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Those aspects in gaming you've always wondered about?

Arbitrary Headcount Limit, in which you have eight or so characters and only four of them actually fight in battle. But wait, there's more....

Lazy Backup: If all the folks that are actually allowed to fight in battle get hosed, the reserves don't even bother stepping in. I'm pretty sure Edifice kicks this mechanic to the curb by actually letting fallen characters get replaced with the reserves.

Oh, and then there's the matter of healing and reviving. Resting at inn = health recovery, commonplace healing methods not being used on NPCs or the villain despite being spammed halfway to oblivion by the player characters, and only being considered dead for good when the plot says so.

What are you thinking about? (game development edition)

Still working on the talent sets and how they affect each other. Slowly but surely plotting out all the other aspects, the one's that aren't exactly set in stone yet.

Those aspects in gaming you've always wondered about?

Here's one for the ages:

If the whole point of the battle system is to actually use your head, why are you still rewarded EXP for only killing off the enemies?

Those aspects in gaming you've always wondered about?

Oh, I got a few that, if addressed, won't make the game any worse than it might already be:

-Selling potions to a merchant that specializes in selling armor and so on. Addressing this one, at this point, should be freakin' child's play.

-Infinitely spawning RPG battle encounters/enemies, random or otherwise. And most of you keep asking why battles in general tend to get boring after a while along with getting tired of level grinding.

-Spells not doing any damage to the environment. This one's a lot trickier even though the obvious solution is to not have cataclysmic spells at all. Also, spells that depict forces from above being cast in indoor areas will be lumped with this.

-An RPG about deeper psychological intrigue (or some other non-saving the world premise) that promises not to turn characters in demigods, but the game mechanics end up suggesting otherwise.

World Ease of Use: Interactivity and You

@Link_2112 Okay, fine. I'll spill the beans. Basically it would involve using the mouse cursor and having it shaped like a magnifying glass, which would tell you some flavor text about it and whether or not you can interact with it in some way. Basically like in one of those point and click adventure games.

To some degree, it does resemble the ! over your head when there's something you can interact with, only it's not so hand-holdy.

World Ease of Use: Interactivity and You

I had some idea on how to make it clear what objects can be looked at/taken/etc., but since it would require some serious eventing in regards to any RPG Maker program (2k3 and onward), but I'll keep it to myself.

Challenging/Very difficult game

Vindication is what comes to my mind whenever the term "very difficult RPG" is brought up, at least in the indie/DIY RPG making scene.

Funny picture thread