BAKUTEX'S PROFILE
Bakutex
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Hello, hell hole!
Y'all beautiful bastards~
Y'all beautiful bastards~
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Tips for indoors mapping?
author=Liberty
Yeah, but if you have too many events on a map in Ace it lags to high hell, even if they're empty. :/
True dat. I think that's what happened in Homework salesman.. I don't know but it lagged like hell...
Wait im going off topic here..
Cold Bite
author=edchuy
That's a fair choice ...
Yeah it might be fair but im worried about the players that dont even dare to click here just because of the default graphics LOL i'll just keep doing what I do
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Tips for indoors mapping?
author=RyaReisender
Apply those themes to indoor as well. :-)
Or are you talking about a completely different indoor?
Nah don't worry, xD every town will have it's own story.. I think you all will be impressed... I hope?
Thoughts on Fast Travel.
author=Isrieri
Fast travel in any form is almost always a good idea.
Convenience is everything. Moreso when the player has complete control over whether to use it or not.
author=Bakutex
So like, my game is big, big enough to have an obvious fast travel mechanic.
But in my game I also included side jobs. In which you can obviously make money. but only once. Because once you complete the job, a switch called "TIRED" activates, the only way to disable it is to rest. You can pay at the inn, or you can just rest for free at your house of course..
As for this, I don't see why you don't just make them 1-time sidequests. I guess you could also make it so that the money you get for doing the job decreases each successive time you do it, but that would be kind of lame.
EDIT: Oh wait, I am super late to the party.
Yeah your kind of late.. A bit.. LOL the whole mechanic was changed now XD
Cold Bite
author=edchuy
You had me until the default graphics part ... Congrats on finally getting it accepted!
LOL yeah, For now I want to keep it simple and focus on the game mechanics rather than the graphics... I MIGHT update them later but.. yeah for now I just want to focus on gameplay
Thoughts on Fast Travel.
author=Liberty
Am I the only one who thinks you shouldn't punish the player for doing your shit? Seriously, you're making a free-roam, sand-box type game from the sound of things, so a fast travel is necessary in some way, shape or form.
I think your issue is the balance of money, NOT the other parts. It sounds like you have to do some repetitive minigame over and over again to farm the money. Why punish the player farther? If they want to mess about with your silly minigame so they can make cash, let them. It's no different to XP farming or item-drop harvesting - repetitive bullshit that has to be done over and over to get anything.
Give them enough money that they come out ahead, but not enough that it's easily broken. They do the 'farming' so that they can afford items to do more interesting things in the game. Why limit it? If they want to play your boring minigame 50 times, let them. The cost is the time it takes to play that annoying minigame. Time is, literally, money. It's no different than if they go through a dungeon for loot or grind on monsters. Your repetitive little minigame is the grind in this case. Don't make them pay extra for it, just make sure you have a balanced monetary reward instead.
For example: I'm a player who has just bought my own house but spent all my money on it so that I have a place to put what little shit I have. Now I'm broke and can't go on dungeon runs, so I have to find a way to get money. I go to a money farm and get my 'grind' on in a non-lethal way (do not add monsters, please. It just makes things worse when you're doing something menial enough as it is without having to prepare for battles as well. :/ ) So I'm aiming for a new sword and armour costing 1000 Gold. Every day, I get about 50 gold surplus. That means I have to play your stupid minigame 20 times to get the money I need just so I can go cave diving.
Now, say I want to save for a sword that costs 2000 gold in and of itself. That's 40 times I have to play your monotonous minigame. I haven't got time for the shit that is random monster spawning in the middle of that task, paying for an inn or having to travel on-foot back and forth to my own house.
Let people play your game their own way. Let them break it if they want. If they want to money farm, let them. It's not up to you to tell them how to play in cases like that - that's their choice. It's why Skyrim and games like it are so fun - because it lets you do what you want. If you want to chop wood for 20 days in a row, you can. If you want to steal shit instead, you can. If you want to murder a town full of people, you can. It appeals to every type of gamer - grinders, casual, explorers, hack'n'slashers... etc.
Don't put limits on things like farming. It just makes people not use the systems you've set up - and in that case, why even include it in the game if they get nothing from doing it or have to deal with stupid shit while doing it? You want them to fight monsters? Give them hunting quests. "Catch 20 rabbits before days' end and I'll give you 20% extra of what they're normally worth."
You want people to play your minigames, don't limit their ability or desire to do so.
xD you made me feel like when my mom scolded me for not doing the homework xD Yeah dont worry dude, after playing red dead redemption, disgaea and some skyrim I FINALLY KNOW what im going to do! And I have the feeling that people will like it.. You will see it on my demo released this weekend.
Thoughts on Fast Travel.
author=LockeZ
Probably the core problem here is that you created a way of farming money that is infinitely repeatable and apparently requires almost no effort.
The fact that you limited them to once per day and then gave the player a way to advance the day for free actually doesn't matter; without their home they'd still be able to advance the day for less money than they made at the job. Changing how fast travel works or how the player's house works won't solve the problem. All you did by adding fast travel to the player's house was take a problem you already had and make it happen a little faster. The basic idea of rewarding the player with a free inn if they buy their own house makes sense; they put a lot of money into the house in order to earn it, presumably. It should cut out an expense. No big deal. What is a big deal is that that expense is the only limiting factor in farming cash.
My recommendation is to make the jobs take some effort on the part of the player. I mean, battles in most RPGs are infinitely repeatable for cash. The player can often find a zone full of enemies to fight less than 60 seconds away from a reusable free healing point, and sometimes those reusable free healing points even occur in the middle of dungeons. While this obviously still allows grinding, it isn't effortless grinding - the player has to do battles, which takes up a fair amount of time, and each one has a chance of failure. You should design your jobs like you design battles. Create challenges and risks and allow the player to fail at them. Then it doesn't matter so much that the player can do them over and over - they're essentially replacing battles.
I guess as an alternative you could make every job include some battles. Every time you chop wood, a couple of the logs turn out to be treants you have to fight! Or maybe make fast travel cause the player to get in a random battle every time they use it, possibly more than one battle if they're traveling a longer distance. These are certainly easier solutions, I guess!
From all the replies I got, I found your the most helpful of them all.. And is giving me some.. Ideas... for example in the cooking side job I can make the player fight against a powerful fish! And if he loses he will only get 10% of the money.. but if he wins he will get ALOT. Besides, it's a comedy game so it might work...