BRADY'S PROFILE

Brady
Was Built From Pixels Up
3134
Eclipse
Concept Game: Comic meets "Choose your own Adventure" in game format!

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What is the perfect encounter rate?

Don't get me wrong, I get liking touch encounters because they give you control over a tricky situation, but I don't get why people get so high and mighty about touch being outright better than random.

Randoms, (with a decent encounter rate, that is) are good because they let you compartmentalise battles and dungeoning. You can walk through teh dungeon, go to puzzle areas, hunt down chests etc without ever worrying about battles; they just come randomly and at no bearing on your location (although I do always think that specific puzzle areas should have encounters removed, as there's nothing worse than trying to solve some complicated or multi-part puzzle and continually being interrupted).

Now touch encounters give you the ability to actively avoid the battle (as opposed to just hitting "Escape) or to jump into them at will (as opposed to running in circles for ten seconds), but the fact is that it mixes the dungeon and combat togther in a way that is not always favourable. Having monsters clump near chests or exists, for example. I don't like the notion that picking up a chest is going to essentially guarantee I have to get into several fights, or that if I want to escape the dungeon I'll train a heap of monsters behind me. Random encounteers avoid this problem entirely, while touches can't avoid it at all without actively positionoing all touches at places far away from key sections, which basically just turs the dungeon into battle-battle-battle-empty-empty-chest-empty-empty-battle-battle, which, imo, is no better than random encounters anyways.

Just sayin', yo.

@Topic:
Perfect encountere rate is entirely dungeon specific. Large dungeons with open spaces and big areas want much lower rates, while smaller or cramped dungeons can be higher.
The best way to look at it, imo, is by looking at a percentage value of how far you can geet across a map before being interrupted. A tiny map might have a 20 encounter and dhave you interrupted halfway through the map. S'fine. A huge big mofo map with a 20 encounter will only let you get 5% of the way across before being interrupted, which is unacceptable.

Ask yourself how many encounters are likely to happen in each given map relative to their size?

VXA Pantomime: FFVI

That's good to know about the RTP files, but I've honestly no idea what's missing o_o
I went through all sound effects, animation files, system etc; s'why the filesize jumped up 10x.
Obviously missed something, just can't think what. Can go have a look at it, though!

Anyhoo; good you took the time to give some feedback though:

-I had them leaping in and out in a big jumpy fashion because I was going for the VXA vibe with the chibi animations. I was actually thinking about having them lowered in and out with strings (and had an idea about an airship being visibly held up by ropes) but passed it over in favour of the chibi RPG maker style. Althogh I will admit an elemnt of laziness may have factored in, since adding ropes wouldd be pretty damn awkward to event.
The vanishing was more on the FF6 battles vibe D:

-fair point

-moogles never actually played a crucial role in the basic story, and I was condensing everything down to the most basic story elements.

-As above, really. I was going to add in more scenes (the screeny includes the Doma Camp one) but there's a threshold where adding in some of them would require adding in more to keep the continuity, which would lengthen the runtime by a hell of a lot. The intention was to keep it all within a half hour or so to remain concise and not overly long.

-I know, was gutted about Kefka, but specifically wanted the characters to be VXA generated instead of custom made...I did lampshade the fact that it sucks BUT did make a custom graphic for Kefka at the end just because his sprite is so horribly off! x

-Yeah, they're not totally exciting, but the last one has a decent interactive element :)

A Theater Game Idea

That is a pretty cool idea for a concept game. Entire game focussed around one event...
Would be good for a short game I imagine, or a spin-off of a larger game with an established setting.

HELP TODAY: NEED SOMEBODY TO ANSWER THIS INTERVIEW

360 have high-quality interactive movies. 7

S'why most of my 360 games are unpopular non-mainstream ones that I personally find rally fun.

And the SEGA MEGA Ultimate Collection. Basically squealed when I saw that; had it bagged straight away!

A Theater Game Idea

I've had a few people tell me that they wanted to play FFVI after watching my Panto; does that count? :D

As for FFVI though, the battles really don't actually take up that much time, in my experience. The story/dialogue sections are length and detailed, while dungeons are generally pretty short and straightforward, so I imagine these people are just allergic to random battles altogether?

The discussion on Skinwalker was pretty similar; it was down to whether or not the developer should add/remove elements that they may or may not want in the game for the sake of the audience.
Personally, I think it was actually improved by removing most of the interactive elements WHILE ALSO adding in some other, different ones.

I guess context is really what defines whether or not the interactivity is a good d or bad thing.

