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CORENTIN'S PROFILE

I'm an 18 year old amateur developer. Because I'm cheap, I use RM2k3. Because I'm awesome, I love to make games. I'm only just getting active on this site, but I hope to have a lot of fun and learn a lot here.

I'm currently working on two new projects: Mors Terae and Innkeeper's Diaries.
You can find both of those to the right, as well as a completed project which I am revising and updating.

Want to get in touch with me? PM me or use the twitter link provided. If you're interested in my projects, want to help out, collaborate, ask me to test for you, or just talk, please do contact me. I'd love to talk with you.
Mors Terrae
Witness the end of a planet, as the requiem plays.

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Sound

Less is more.

Don't use low-quality sound or music, they add little to nothing. That said, good music and sounds can add exactly what you want. I take Radical Dreamers as an example. There's not a whole lot of sounds and only about 5 songs, but several of them are SO PERFECT that I find myself playing that game over and over and over. The Viper Manor music, Lynx's theme, the ending music, it's all so good.

So, my opinion: music and sound are important to give the player something to listen to, but don't have them for the sake of having them. Only use them if you have good music.

Explanation about the Relationship Meter

I clicked on this thinking somebody else had tried to model human relationships in an intelligent way. I was disappointed.

No offense, but describing a relationship with a single variable is not realistic, innovative, or especially confusing. I've designed some fairly complicated systems, the most complicated requiring about 15 variables and multiple switches per relationship.

See, a relationship isn't just affection. There's trust, duration, karma (the build-up of good or bad experiences between the two), physicality or non, and that's before you get into modeling how each person views the other.

Modeling relationships can be quite fun, as it requires both logical thinking and a knowledge of interpersonal relations. However, having an affection meter is kind of a boring way to do it (and yes, I realize that's how a lot of dating sims work. Tough. People aren't that simple.)

What I do applaud is your use of relationship-based game elements. Too often, this element of game play is forgotten in RPGs, where it can add new game play or story, or maybe just some fun hidden stuff (e.g. You have three options for the date in FF7, Tifa, Areis, and Barret, depending on how you treat them.)

So, for a relationship system, weak and pointless. For its implementation in an RPG, kudos, but you could add some more complexity. Lastly, you might want to get somebody to check your English for this game. I don't know if you're a native speaker, but there are mistakes in just about every screenshot you've posted, so...yeah. Get somebody to check for you or be more careful.

Just my thoughts.
Corentin.
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