genres share a lot, pattern recognition is hugely important in other games that are fun in the combat aspect, example:

Mega Man X: (in specific, but ANY will do)

Sigmas hands are flying to the left and right? Uh oh, time to climb one far wall to dodge the beams he's going to switch from the near edges to the center with. I KNOW that the center is a bad area to be. Does this make the fight easy? No. It makes it possible.

If he always moved his hands to the same spots and randomly did any move, I could end up guessing wrong and getting blasted which is frustrating.

How do I get around that?
1. Lots of healing.
2. Killing the boss before I die.

Both are the standard method of winning poor RPG turn-based systems.

Another example: Classic Mario

I see a platform goes up to this point, then comes back down. I know when to time my jump and where I'll need to go on the next stage. The skill comes in at the execution stage (choosing which path through, and how well I execute it.)

What if those platforms randomly went in the wrong direction? An unlucky guess and you can end up in an dead-end situation.

Yet Another: Final Fantasy Tactics

Tactical systems let you see where the enemy is going, when they do moves other than their usually basic SINGLE attack they have to charge them, and I can see the order so I can react appropriately. Enemies don't usually have a huge range of skills, and they only use skills for healing/restoration when needed, and I can tell when because of their proximity to other targets.

If I was out of potions and I was fighting a goblin and chocobo in the early game (Mandalia Plains~) and the Chocobo would kill me next turn, but I couldn't kill it, I could hurt the goblin badly to force it to use it's heal skill, giving me time to get more offense focused on killing it or escape.

A way to differentiate reviews whether it's for the demo or the full game?

post=136956
Perhaps games can only have previews (as opposed to reviews) before they are completed/cancelled. These previews do not have formal ratings. Only once a game is completed/cancelled can it receive reviews that have formal ratings.


This.

Game Gale 2010

Everyone has these awesome looking games, I don't even have a profile up, gonna be stiffer competition this time! :<