@bulma:
Your /1 option is what we've gone with for my latest project; there's a lot of visuals and zero battles; all the interaction is just decision making and map-crawling, and we're fairly confident it'll come out fun enough. Albeit it's also being designed as a short game, so not sure how that factors in.

A Theater Game Idea

@lteerego: it's not the main download because it's 10x the filesize (20mb) while the non-RTP version is only a cheeky 2mb. I left the basic as the main one because I figured that the majority of people who would play it would already have the RTP installed anyways. Six and half a dozen really, I just went with the smaller filesize.

@Topic:
Bulma's point is a good one, and one that I've been edging towards more andd more myself, lately. RPGs in general tend to have a heavy grind feel to it, and although that's possible to avoid (and can be avoided in a way that's done well), there's generally always a large element of RPGs that are segregated from story/character development.

Although, alterego, you also have a fair enough point about using a game making program out of convenience: I'm doing that right now, as a matteer of fact, making a comic via VXA because I neithr have Flash, nor experience/knowledge with it. I could go and obtain a whole new software and learn how to use it, or I could just as easily make the exact same thing in software I'm already familiar with,
However, since it is a game-making program, we've also made sure to include interactive elements in it to deepen the experience. Use what you have, and all.

A Theater Game Idea

@alterego:
Did you not read dthe downloads? I have a version that contains relevant RTP specifically so you don't need VXA RTP to run the file :)

S'a fair enough point about advancement though, but that really comes down to which medium you're focussing on more, and visual novels tend to keep their attention closer to book/movie than game, while taking gaming aspects, rather than focussing on interactivity; what bulma was saying, really. Just because you can have gameplay doesn't mean the whole thing needs to be saturated in it.

A Theater Game Idea

My Panto is based on FFVI; a very well known JRPG. Now, despite the game being heavy as hell on random combat, there's absolutely none of it in my project.
Why? Because the Panto is focussing 100% on the (primary) story and passing aside all random combat; the only fight scenes in it are the story-related and relevant ones from the game.

What separates it (and any other visual novel type game) from just making a movie/book is the fact that the way you interact with it is different altogether.
A movie you watch and listen to; but you do it at the pace of the movie. You can't take your time and listen to the BGM, you can't stop and watch the cool effects, or listen to the dialogue at a relaxing pace; its' set.

A book is at your own pace, but generally removes the visual and audio elements. You can read however you liek, and imagine it however you like, but that's simply all there is to it.

Visual Novels, and my Panto are different from all of them because it is a mix.
You can stop reading and listen to the music at will (saying that, part of the point of the Panto is that it uses ripped music from the SNES), the dialogue is in game form, so you can read at your own pace. You can watch the characters run around, fight, talk, animate and do all their emotions again, at your own pace, while still managing to take it everything.
And on top of that, you can put in interactive elements which I have done in the Panto: I fully agree that you should make the most of your medium.
If it's a movie, work the special effects. If it's a book, get the thesaurus out and be descriptive, and if it's a game, put in something interactive.

The point is that it can access more senses at once, at a different pace. If it was just a movie, it'd be completely different, the whole tone would change.

If you don't follow me, go try it: it only takes 25 mins to go through and is designed specifically to not just be a text dump or a book with pictures.

"Less interactivity" isn't "the way" to go for games, but the point is that you can make a game with less interactivity without harming the game.

--
Also, when I say about piling in gimmicks, I know full well that gimmicks can be a great thing, and they're what keeps things fresh. But the problem is when a gimmick is there for no other reason than for the sake of being there. A gimmick should contribute something or feel like it improves the game.

A pointless gimmick that's just there because the developer was worried there wasn't enough content is no different than adding cheese to a bowl of ice cream because you're worried that no one will like vanilla without strawberry sauce.

A Theater Game Idea

"Push people to do more"?

In what sense? Sometimes less in more, I'd say. My Panto project, for example, has hardly anything other than just the dialogue, but the whole point of it was to be concise and contained; throwing in more mechanics and gimmicks can sometimes feel like you're just padding the game out for no good reason. That isn't always a good thing.

Of course, my Panto may not be the best example of this concept, idk; but the point does remain true: sometimes, less is more.

The Screenshot Topic Returns

Would have to agree, there. If I'm going to miss a message because I'm not paying enough attention, then said message being more obvious isn't going to change the fact that I missed it. I'll still just be like "Shit, just skipped a message".

And I do mash buttons, but it's more for LockeZ's reasoning; with heaps of extra menus to bounce through, I tend to just mash until I'm at the menu of my choice...

Only way to really help avoid skipping messages is to do something before the messagee. A "Wait" command, a sound effect, fade/change BGM etc etc; give the player a second or two to realise that something's up, then put in the message once the player's stopped o: