CORFAISUS'S PROFILE
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
"Winning" internet arguments via dismissive hyperbolic falsehoods and selective ignorance.
Unallocated Skill Points
"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."
"The imperfections show the face."
Unallocated Skill Points
"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."
"The imperfections show the face."
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Creating Politics and Governments
I think what it really boils down to is having at least one big friendly castle and one big not-so-friendly castle; the first to explore and the other to destroy. After that, it's just figuring out who's going to be the one to destroy it. I'm thinking about experimenting with one of the bad guy's minions destroying the not-so-friendly castle because he's sick and tired of being an underling and just wants to watch his place of employment crumble.
How's that for political?
How's that for political?
Creating Politics and Governments
What I've tried is keeping it simple. Have a queen as opposed to a king and maybe throw in a colony of people who don't get along with some other colony of people because of one or two things that may or may not have some resemblance to real world issues, then introduce the heroes to these people and have them not just sweep in like they own the place. You wouldn't just barge in to the king's/queen's chambers demanding they supply you with the troops necessary to wage war and save the world, they've got their own problems.
Then you can have wars and semi-plausible tactics (only semi-plausible to maintain a level of innocence and fantasy, because we've all seen what happens when you brand your game as big on political intrigue but the hero goes about it in a completely ass-backwards way) between them to flesh out your game and introduce conflicts when none of the heroes are currently in the middle of an existential crisis.
It's also okay to not have one of the world's political conflicts be resolved in the end. Some differences are irreconcilable.
Then you can have wars and semi-plausible tactics (only semi-plausible to maintain a level of innocence and fantasy, because we've all seen what happens when you brand your game as big on political intrigue but the hero goes about it in a completely ass-backwards way) between them to flesh out your game and introduce conflicts when none of the heroes are currently in the middle of an existential crisis.
It's also okay to not have one of the world's political conflicts be resolved in the end. Some differences are irreconcilable.
Gotta admit I didn't think I'd be hitting the "my schoolmates are getting married" stage so soon....
That's nothing. I had a classmate who had a baby in 2007 (I know this because Facebook was a thing at the time). If that wasn't bad enough, I'm pretty sure she's about a year younger than me. I also knew a girl from middle school (a grade below) who had a baby with one schmuck, left him (or vice versa) and found another guy who was working two jobs to support the three of them by the same time.
Teen pregnancies are 18 years bad luck.
Teen pregnancies are 18 years bad luck.
What are you thinking about right now?
author=Mirak
Ever wake up from a nightmare so eerily real and possible that was from a real life "could-be" setup that makes you think about how could your brain even conjure such a well fabricated scenario, so lifelike, with elements you're not even sure you could have thought of were you awake, that it made you think stupid shit like it being a prophetic kind of dream or something? Because holy shit my heart is trying to rip itself off from my body from how hard it's pounding.
I had a moment like that, but I hadn't fallen asleep yet.
I was just in the bathroom thinking about stuff (as I usually do), and got to thinking about how Ocarina of Time is to Oracle of Ages as Link To The Past is to Oracle of Seasons. What I mean by this is that in Oracle of Ages and Ocarina of Time, you've got an adversary who isn't just sitting around waiting for you to come and fight them; they've got their own lives to live and worlds to conquer (which makes for a more interesting story). On the other side you've got Oracle of Seasons and Link To The Past which contains stagnant adversaries that do something at the beginning of the game and only appear again near the end, leaving you to gather up your strength in order for the climactic fight.
And I think this is why I've always preferred Ocarina of Time over Link To The Past, because I'm in it for the story. Once I learned there can be storytime in Zelda, I've expected it ever since. Some people (namely Arin Hanson a.k.a Egoraptor) blame Ocarina of Time for making Zelda all about the "whooshy whoosh", but think about this: with the inclusion of the "whooshy whoosh", Ganon as a gameplay element becomes much more potent. When Ganondorf is introduced, he's some evil guy you see in a nightmare. Later you speak to the Great Deku Tree who tells you essentially what you've already personally experienced but puts a prophetic spin on it, enhancing your relationship with this evil guy.
Your dream later becomes a reality when Zelda is riding horseback out of Hyrule Castle Town with Impa and Ganondorf shortly behind. He blasts you away (giving him further evil points) before you use your Spiritual Stones to open the Door of Time, claim the Master Sword and fall asleep for seven years. In this time, Ganondorf is hard at work and uses your claiming of the Master Sword to access the Sacred Realm (it's revealed that the Master Sword and the pedestal it rested in acted as a lock to the Sacred Realm and that you actually helped the bad guy win) and turn Hyrule into the Dark World. Without the "whooshy whoosh", you would've just used a mirror and seen the Dark World that was always there.
