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And now I reveal... MY FINAL FORM! HAHAHA!
I think this is practically required, unless your single final battle is already multi-parts. I feel like I need to have multiple epic battles at the end after I worked to beat the rest of the game otherwise I might feel a bit cheated.
Mount Koltz.
post=145101
This is why I'm using panoramas only, despite how crappy and clunky it looks when moving around (you can't go behind stuff for example).
Wrong.
Some examples?









You can use pano mapping and walk behind stuff easily.
Figure it out.
Befuddle Quest 4 Dead
RPG with no repeatable battles
post=145064
introduced a different enemy to the troop or moved on to entirely new ones
This is part of what is being suggested in this topic though.
RPG with no repeatable battles
post=145060No matter how good your puzzle is, it's only fun to do once. After that, you already know the answer. Imagine a puzzle game, maybe it's Picross or Sudoku or a crossword or just block puzzles, where the player has to solve each puzzle five to ten times in a row before they have enough XP that the next puzzle becomes attemptable. That is how grind in RPGs feels to me.Now imagine, on your second attempt, that the puzzle pulls a new trick out of its ass based on its knowledge of your patterns of attack. Now you have to counter its counter, and then it counters your counter to its counter with whatever it can. If the puzzle learns like you do, it's suddenly a lot more entertaining.
And by the time its movepool is out of this to counter you with, its homies have arrived to coordinate with. That is how RPG enemies should work.
Now imagine, on your fifteenth attempt, that the puzzle pulls a so-called "new trick" out of its ass based on its knowledge of your patt--wait a minute, didn't this already happen fourteen times? I'm getting bored.
The RMN Comic Collaboration!
Languishing Projects
post=143642
Another thing that helps is having multiple people involved on the same project. It's much harder to let something languish when it's being actively worked on by other members.
This is as much an advantage as it is a disadvantage. When you have a project that relies on the whole team to finish, if some people fall behind, the whole project staggers. Also, some team members work faster than others, or some might just have a part that takes longer, and then, it will end up just as one or two working actively.
RPG with no repeatable battles
post=144995
Also if this whole effort is a thinly veiled way of reducing the number of battles overall because you think your battles are boring, then you have another problem altogether.
His point is not this though, his point is that having battles over and over again is boring in itself--and repetition pretty much gets boring in most games, even if the battles are interesting, you are bound to have many repeat battles.
post=144983
I'm pretty sure every action, shooter, adventure, strategy, and platformer game ever made has managed this just fine. So that is not something that concerns me even a little bit. And I HATE, HATE, HATE the idea that boring repetition can be done in place of actually completing the challenge. That is the worst idea anyone has ever come up with. Why would you want to create a challenging and fun boss, and then encourage people to grind goblins for an hour instead of beating it?
Yeah, this is a very good point.














