BRADY'S PROFILE

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

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The Screenshot Topic Returns

On that first screeny you forgot to shadow pen underneath the bridge on the roof~

Looking for a Warhammer Fantasy fan to possibly work on a WH-VXA TBS Project~

Lengthy title, I'm aware!

I made a post HERE (inc. TBS suggestion) earlier pondering about it in the past and the possibilities it could have. However, I've been looking into it since and I can tell you that it just doesn't seem to exist anywhere. The closest I can find is people asking about 40K, but do we really need more games with space marines hiding behind cover and shooting at each other?

Nono, WH-Fantasy is much more fun, and has a more interesting cast of races to take advantage of.

Anyhoo, there are a few TBS scripts out there, and there are a good few possibilities as to how a WH-RPGM game could be approached in terms of development; a lot could be done with it, and I can already think of a number of ways the rules could be implemented into RPGM mechanics.

However, I can't do it myself, as it's complicated to work out from scratch and I can't dedicate all my time into sorting through possibilities on my own, so would much rather something like this would be a team project that could be discussed and spitballed until ideas start to fit into place.

Although I am aware if there was a Venn Diagram of RPGM fans and WHF fans, that the overlap would seemingly be occupied solely by me. I'd like to think otherwise, but really, how often is the googleweb wrong about these matters?!

So, if there's anyone else hiding in this tiny niche overlap with me, now would be the time to show yourself :'D

Immersion vs. Game Mechanics

The tetris example pretty much applies to what I said.

Mind that Immersion doesn't necessarily mean "I totally believe I'm in this world, omg it's so real", because immersion is something that's lost the minute the very thing occurs to you; you can't be aware of immersion and be immersed at the same time.

What I mean is that you can play tetris for six hours and be completely absorbed by it; that IS immersion, when you forget the world around you even exists because you're busy playing this wee game. Even a simple one like tetris.

Honestly, I don't think you can really do anything to "create" immersion. Immersion is automatic, it's already there for the player. All a developer can do is fuck it up with logical inconsistencies, bugs, graphical inconsistencies, grammar/dialogue screw-ups, irritating gaem mechanics etc, thus implying that a developer "trying to create immersion" is really just trying to create a game that's smooth and bug free.
Every flaw and weirdness in the game breaks immersion slightly, but there's never really anything you can do to actually create it, as such.

At least not when you can play retro games like Asteroids and be completely absorbed without stopping and thinking "god damn, when I press X, my guy just rolled over the wall instead of crouched behind it, bloody game..." akin to more modern games that really aim for it and only really make you ever more aware that it's just not quite the same.

Mind you, none of this matters if the game is just smooth and bug-free because it completely lacks any gameplay or mechanics at all~

~Tension~

Although I understand your point, and get why you're calling it "tension", I really don't think tension is the right word. As for as what bulma's saying, it's all about creating a situation for players where decision-making is relevant and consequential, making them have to think and act on the situation rather than just spamming quick-dualcast-ultima/rasp every single turn knowing that no matter what happens next you'll do the same thing again next turn.

I s'pose that's much wordier than "tension", though.

Regardless, I do agree. It's a hard balance to cover effectively, since you need to balance the skills, the characters stats/growth and the enemies stats/skills/ai all correctly at each stage in the game you want these skills to be useful; and that's the crux of the issue really...as soon as even one of these goes off balance, the player notices it.
It's not about the skill choice becoming less "tense" anymore, but about the fact that they realise that even if they do use their triple-damage buff then the enemy does the same thing, they can just attack hard and either kill the enemy first, or just shrug off the enemy's triple damage due to their attack/defence (respectively) suddenly off-balancing itself.

More words, I see....

Point is, I reckon balance is more importantly set in the stats/skill calculations/how your game mechanics work, rather than the base skills themselves.

Immersion vs. Game Mechanics

Makes me think of the Prison level in FFVIII, when Quistis goes on and on about how they can't heal because of some arbitrary "anti-magic field" that appeared out of nowhere from the story, and with your weapons confiscated, you're forced to use Zell who fights with "these fists 'o mine".

But then you can take Zell out and just Thundaga the bitches who have your weapons. Anti-magic field? Not on my watch!

/immersion, for story purposes but not gameplay. /wrists.

Immersion vs. Game Mechanics

Aye, immersion can come entirely as a bi-product of good game mechanics. Focus on making the game work without bugs or irritations and you'll naturally get immersed in it regardless of quality or style. You could go back and play a 20 y/o space-shooter with two colours and an 8-bit voiceover, but if the game is fun and plays well, you'll just melt right into it and forget everything else.

Focussing on immersion as a primary thing will tend to just wind up getting games overloaded in dialogue, text dumps or overly complex graphics (that tend to backfire, knowing that the more realistic graphics are, the more you notice flaws) and a lot less time gets spent on mechanics.

Immersion comes naturally with good gameplay, but good gameplay isn't necessary a bi-product of decent immersion.

Warhammer Inspired Game?

Has anyone made (or tried to make) a game within RPGmaker (VXA?) based on Warhammer (Fantasy)?

I can't think of or find any examples, but I reckon the idea would have a fair amount of potential depending on what style you decide to go with and what to do with it. I'd love to get in on something like that, but really don't think I'd want to make it entirely myself.

Could be an RPG akin to the Warhammer MMO (WAR) where the character takes control of a singular character (or small interchangeable group) and goes about a standard RPG style quest.
Could be more TBS-y like the tabletop (I've seen numerous games with TBS style themes and scripts) controlling small skirmishes.
Could even be somewhat of a mix: you control a specific hero of your own design and jump into the TBS "levels" at certain areas and control larger groups.

The specifics of it all I haven't thought about in-depth, but I'm just thinking that with all the rules in Warhammer that vary from species to species, a lot of that could be implemented in interesting ways in RPGmaker, I feel.

If nothing else, I'd love to do some spritework for Warhammer! :D

Any other Warhammer fans on RMN? Any thoughts on the matter?

EDIT:
Did a quick hunt around for available TBS scripts and found THIS which runs pretty nicely, and could be used as a platform for a test/alpha version of a Warhammer level.
Most of the stuff in the script would allow it to follow by a number of Warhammer rules and army creation restrictions, so I reckon that could work out, in theory~

EDITEDIT:
Drew up a quick Clanrat Slave sprite and threw it into the demo just to get a look. Totally into the idea of puttin' somethin' like this together...need a team! o:

The Screenshot Topic Returns

Just because it's too straight, angular and flawless. I'd make another tile for the edges with the edges looking rougher, more cracked or having grass hanging off the edges etc.

What's a good length for a demo?

I define it as it is: Demonstration. A "good length" is purely subjective. I have a project that's essentially an animated comic with a demo that could probably be finished in <5mins without skipping the (brief) dialogue, but the purpose was met: to demonstrate what the project plays and looks like in a more immersive and interactive fashion than simply showing screenshots.

So it really just comes down to what you're wanting to demonstrate to the audience. The game as a whole? Specific features? Specific areas? Character development or interaction?
How long the demo lasts should really only be determined by how long it takes you to demonstrate whatever it is you're trying to showcase.

RPG Maker Music Packs: Worth it or not?

Music is always good to get. I got the Eastern Dragon pack mainly for the music and that was only four tracks. Albeit it only cost £4 and came with about a hundred free art assets, but the point is that paying for high quality resources shouldn't be an issue if you personally like the stuff.

Although aye, it depends on your needs. Plenty of musicians who can make stuff specifically for your project too~