BADLUCK'S PROFILE
BadLuck
2270
Creator of Ara Fell, Rise of the Third Power, and a lot of failed projects.
Ara Fell
A 16-bit era, Japanese-style roleplaying game set in a magical world floating above the clouds.
A 16-bit era, Japanese-style roleplaying game set in a magical world floating above the clouds.
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[RM2K3] Feedback before implementing an idea
>MP is a resource that limits the ability of the player to repeatedly use their most powerful abilities
Punishing them for over-using MP accomplishes exactly the same thing. A basic attack wouldn't have to be the weakest move in this system. Spells could do things like AoE, confer debuffs, buffs, heals, etc, while basic attacks provide damage.
I'm imagining a high damage enemy that is forcing the player to keep healing, bringing it to the point where the healer is out of MP and has to start digging in to some other resource (like health, or like risking taking on a condition).
You can't say what attacks are "intended" to do. The game dev is who decides what they're intended to do.
Punishing them for over-using MP accomplishes exactly the same thing. A basic attack wouldn't have to be the weakest move in this system. Spells could do things like AoE, confer debuffs, buffs, heals, etc, while basic attacks provide damage.
I'm imagining a high damage enemy that is forcing the player to keep healing, bringing it to the point where the healer is out of MP and has to start digging in to some other resource (like health, or like risking taking on a condition).
You can't say what attacks are "intended" to do. The game dev is who decides what they're intended to do.
[RM2K3] Feedback before implementing an idea
author=Gredge109
I'm all for the idea of pushing things towards a skill emphasis, but it sounds as though the player is being punished for using a basic combat option
Is this not the same thing as "punishing" the player for using skills with MP?
It sounds to me like this system is effectively just making basic attacks cost a second type of MP. The only difference being that you get punished for using the ability once you've run out of MP.
Which is actually a really cool idea. I wonder if it would work well with skills. Make it so you can always use your skills, but they start eating away at your HP once you run out of MP or something.
Two problems with characters killing the gameplay options
Well, there's just going to have to be some level of contrivance in stuff like this. Why could Master Chief only hold 2 weapons on that giant robot suit of his? Why is combat turn-based in RPGs? Why can you only push certain blocks in Zelda: A Link to the Past?
Ultimately, you just have to accept that you're making a game, there's going to be some BS in it. Generally, it's fine to just ignore this, because the player probably won't notice either. You can also try to lampshade some of these issues by making a joke of them. I could see someone poking fun at the character with the tattoos... like... what, you have these tattoos and you don't know what they are? "Well, they all look backwards to me..."
But if trying to be cute about it won't work, like I said, it's a game. People will accept it. I generally wouldn't be willing the harm the gameplay for the sake of the story.
As for the old wise man, a solution to this might be that he's something of a Yoda character, who is reluctant (or even indifferent) to give away information when you should be thinking about it.
Does this puzzle occur in a place where you urgently have to solve it? If not, he could just be something like a applying the socratic method. Maybe he gives hints by asking questions.
Ultimately, you just have to accept that you're making a game, there's going to be some BS in it. Generally, it's fine to just ignore this, because the player probably won't notice either. You can also try to lampshade some of these issues by making a joke of them. I could see someone poking fun at the character with the tattoos... like... what, you have these tattoos and you don't know what they are? "Well, they all look backwards to me..."
But if trying to be cute about it won't work, like I said, it's a game. People will accept it. I generally wouldn't be willing the harm the gameplay for the sake of the story.
As for the old wise man, a solution to this might be that he's something of a Yoda character, who is reluctant (or even indifferent) to give away information when you should be thinking about it.
Does this puzzle occur in a place where you urgently have to solve it? If not, he could just be something like a applying the socratic method. Maybe he gives hints by asking questions.
RPG Maker developers who went on to produce games professionally
To The Moon is definitely more visual novel than actual game. If that's not your thing, it's definitely hard to get into it. It's extremely well-written and the story itself is clever. If you ever want to play it again just to study how to put together a great story, it's really worth it.
RPG Maker developers who went on to produce games professionally
Kan Gao should be a huge inspiration to all of you. To The Moon is likely the most well-known and popular RPG Maker game ever made. And it's brilliant and you should all play it immediately.
I contacted him out of the blue to get his advice on how to proceed with Ara Fell, and he really took the time to talk with me and help guide me. I can't say enough good things about the guy.
I contacted him out of the blue to get his advice on how to proceed with Ara Fell, and he really took the time to talk with me and help guide me. I can't say enough good things about the guy.
Good freakin dialog tutorial: https://twitter.com/JesnCin/status/814839109210566656
One thing you have to keep in mind when doing dialogue for games is that you generally don't have narration or prose providing subtext for whatever's going on. You're relying heavily (even exclusively) on the dialogue for that.
Using expressive face sets act as subtext, or... say, making a sprite jump up and down before saying something angry. But neither of those are as good as prose, so dialogue in games, particularly RPGs, just does a lot more lifting than it does in other mediums.
Using expressive face sets act as subtext, or... say, making a sprite jump up and down before saying something angry. But neither of those are as good as prose, so dialogue in games, particularly RPGs, just does a lot more lifting than it does in other mediums.
Screenshot Survival 20XX
author=Rhuan
dethmetal:
BadLuck: I don't like the font but meh; other than that I definitely see your point on too dark, if it's meant to be a night scene it's probably ok - I probably wouldn't have the whole game like this would take a lot of effort for someone to keep paying attention.
Yeah, it'll only be this dark in a few scenes where a really bright object (like the moon) is behind you. It's tough to mess with because in RM2k3, you can't make the screen tone only affect tiles/sprites/etc and ignore the panorama, so I have to color everything by hand to get this effect.
Screenshot Survival 20XX
Rise of the Third Power progress.
Portraits aren't colored yet, obviously. This might be a touch too dark, but I feel like when it's all in motion, it doesn't seem nearly as bad, so I'll probably keep it at this level.

Portraits aren't colored yet, obviously. This might be a touch too dark, but I feel like when it's all in motion, it doesn't seem nearly as bad, so I'll probably keep it at this level.

I don't like Dark Souls 1 or 2..... Would I like Bloodborne?
Well, if you like the idea of Dark Souls but want "faster" combat, I'd definitely give Bloodborne a try. However, the "slow" pace of combat in Dark Souls really is a trifling thing, and it'd surprise me if you could find yourself unable to play Dark Souls for that reason but find yourself enjoying Bloodborne. Bloodborne isn't that much quicker.
But if that really is the difference maker, yes, Bloodborne feels quicker to me, so give it a try. Obviously, you ought to rent before you buy.
But if that really is the difference maker, yes, Bloodborne feels quicker to me, so give it a try. Obviously, you ought to rent before you buy.
The OneShot remake is now on Steam! (And on sale!)
If Steam reviews are indicative of sales, I'll say this;
Ara Fell currently has 81 reviews since June 2nd and has sold considerably better than I expected. As of now, OneShot has more than 400 reviews. So if we can guess that OneShot is doing 5x Ara Fell's sales, in the last 18 days, they're doing extremely well.
Congratulations guys. This thing is going to turn out to be the next Undertale or something. Awesome work.
Ara Fell currently has 81 reviews since June 2nd and has sold considerably better than I expected. As of now, OneShot has more than 400 reviews. So if we can guess that OneShot is doing 5x Ara Fell's sales, in the last 18 days, they're doing extremely well.
Congratulations guys. This thing is going to turn out to be the next Undertale or something. Awesome work.













