BACKWARDS_COWBOY'S PROFILE
Gaming and game design are my hobbies. I've spent the most time with VX Ace and 2k3 (prior to Steam release), but the only thing I've ever finished anything with is 2k.
Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
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RPG Maker 2003 Question of Legalities
author=Thiamor
Though better resolution means the images should show up better, so I might consider using like XP, or Ace.
I'd recommend going with one of those two simply because you can pay a few dollars and never have to worry about any legal trouble. And you could distribute among your target audience via Steam if you go with Ace. Especially if you're just going to use "Show Image". I remember having trouble with that in 2k3 and it wouldn't accept any of my PNG files even after patching and updating and all that.
How important are: PLOT TWISTS?
I think Shin Megami Tensei IV handled plot twists pretty well. You start in a medieval-esque realm with castles and swords and stuff. Early in the game, you can find relics which are little trinkets that get appraised for money. A few hours into the game, you start to notice some relics being kind of weird. You start finding things like CDs, kitchen utensils and appliances, etc. You travel deeper into a dungeon, and you end up in the ruins of a skyscraper in modern-day Tokyo overrun by demons. At first, the characters are told that it's a dark underworld of sorts, but then there's the plot twist...
It gets confusing, but sorts itself out as you learn more throughout the game. It was essential to the story line and executed pretty well and gradually, so it works out great. But then you have some plot twists like in Hexyz Force, where they consist of...
And that plot twist can only be discovered by balancing Creation/Destruction action ratings. It's also only relevant if you've been bothering to pay attention to the lore of the world.
Those are some examples of good and bad plot twists. If you're going to do a plot twist, try to make it story-relevant and able to be followed by most, if not all, players. Don't have one of the first bosses suddenly return and become the main villain, unless they've had participation in the plot since then. A lot of modern games try too hard, as well as modern movies. I figured out the plot fifteen minutes into Captain America: The Winter Soldier using only the title using the following thought process:
Avoid obvious and/or unnecessary plot twists.
The kingdom you come from is actually a land created within a cocoon before a ceiling formed above Tokyo, and the cocoon was filled with residents chosen by the "angels". Everybody living in the kingdom had either been chosen or is a descendant of the chosen, and the kingdom's religious leaders know this. They hide it from the citizens.
It gets confusing, but sorts itself out as you learn more throughout the game. It was essential to the story line and executed pretty well and gradually, so it works out great. But then you have some plot twists like in Hexyz Force, where they consist of...
"HAHA I'M NOT REALLY DEAD! I can control gravity because I'm actually an ancient hero who wants to destroy everything so the fall didn't kill me. Battle!"
And that plot twist can only be discovered by balancing Creation/Destruction action ratings. It's also only relevant if you've been bothering to pay attention to the lore of the world.
Those are some examples of good and bad plot twists. If you're going to do a plot twist, try to make it story-relevant and able to be followed by most, if not all, players. Don't have one of the first bosses suddenly return and become the main villain, unless they've had participation in the plot since then. A lot of modern games try too hard, as well as modern movies. I figured out the plot fifteen minutes into Captain America: The Winter Soldier using only the title using the following thought process:
Why would they release a movie called "The Winter Soldier" in April? Oh wait... Captain America's friend was a soldier who died in a winter operation in the first movie... Shit, he's the villain.
Avoid obvious and/or unnecessary plot twists.
Should the last boss be super challenging?
author=RyaReisender
Everytime someone complains about bad voice acting I feel like linking this:
http://www.youtube.com/watch?v=BAtC1SzWSXg
I have to admit, I actually enjoyed that game several years ago when GameStop published it in the U.S. The option of using Japanese voices solved the English issue.
The game that I feel handled its final boss best was Brave Story: New Traveler. Two forms, but the first was a pushover and seemed like a joke, then a half-naked dead girl crawls out of its mouth. At that point the fight became about balancing healing, stat buffing, and attacking while curing any status conditions inflicted. All while listening to some rather enjoyable battle music. Unless you grinded like crazy in the last few dungeons, the fight didn't get much easier. And with a battle party limited to three characters, you really had to choose who you wanted to level up and bring with you, since characters who weren't in the party gained little to no experience.
Should the last boss be super challenging?
author=Darkflamewolfauthor=LockeZArc Rise Fantasia was similar to this where pretty much any non-boss fight encounter was a simple matter of not running away and simply attacking the enemy until it dies. Any boss battles (especially those from the midpoint of the game onwards) required you to have intimate knowledge of how all battle systems worked up to that point. The final boss alone was a true test of system knowledge and how best to exploit all the advantages the developers gave you. But you got no incentive to actually test those skills in theory on simple enemy battles where there simple was no real threat.
FF7 had a really deep ability system that allowed for a ton of strategic customization... which you can totally ignore because the enemy design is so simplistic that you can beat all but like three battles in the game game just using the strategy "don't run from battles, attack each enemy with normal attacks until it does, and heal when your HP goes below 75% or you get hit with an ailment." So that's probably a situation where making the really hard stuff optional makes sense, I guess. It'd be a waste of a really good gameplay system for there to not be any hard bosses, after all, but you can't make the rest of the game that easy and then make the final boss require the player to master the system.
