BARRETTORBIX'S PROFILE

Favorite Games/Series:
To the Moon
Ys
Undertale
Xenoblade Chronicles
Yume Nikki
Animal Crossing
Ace Attorney

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Deving vs. Gaming

The idea of a game dev who doesn't play at least some games in their free time is really strange to me. It'd be like an author who never reads or a composer who never listens to music. Like everyone else has said, you have to allow yourself time to dev, play, and enjoy other unrelated activities.

There's another important thing to point out here, though. Even when you play games in your free time, I don't think it always needs to be to learn something about game design. That's fine, of course, and you're likely to learn from other games even when you're not trying to, but I don't think you should always play games with that specific goal in mind.

In my experience, the quickest way to kill my enjoyment of something is to turn it into an assignment. And when I play games thinking primarily about what I'll learn from it, that's what it becomes. It becomes something I have to get through rather than something I want to stop and enjoy. I don't want to play games just because I'll learn something about game design. I want to play games because it's an intrinsically fun thing to do, for its own sake. You have to give yourself some time to do things purely because you want to do them, and not for any other reason.

Screenshot Survival 20XX

@Garbamesh Looks wonderful! I completely agree about platforming in non-platformers. Getting to get jump around on stuff just adds so much to the feeling of exploration. It adds verticality to the level design, which I find a lot of RPGs tend to lack. Plus the act of jumping around is just so much more fun than walking! The graphics and the music kind of give me some FF6 vibes, though I'm not sure why.

What are you thinking about? (game development edition)

author=StormCrow
Is it okay to restrict Save Points to increase tension (a la the Ink Ribbons & Typewriters in Resident Evil, the Dark Souls' franchise's extremely frugal placement of checkpoints) or is "save anywhere, anytime" an absolute maxim of good game design? Is it okay to expect players to get through a medium-long section of gameplay (towards the end of the game if it matters), starting over at the beginning of that section if they get game over?
There's nothing inherently wrong with restricting how frequently the player can save, but you need to be very careful how you go about it. It's very easy to make it needlessly frustrating rather than difficult.

This might be a controversial opinion, but one big problem I have with Dark Souls, despite having played through it several times, is that I think the game would benefit from having save points before bosses. I know it's supposed to add to the tension, and they say that getting back to the boss is part of the challenge, but I never really felt that way. Let's be honest, how many people actually fight all the enemies leading up to the boss every time they die? I can't speak for everyone, but I always run past all the enemies once I've been through the area so I can get back to the part I actually want to do. Everything else just feels like an extended loading screen.

In the case of Dark Souls in particular, I feel like not having bonfires before bosses just makes the game more tedious rather than challenging. I wouldn't even mind if they made the bosses significantly harder, as long as I had the chance to immediately try them again. I'm not an incredibly patient person, but no matter how ridiculous a challenge is, I'll always have far more patience for it if I have the chance to immediately try it again. I still love Dark Souls, mind you! But personally (and maybe this is just me), I've always preferred harder, more condensed challenges as opposed to longer yet easier ones.

What are you thinking about? (game development edition)

author=Gretgor
Is there such thing as a game's plot being too serious about real life issues? I'm kind of afraid of crossing the line on certain topics I'd like to bring up in my current project. You know, racism, censorship, stuff like that.

I think the important thing is whether those topics feel appropriate for the setting and tone of your story. Even in a more lighthearted story, you can get away with quite a bit as long as you handle it with tact. In my own experience as a writer, it's much easier to go from lighthearted to serious than vice versa. So even in a story that doesn't start very serious, it can give a natural sense of progression to delve into more and more serious topics as you go. On the other hand, it might feel cheap or out-of-place to start with something really serious and de-escalate from there. So I guess keep that in mind when deciding how to start your story.

New to the RM Scene

Thanks for the warm welcome, everyone! I've already received plenty of helpful and encouraging comments, and it's given me that extra push to get started. I'm looking forward to sharing my work and seeing what else the community has to offer!

What are you thinking about? (game development edition)

Have you ever stopped and thought about just how many unique skills are required to make a game? As a newbie solo dev, it's been on my mind a lot lately, and it's pretty daunting. I mean, to make a decent, full game by yourself, you likely have to have at least some proficiency in:

visual art
animation
writing
music/sound design
and coding

And that's not to mention the actual game design itself. There are definitely work-arounds for some of these (thank goodness), but I kind of feel obligated to at least be somewhat competent in each of these areas. That's not SO bad, because I have some degree of interest in all these things, but, like... it's pretty overwhelming, you know? I'm a total newbie in most of these fields. Learning any one of these skills alone can be a huge task, and I only have so much time to split between these things.

How do you guys handle it? Have you felt any obligation be a jack of all trades? And if you have, how in the world do you juggle so many new skills at once?

The Joy of Painting Titles: RM2K/3 title screens!

Awesome! I've been getting into digital painting myself lately. I never thought to practice it with Bob Ross (I've never watched Bob Ross at all, actually). I'll have to give this a try.

EDIT: You probably don't need this, but I'll just drop it here for anyone interested. I found this great tutorial series for digital painting that happens to follow along with a Bob Ross episode: https://www.youtube.com/watch?v=8FfVnEIkA3I&index=1&list=PLaGRTLvEbVzybijtYZRy4EoGrx6Bq_xOG

Commercial Games That "Take A While To Get Good"

author=Solitayre
Trails in the Skyis a really great RPG that has the worst intro/forced tutorial section in any game I've ever played.

That makes me feel a bit better about not getting immediately into it. I've heard so many great things about that series, and I get the feeling that I would like it if I kept going. I've tried to get into on several occasions, but the beginning feels like such a slog. And that's from someone who tends to like dialogue-heavy games.

New to the RM Scene

Hello everyone!

I've been vaguely aware of RM for a long time now, and even dabbled in it several years ago, but I never came close to finishing anything and was never really involved in the community.

However, I recently discovered a bunch of the RM Greats like Yume Nikki, To the Moon, and Ib, and I've been totally blown away by the creativity on display! I don't think I realized until recently just how much could be done with the program, and when I dealt with it in the past, I often felt discouraged, like I wasn't a "real" game designer if I couldn't do any coding. But these games have changed my perspective on that, and I've got the itch again. I'm considering getting back into game design, though I don't really expect it to be anything more than a hobby. In addition, I'm really excited to see what else this community has made that I've missed over the years!
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