Why DQIX is more progressive than you

These sound like ok features, but not that incredible. One thing that turns me off to an indie game is developer arrogance. Let the player decide how they like the game for goodness' sake.


Story Line Bullet Points

LockeZ is jumping the gun here. Bullet Points are an good device ShortStar. Getting "emotionally involved" in them isn't the point; they have other practical purposes. But don't feel like you have to stick with your outline. Make sure you allow yourself to change it as you go as needed.

The one thing that stands out to me is that the mercenaries take the crystal right after you get it. You just did an awful lot of work to get that crystal back, and it can frustrate players when all their work amounts to nothing.

I would also suggest bulleting out some secondary plot scenarios. Something not totally related to the whole crystal thing. That way at least the game will feel like its going somewhere when the mercenaries take the crystal and you're back to square one again.

Otherwise it looks good! Glad you posted it.



I like disguising cooldowns. For example, some moves in WoW only become active if you dodge an attack; things like that. Limit breaks in FF7 were just cooldowns, but instead of coming across as that, they made you feel like you were building up to something awesome!

Haha! FFXI is nothing but cooldowns! That game is designed to limit you in every way imaginable! What exactly do you call resting for five minutes after every battle Link?


I want to do some event with blogs. But I can't think of any. Help me think of something.

I have trouble with blogs because my development moves so slowly. Anyone would get bored and think that my project will never finish if I blogged about it.

But I see your point.


That Final Stretch

Personally, I try to shy away from ultra-hellishly-hard areas, final dungeon or otherwise. In my experience, the player never thinks its as cool as I do. What I do like are last areas or bosses with some different kind of difficulty. Chrono Trigger had an awesome last dungeon (Black Omen) with four boss fights, each unique. I thought the last fight of FF9 was good too. That boss had a move that did random status ailments and another move that dropped a character to 1 Hp.

Something you need for last areas is the story build-up. Sephiroth wasn't that tough, but it really felt like the dungeon was finally the real thing before the last showdown. BoF2 did it well too. FF12 on the other hand really botched this.

In short, difficulty can be fun, but the odds shouldn't be stacked too far against the player. FF3's last boss and dungeon was HELL! (FF3 for NES, not FF6) It took like two hours and didn't have a save point and the final boss had an instant win condition (where it instantly won).

But I have also entertained ideas for super hard dungeons. If you do go this route, think about having lots of interesting mini-bosses instead of just super hard fights every ten steps. For example, in a game I made I let the player read about the bosses special moves before the fight, and then choose to seal one of their choice. The boss is still the hardest thing in the game, but the player has some influence over it and can choose to seal a different move next time if they die.


Rpg Maker game tear-jerkers.

Xenogears made me tear up at a few parts. That game makes me strangely emotional though (more so than I already am, which is alot).

RM games though? ...Nah...


The Longing Ribbon Review

Hear ye! I loved Longing Ribbon. It took me totally by surprise with how well the music and graphics enhanced the game and added to the atmosphere. But like you, I could not freakin get past the boss of Chapter 4. I had to cheat. I'm sure the boss is possible, but it seems like one of those games where if you don't build up your stats in just a precise way then you get screwed down the line. But of course you have no idea what stats you will need, so its easy to screw up.

The presentation of the story is very good, but sadly I think you've seen the best of it. I wasn't as impressed with the story later in the game, but it is still solid.


By the way, there are built in cheats for the game if you really want to finish it.

Keep your goals to yourself

Good premise in that video, but the data from the study TED cited is inconclusive. You can't make a generalization like that with such a small sample size of people, especially when the study hasn't been administered multiple times. Its just pseudo-science mumbo jumbo.

But his point is well taken. Especially the comment near the end where he suggests that you express your goals in a way that requires you to take action. You need to have a plan... I don't really talk about my project much because I know damn well it is a long time away from completion. But sometimes my experience is the opposite- it helps to share my goals because it forces me to focus, usually on what my next steps are. Those next steps are things I talk about more often. It just takes some knowing yourself, and knowing how committed you will be and how long it will take you to accomplish your goals. Many of my other goals fall by the wayside, but that may or may not be because I share them with others.


Dialogue, Characters, and You.

Anyone interested in characters talking back to NPCs should check out Grandia and Grandia II. I agree with you in general nukei. Thanks for the links Solitayre.

>New Game

I'm right on board with you Darken. Hooks are the way to go! In depths systems can be great and all, but if there is no hook to get me going in the beginning, then I can get annoyed going through tutorials about all the game's great features. Controlling character soon in the intro is a must too.