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DFALCON'S PROFILE

Software engineer and amateur game developer with a focus on challenging non-twitch gameplay. I set the bar for "challenging" pretty high.

Other major chunks of interest go toward reading, math and tabletop games of many stripes.

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Language in Games

To be entirely serious about your question:

1-brandon says "writers who swear aren't creative"
2-I mention Harold Pinter, who won the nobel prize for literature (the highest honour for any writer), who swears in his work; therefore, brandon doesn't know what he's talking about.


This is a good point and I'm glad someone made it. Thank you.

3-I tell brandon that if he doesn't know what he's talking about, he shouldn't post, because most of what he says is likely to be uninformed.

The jump from "your opinion is flawed" to "you probably can't contribute anything to this discussion" is condescending, yes.

(that you call it "profanity" is again, hilarious, and shows how brainwashed you are)


I have no idea where you're getting this particular shibboleth from (for example, I haven't observed that "profanity" is part of any euphemism treadmill) and don't appreciate being tarred as some unreasoning prude because of that.
(Somewhat relevant sidenote: I originally had "unreasoning obscenophobe", thinking this was a fun takeoff on an existing phrase, "unreasoning xenophobe". However, a Google search revealed only a handful of hits for "unreasoning xenophobe", all from the same sentence of the same book. Small reference pools indeed.)

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I have a hard time putting together a coherent position here, other than "I like Penny Arcade". As we say so often for other reasons, it's all about the execution, but certainly I've seen newbie games fall into the "AAA++++++++ seller, would do business again!!!!!!!!!!!!!!" pitfall.

I have an idea for a battle system..and I'm not sure if C++ needs to be used or not.

Actually, you can create Flash apps with Adobe's free Flex SDK. You don't get to use their animation tools, of course, but if you're seriously to the point of considering C++ it can be a viable option to just use ActionScript instead. (flashdevelop.org for tools and more info.)

And yeah, if you're going to use an RM at least go with one that supports decent scripting. ^^

More stress should be put on custom graphics

I find SFL's post eminently reasonable and take the same general side, so I feel a little bad quibbling about one small bit of it.

Unfortunately games are not always the sum of their parts. Considering them as such works well when you consider something that focuses aggressively on certain areas. For example, most roguelikes have no graphics to speak of. It's nice when they do, but even the ones with just an ASCII interface can be worth having around for the gameplay. Likewise at opposite positions on the story/gameplay/graphics/sound axes.

Now imagine that you have to listen through discordant noise for occasional beeps to know when you can progress in the game. That a game's maps look like tiles were vomited at random across the landscape - and each one pans around a few times before you move around, so you can be sure to see everything. That a game's characters read like bad fanfic, and the unskippable text crawls at half speed. That the game has stupid battles and forces you to spend a third of the game in them. That there's a bug and you can't play past the first ten minutes. Basically, in any complex interconnected system, one bad bit can screw up a lot.

...I had more but it was getting wildly off-topic. Leave it at that for now.

The greater RM community

Oh, didn't notice the other-language bit. I remember rpg-atelier.de popping up on some old searches, and it looks like it's still active.

RMN3 Bugs

The link for Wilfred the Hero ( http://rpgmaker.net/games/132/ ) is down, I would guess because it points to a user account hosted on rpgmaker.net before the advent of RMN3.

I had assumed the removal of such accounts was deliberate, but it would be nice if somebody could upload the game and/or fix the link, because if you don't know the story it looks like a broken internal link.

Excellent Testing Results

Silly Craze. Bugs that don't happen very often are the hardest to track down!

I've been following the testing chatter on IRC but I'm surprised I didn't get any notice of the blog posts - I thought that was what subscribing to a game was supposed to do.

The Reconstruction

The quest given by "Off-duty Guard" early in chapter 1 says it's repeatable at the accept/decline message, but he doesn't pop up a quest balloon afterward.

Party Relative Monster Stats

I don't necessarily believe that no one can do well what Oblivion did badly, but there are definitely issues to work through. For example, if you do this, what's the point of letting your characters level? Wouldn't it usually be easier just to keep their stats fixed? Are you going to give them some progression that monsters don't scale to, like more options or equipment stats, or rely on always changing the enemies they face to keep things interesting?

As it happens I'm not planning to have any real stat progression in my current project, but it's a tactics game so the concerns are a little different.

Naming Conventions - Characters, Spells, and More

I often, though not always, use name-generating programs to get ideas for character names. Many of them can work from different datasets to give different regional flavors.

How often do you run from battles?

I usually take an opposite view to the "play it safe" people - building up levels in a safe area is boring, let me go somewhere that there's at least some risk. So in some games it can occasionally be worthwhile to try to run away from battles as you limp back to safety, or to accidentally encounter an enemy far stronger than the norm for the area; in those rare cases I'll often try it.

On the other hand, a game that forces me into too many easy encounters I usually stop playing pretty fast. Entering the encounter and escaping is way too much hassle in most games; being able to avoid most encounters in a Chrono Trigger-like fashion is usually fine, though.