CRAZE'S PROFILE
a wolf can eat the equivalent of 100 hamburgers in one sitting
who needs PLOT whe nyou ahve GAY PEOPLE
who needs PLOT whe nyou ahve GAY PEOPLE
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Five Random Thoughts About Video Games.
Grand Theft Release Something! IV: Guns of the Patriots [Sept 22nd]
Grand Theft Release Something! IV: Guns of the Patriots [Sept 22nd]
Load Menu?
Going back to the title screen takes two extra presses of <Z>. Horrors! Why is this load menu so crucial to the game? We might be able to come up with a different method of displaying/altering that information without hacking the program.
Designing a Save Menu in rpg maker 2003
You cannot edit rm2k3's save menus other than the text. Fancy use of facesets can change what the save menu shows, but if it upsets you that much then I suggest switching to a different (post-2003) maker.
Misaos
You know why I'm smiling right now? My sister--I never liked her very much--decided to play dolls with me when I was young. She took her sewing kit out and started stiching a bright, red, bloody felt smile on my face. When I ripped it off, the skin ruptured even more and--oh, is this too much?
Misaos
STATIC PROGRESSION (wut)
So, let's say that you're making an exploration RPG in a vein similar to Oblivion. The player starts off introduced to a basic quest that eventually leads to a climax and an "end," but it's really a free-for-all roam-the-world-and-delve-dungeons game. You need to decide how to go about providing game progression for the character (you know, making it interesting as you progress?). You aren't allowed to have EXP levels, and the game should probably be ~10 hours long... it needs to be fun and evolving the entire time. Cutscenes are not suitable padding/length-extending material.
Here are some of my ideas, and I hope you contribute as well!
-More characters/classes (see: Suikoden series, Radiata Stories, Final Fantasy series (especially III, V and X-2), most tactical games). Gameplay becomes more varied and strategic as you gain access to new powers usable by certain classes/characters. Without experience levels, the additions would need to be fairly constant.
-New skills via items/equipment (see: FFVI/VII, Zelda series, Shadow Hearts 2). When you equip that Summon Titan materia, everything dies quickly for a few difficulty plateaus. Without experience levels, there would need to be a lot of interesting skills (not just Fire-Fira-Firaga). Game could have a different tone depending on whether giving a character a new skill/toy was set in stone (THIS CRYSTAL TEACHES FIRAGA), could be switched depending on the player's whim (I think that Cloud should now get the summon and enemy skill orbs), or if you had to choose what to use based on the situation (I've been using the sword and shield, but bombs and arrows will let me blow up that distant bush hiding the switch).
-Area unlocking (see: ____ Tycoon games, Epic Monster Dungeon Explore (plug!), most RPGs with non-linear aspects (Last Legend comes to mind)). As the player advances and fulfills goals, new adventuring sites are opened up to explore/conquer/whatever. This style certainly offers progression, but with no experience, new +8 Longswords simply aren't going to cut it after a while.
Here are some of my ideas, and I hope you contribute as well!
-More characters/classes (see: Suikoden series, Radiata Stories, Final Fantasy series (especially III, V and X-2), most tactical games). Gameplay becomes more varied and strategic as you gain access to new powers usable by certain classes/characters. Without experience levels, the additions would need to be fairly constant.
-New skills via items/equipment (see: FFVI/VII, Zelda series, Shadow Hearts 2). When you equip that Summon Titan materia, everything dies quickly for a few difficulty plateaus. Without experience levels, there would need to be a lot of interesting skills (not just Fire-Fira-Firaga). Game could have a different tone depending on whether giving a character a new skill/toy was set in stone (THIS CRYSTAL TEACHES FIRAGA), could be switched depending on the player's whim (I think that Cloud should now get the summon and enemy skill orbs), or if you had to choose what to use based on the situation (I've been using the sword and shield, but bombs and arrows will let me blow up that distant bush hiding the switch).
-Area unlocking (see: ____ Tycoon games, Epic Monster Dungeon Explore (plug!), most RPGs with non-linear aspects (Last Legend comes to mind)). As the player advances and fulfills goals, new adventuring sites are opened up to explore/conquer/whatever. This style certainly offers progression, but with no experience, new +8 Longswords simply aren't going to cut it after a while.
Misaos
The ___ Ending rewards are dumb because I would win them both. =P
MODIFY: Oh and we need a BEST FIRST ENGLISH RMVX GAME EVER award.
MODIFY: Oh and we need a BEST FIRST ENGLISH RMVX GAME EVER award.