I gave up on Arc Rise Fantasia around 14 hours in because there was a boss that kept one-hit KO-ing the characters. That, and the English voice acting was atrocious. It sounded like they picked whichever employees were willing to work extra hours for free and handed them the script.
I like the way that Etrian Odyssey II handled its final boss. It had two forms, and after beating the first form, it made an offer to grant you immortality if you just stopped. Selecting yes would give you Game Over. If you managed to pass that stupidity test, you got to fight the second form. If you had a high-level Hex-casting character, you could just cast Fear with a pretty reliable success rate. "OVERLORD is too scared to move!" or whatever it said was a pretty ridiculous thing to see during the final battle. There were dozens of skills which, if you bothered to level them up, made the final battle a simple matter of stun & attack, healing if Overlord actually manages to get a hit in. The post-story content was harder, though. This was an old-school RPG though, so if you tried to avoid battles to get through it faster, you'd be pretty screwed towards the top of the labyrinth.
Large Numbers: Gold edition! (and item pricing)
I don't think there's a right or wrong way to go on the numbers, but a higher base value gives more options. If you start at 100, then you have 105, 150, 164, etc. If you start at 1, well... You have 1, 2, 3, etc. There's a lot between 100 and 200, but not 1 and 2. I think it's just easier to use three digits at the start, and change it if you're using a realistic currency. Things like Yen VS. Euro VS. Dollar would warrant a change in the digits, but when it comes to imaginary currencies, it doesn't matter as much. If I'm making a fantasy-themed game, I aim for gold, which I usually start at 10-50 for the cheapest items. Modern & semi-futuristic games get Yen/Euro/Dollar, and are priced accordingly. Then you have "Credits" in some sci-fi games, and those could be anywhere, since they usually have no basis in real life. "Obtained 100 Credits". How much is a credit? What does it even look like? It's like Zelda II's infamous "Bag of P". What's in the bag? Who knows.
I think the main thing to watch out for is how the gold is distributed among enemies. Should a rabid dog even be carrying gold? You'd have to make sure that the late-game enemies aren't giving you so much gold that you can buy enough of an early weak healing item to make an expensive strong healing item obsolete.
I think the main thing to watch out for is how the gold is distributed among enemies. Should a rabid dog even be carrying gold? You'd have to make sure that the late-game enemies aren't giving you so much gold that you can buy enough of an early weak healing item to make an expensive strong healing item obsolete.
Stronger Version of Skills; is it necessary?
Another option to work around it would be to have:
Against weaker enemies, the third spell would barely be any better than the Basic spell, but against stronger enemies with high resistance, it could end up being more powerful than the Better spell. While it still gives you multiple spell levels, it at least makes them different and do something besides "be a stronger Fire spell". Of course, one of the issues with Final Fantasy was having stronger versions of useless skills. Nobody used Blind or Poison, but some of the later games gave us the gloriously awful stronger versions of Blind and Poison for no reason.
In summary, as long as the next tier of a spell is either more useful or has a decent side effect, then I don't really think it's that much of an issue. After all, it's hard to scale a spell without making the game cater to the class or character that uses that spell. Making it based off of the character's magic stat can only help it for so long, until it eventually becomes useless. The higher base power of later-game spells is what makes them necessary.
- Basic Fire Spell
- Better Fire Spell
- Fire Spell That Is Only As Strong As Basic Fire Spell But Ignores Resistance
Against weaker enemies, the third spell would barely be any better than the Basic spell, but against stronger enemies with high resistance, it could end up being more powerful than the Better spell. While it still gives you multiple spell levels, it at least makes them different and do something besides "be a stronger Fire spell". Of course, one of the issues with Final Fantasy was having stronger versions of useless skills. Nobody used Blind or Poison, but some of the later games gave us the gloriously awful stronger versions of Blind and Poison for no reason.
In summary, as long as the next tier of a spell is either more useful or has a decent side effect, then I don't really think it's that much of an issue. After all, it's hard to scale a spell without making the game cater to the class or character that uses that spell. Making it based off of the character's magic stat can only help it for so long, until it eventually becomes useless. The higher base power of later-game spells is what makes them necessary.
Large Numbers!!!!
The best practical example I know of for large numbers was the strategy game Civilization V. The base game had unit HP at 10, and attacks doing 1-10 damage. This was changed with the first expansion, where HP was now based on 100. The reasoning for it, from what I can tell, is that now attacks could do 14 or 17 damage, instead of 1 or 2. The base game rounded up and down, while the expansion allowed those units hitting 1.4 and being rounded down to 1 to now hit 14. In the end, it made combat faster, so now your unit didn't take 10 turns to kill something. Once you go up to four-digit numbers, though, it starts to make less sense. The practical difference between between 98.4/100 (rounded down to 98) and 984/1000 is a lot less than the difference between 1.4/10 (rounded down to 1) and 14/100.
RMN pixel quilt calendar
I'll take F2 and G2 if they're still open. I have some ideas for them.
Edit: Here they are. I hope I didn't mess anybody up.

Edit: Here they are. I hope I didn't mess anybody up.

To Delete or Not to Delete
I keep my one game page up because I like to fondly remember that I did, at one time, make a decent-looking bathroom, even if I did forget to remove the auto-shadows.