Why were you collected the Spiritual Stones? To bring the races of Hyrule together, to become one people under the Triforce that can overcome the eventual return of Ganon. These Spiritual Stones were essentially a quest for diplomacy and represent just that, and Hyrule spiritually obtains the piece of the Triforce they lacked, the Triforce of Power, which rests in the hand of Ganondorf.
And how awesome is that? The fact that the bad guy is just a bad guy up until the very end when he raises his hand and you see a blessing of the Goddesses adorning it. Suddenly the struggle becomes very real and you have no option but to succeed, but luckily, you have the Triforce of Courage, which means that - despite all odds - you will push forward through fear and adversity and will never give up. This gives you power and ensures your mind will be pure should you be the one the Goddesses grant the wish of. The same thing applies to Zelda in that her primary driving force is Wisdom, and if granted both Courage and Power would allow her to wish only for the best of her people by her wisdom... but Ganondorf is driven by Power, and him obtaining the other two pieces of the Triforce would only grant him more power with nothing to balance out the evil in his heart.
Or you could have an antagonist who sits on their laurels and is defeated by the hero because he had a handful of crystals. I think I'd rather have the previously mentioned story, but maybe that's just me?
I'm also in awe of how deep and emotional Link's Awakening is. Spoiler alert: it's a dream, but the people you meet and friendships you make while on the island really make you second guess what it is you're fighting for as the big reveal starts setting in; and the fact that the game mysteriously starts off with introducing you to the Ballad of the Wind Fish with its haunting, sad tone really adds a lot to establishing the emotional aspect of the game. You start off questioning why a series that's always been about the adventure and fun would include something so heartbreaking, but it all comes to the front the more you see.
Then you have that moment near the end when you're walking through the Wind Fish's Egg alone and it's all big and empty and it turns you around with no progress to show for it... it's strange, it's infuriating, but it's all deliberate. It's made to leave the player feeling defeated and to give them time to reflect on all that they're leaving behind. You then confront the Nightmare after having the previous time to question what it is you're truly fighting for and if it wouldn't make you happier to just give up and eventually come face to face with the Wind Fish (which - looking back - really feels like meeting God) and it all seems to end.
You're off the island of Koholint, yet Link looks up and smiles as the Wind Fish soars overhead. Strange... it's almost like he faced the philosophical ramifications of his quest and came to peace with it.
Really makes you think, and that's what I love about a good story. Also the fact that Link's Awakening brought darkness and emotion to the Zelda series years before games like Majora's Mask and Twilight Princess makes me appreciate it even more.
Save Your Mother Review
Ooo! I just thought of something relevant to the Sword of Kings that you could do to ensure that others like me who might start skimming over important details actually get a hint when stuff that's vital to the game happens: You could throw in a message box that tells you what you got along with a jingle or a chime that lasts a second or so. This may seem like it's throwing stuff in the player's face that's not entirely necessary and might be an open detriment, but when changes occur to the player's inventory that have such a profound affect on their play style (such as making the self-healing ghosts a manageable enemy) you'll want to make sure no one misses out on that info.
That's the whole reason I quit the first time around and why there's such a strange break where I had to edit in everything up to the fishing mini-game later. I wish there was an easy way to also display the item's graphic as well (sort of like using the $ tag in RPG Maker 2k/3), but maybe just having color-coded text for the item would work?

It's primitive, I know, but it gets the point across. Also, I know RPG Maker VX Ace includes some big victory fanfares that temporarily take the place of the current BGM (I used it once back when I was working on Tales from Zilmurik II for RPG Maker VX for the Treasure Chests you could randomly catch while fishing). They'd probably be better if you really wanted to get your point across.
You could also just auto-equip that weapon when you get it.
I want to see you improve moving forward and little things like these would help you in any project you work on.
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I'll also admit that knowing the fishing thing is optional really negates the critique I have about it (granted, the people who would go out of their way to experience it might still have trouble)...
BUT!
I noticed I kept missing out on secrets pretty consistently over my journey. Are these things that are kept from the player until they return much later in the game or am I just going blind? Going in, I knew (from the Steam achievements and the pictures menu) that there were things I should keep my eyes peeled for and it was sort of annoying to feel like I was missing out on so much. I like the satisfaction of totally clearing a place out before progressing if at all possible.
I had a problem like that with Banjo Tooie after completing Banjo Kazooie. If played properly, you could get all the Jiggies and Musical Notes of every level in order if you got the abilities when they first appeared in Banjo Kazooie, but Banjo Tooie actively went out of its way to make the player backtrack and I found myself taking a break from the game (as opposed to powering through it) just because of it. It was only because I had an expectancy that I had a goal to meet and being unable to reach it that I felt that way.
