DFALCON'S PROFILE
DFalcon
2141
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.
Other major chunks of interest go toward reading, math and tabletop games of many stripes.
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2006 Releases - Master List
Wait, another Book of Three?
Seems odd: we don't see a whole lot of unintentional project title reuse that I'm aware of. (Exceptions: half a dozen Alex Quest games, and I'm pretty sure Final Frontier.) Is there a connection?
Seems odd: we don't see a whole lot of unintentional project title reuse that I'm aware of. (Exceptions: half a dozen Alex Quest games, and I'm pretty sure Final Frontier.) Is there a connection?
The middle finger's of normal size I don't get what
Okay. Find some baking soda, pour some on your stump, and when the acid has eaten your finger to the desired length (measure carefully), dump baking soda on it so that no more gets removed.
Wash them off, put the detached finger on ice, and wait calmly for the ambulance to arrive so that they can take you to have it reattached. Possibly.
...You're paying close attention, right?
Wash them off, put the detached finger on ice, and wait calmly for the ambulance to arrive so that they can take you to have it reattached. Possibly.
...You're paying close attention, right?
The story planning process
Hehe, like Despain said, daydreaming is key.
I should look and see if I have the article I wrote for the last rm.net incarnation around somewhere. But basically, I tend to do enough rewriting that planning ahead in too much detail is often a waste of time. So I'll come up with a rough outline and start blocking in interesting scenes, weighted toward the beginning.
I should look and see if I have the article I wrote for the last rm.net incarnation around somewhere. But basically, I tend to do enough rewriting that planning ahead in too much detail is often a waste of time. So I'll come up with a rough outline and start blocking in interesting scenes, weighted toward the beginning.
Your Priorities
For my own development, usually gameplay.
In terms of what I play, I tend to agree with FAIF. I'm flexible enough to accept a range of games, but the important thing is that the game puts its strongest foot forward - I can think of a few RM games with decent story that are just ruined for me because I spent 2/3 of the time in repetitive and boring battles. (Legend of the Philosopher's Stone and The Way come immediately to mind; whereas in, say, Love and War the battles aren't necessarily more interesting gameplay-wise but they take up much less time.)
In terms of what I play, I tend to agree with FAIF. I'm flexible enough to accept a range of games, but the important thing is that the game puts its strongest foot forward - I can think of a few RM games with decent story that are just ruined for me because I spent 2/3 of the time in repetitive and boring battles. (Legend of the Philosopher's Stone and The Way come immediately to mind; whereas in, say, Love and War the battles aren't necessarily more interesting gameplay-wise but they take up much less time.)













