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Stolen resource in Elirium Faith - An Announcement
Huh... I'd say it would be better to give the bad guy a chance to explain himself before jumping on him, wouldn't it? °°
Gathering data during gameplay. Yes or no?
I replied to the whole "respect" thing in its own topic.
Hey, I do hope you'll have tons of players, if only to confirm that this "gathering data" thing is a great idea. :P
Anyway, I believe you'll be able to get meaningful data from "in-game" actions: the only thing I have doubts on is the "measure the time frame between when the player stops playing and when he picks up the game again" one, because it's really too random.
author=KillerWolf
Thanks for the vote of confidence! But seriously, I understand that. I'm thinking more along the lines of "If five people test it and three or four of them all throw roughly the same data, then I should probably check that area out to see what is causing people to play it that way."
Hey, I do hope you'll have tons of players, if only to confirm that this "gathering data" thing is a great idea. :P
Anyway, I believe you'll be able to get meaningful data from "in-game" actions: the only thing I have doubts on is the "measure the time frame between when the player stops playing and when he picks up the game again" one, because it's really too random.
The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games
I don't understand why are we even using the word "respect".
I mean, is playing/watching/reading something I don't like "showing respect" to the creator?
Would the creator be happy knowing that people are playing his game while hating it just out of some distorted sense of "duty"?
Wouldn't it be more respectful to just be honest and say "Sorry, I didn't like it."?
And the thing about games you paid for... that isn't respect at all. It's just denial. It's "I paid money for this, I can't ACCEPT that I don't like it!".
(Also: in a commercial game, if you get stuck in a boring part you can just make a quick trip to gameFAQs and go back to the fun parts in the shortest possible time)
The "it gets better" argument is a different thing, though.
Even this is not about respect, though: it's about trust, and about how much time you are willing to invest.
Seriously, what does respect have to do with this?
I mean, is playing/watching/reading something I don't like "showing respect" to the creator?
Would the creator be happy knowing that people are playing his game while hating it just out of some distorted sense of "duty"?
Wouldn't it be more respectful to just be honest and say "Sorry, I didn't like it."?
And the thing about games you paid for... that isn't respect at all. It's just denial. It's "I paid money for this, I can't ACCEPT that I don't like it!".
(Also: in a commercial game, if you get stuck in a boring part you can just make a quick trip to gameFAQs and go back to the fun parts in the shortest possible time)
The "it gets better" argument is a different thing, though.
Even this is not about respect, though: it's about trust, and about how much time you are willing to invest.
Seriously, what does respect have to do with this?
Gathering data during gameplay. Yes or no?
author=KillerWolf
Also, I'm working on a way to capture data that will give me an idea of how long the game is played between saves, along with which area the player is navigating. That way I might be able to tell if an area is frustrating or boring if I see that it took the player six sessions to actually make it through.
I have some doubts about this...
As an indie developer, I doubt you could have enough players to get statistically significant informations about something so heavily influenced by so many external issues. °°
Gathering data during gameplay. Yes or no?
I think this is one of the best ideas I've seen here. °°
Personally I think there wouldn't be anything bad in getting datas without the players knowing it (I mean, you're tracking how many potions they use in a video game, not how many porn sites they bookmarked). Still, I can understand your problems about it.
Your achievements idea is a good compromise, if the achievements are things one would naturally try to do anyway (like your example of "most efficient fighter" rather than "arbitrarily use this weapon instead of this other").
So, I approve everything in your post.
Personally I think there wouldn't be anything bad in getting datas without the players knowing it (I mean, you're tracking how many potions they use in a video game, not how many porn sites they bookmarked). Still, I can understand your problems about it.
Your achievements idea is a good compromise, if the achievements are things one would naturally try to do anyway (like your example of "most efficient fighter" rather than "arbitrarily use this weapon instead of this other").
So, I approve everything in your post.
What do I put in my castle courtyard?
author=JustRob
Right, I'll just make a huge empty courtyard with nothing but brick floor and some NPC's aimlessly wandering around saying random crap.
Thanks for the tip.
Remind me never to try to help you doing anything ever. °°
Journeyman
I finally completed the short game (on Day 5).
I'd have a pair of suggestion that I believe could greatly improve the gameplay, but would change some of the core mechanics of the game (combat and levelling up).
Would you be interested in them? (I'm asking you because they could be a bit long to explain)
I'd have a pair of suggestion that I believe could greatly improve the gameplay, but would change some of the core mechanics of the game (combat and levelling up).
Would you be interested in them? (I'm asking you because they could be a bit long to explain)
All I Want For Christmas Is A Misao (New Download Up & Stuff)
Minor typo (maybe?): the guy that comes in your house at the beginning says "As you can't see in the door behind me, those two are my bodyguards."
Shouldn't he say "As you can see"?
Shouldn't he say "As you can see"?
Master of the Wind finally complete
Wow.
It's always a pleasure seeing that projects of this scope and quality can actually be completed.
Downloading right now.
It's always a pleasure seeing that projects of this scope and quality can actually be completed.
Downloading right now.
rm2k3 Attack Algorithm
Actually, maybe you could just take away the normal "attack" command (RM2K3 allows you to change battle commands, doesn't it?) and replace it with a "call common event" skill? Maybe?
Still, you'd have to handle the target selection, I guess.
Anyway, as LockeZ said, this new formula isn't different enough from the standard one to justify all that work.
Whatever your idea is, you can probably implement it more easily through stats, status effects and elements.
Also, I remember having seen an article here on RMN about tweaking the properties of the elements in RM2K3 to have a better balanced battle system...
Still, you'd have to handle the target selection, I guess.
Anyway, as LockeZ said, this new formula isn't different enough from the standard one to justify all that work.
Whatever your idea is, you can probably implement it more easily through stats, status effects and elements.
Also, I remember having seen an article here on RMN about tweaking the properties of the elements in RM2K3 to have a better balanced battle system...