That's the whole reason I quit the first time around and why there's such a strange break where I had to edit in everything up to the fishing mini-game later. I wish there was an easy way to also display the item's graphic as well (sort of like using the $ tag in RPG Maker 2k/3), but maybe just having color-coded text for the item would work?

It's primitive, I know, but it gets the point across. Also, I know RPG Maker VX Ace includes some big victory fanfares that temporarily take the place of the current BGM (I used it once back when I was working on Tales from Zilmurik II for RPG Maker VX for the Treasure Chests you could randomly catch while fishing). They'd probably be better if you really wanted to get your point across.
You could also just auto-equip that weapon when you get it.
I want to see you improve moving forward and little things like these would help you in any project you work on.
=======
I'll also admit that knowing the fishing thing is optional really negates the critique I have about it (granted, the people who would go out of their way to experience it might still have trouble)...
BUT!
I noticed I kept missing out on secrets pretty consistently over my journey. Are these things that are kept from the player until they return much later in the game or am I just going blind? Going in, I knew (from the Steam achievements and the pictures menu) that there were things I should keep my eyes peeled for and it was sort of annoying to feel like I was missing out on so much. I like the satisfaction of totally clearing a place out before progressing if at all possible.
I had a problem like that with Banjo Tooie after completing Banjo Kazooie. If played properly, you could get all the Jiggies and Musical Notes of every level in order if you got the abilities when they first appeared in Banjo Kazooie, but Banjo Tooie actively went out of its way to make the player backtrack and I found myself taking a break from the game (as opposed to powering through it) just because of it. It was only because I had an expectancy that I had a goal to meet and being unable to reach it that I felt that way.
If you have any sanity at all (or any amount of common sense), you'll AVOID the market until Monday, Tuesday to be safe. Can't even get a pint of ice cream due to all the chaos of Easter...
author=Reapergurl
However, a deeper explanation on this deserves a topic discussion, which I may or may not start, depending on several factors.
Make sure to put it in the dead religion thread.
Save Your Mother Review
author=Tuomo_L
You also don't technically even need to get the fish to beat the game, although it helps.
I was under the impression that you should talk to NPCs when you find them and help them out when they send you off on quests. I didn't have to go out of my way to find the woman who told me to rescue her husband, so I assumed it was necessary.
author=Tuomo_L
The game told you how to fish too, you need to watch out where the fish is going or their struggle may break the line, when they're coming to your direction is when you should pull to tire them out
Or you could add a stress line like every other game that implements a fishing minigame. That, or make it so the line never snaps and the fish just wastes a lot of your time by fighting back.
author=Tuomo_L
I'm sorry, did you turn off the tutorials or something?

Both you and I know that's not an option (like auto-run), so I'm not sure why you'd bring it up.
The bottom line is this: in the 107 minutes I spent playing this game (thank you, Steam), I didn't have anywhere near as much fun as I was hoping for. I felt like this game probably had a lot of promise that was going unnoticed by everyone and their grandma refusing to acknowledge it. Trust me, I pushed for this game, but it left me high and dry on both accounts.
I know you're working on another game starring your dragon persona, so maybe you should let this title go and put your eggs in that basket? Take some hints on what constitutes "professional quality" from this review and others around it and improve on what you've got until it truly reaches "professional quality".
author=Pancaek
if I got a review this detailed I'd at least thank the reviewer for their time.
Nah, he doesn't need to do that. However, if he's unhappy with the review and would rather it not exist (which would once again leave his game page with an astounding 0 comments), I'd be more than happy to remove it.
What are you thinking about right now?
author=Davenport
A glass of water contains roughly several octillion atoms.
The observable universe is roughly a trillion trillion or septillion kilometers in diameter and contains roughly a tillion trillion stars.
Assuming Planck length is (10^-35) meter, a finite amount of planck volumes
can fit in our observable universe. 10^200 or (googol)^2.
There is every reason to believe the observable universe could be
a much smaller speck in a enormous possibly infinite multiverse.
Conversely shrinking beyond the planck length may still be possible if the
uncertainty principle no longer applies.
If you'll excuse me, I've gotta engage with something that doesn't require a lot of brainpower while I eat a late dinner. I think I'll watch someone fight their way through Oracle of Seasons with the Cursed Ring on.
What are you thinking about right now?
author=pianotmMirakIf we did, would you know? Or would everything seem perfectly normal to you?
I don't know, do you?
If the universe was shrinking and all of the rulers were shrinking with it, how would you know?
According to Everything, our universe is just an atom of a much larger universe, which in turn is the same for the next and the next and the next and the next and the next and the next and the next and the next and the next and the next and the next and the next and the next and the next and the next and the next, forever. And apparently we're made up of atoms that contains octillions of other universes, each with copies of people just like us.
So really, what measure is significant enough to care about?













