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.
Search
Filter
WaveStation, the videogames music marketplace
The stuff about RMN maybe not being the perfect target audience aside, I would find it pretty hard to decide I want a song in a game without hearing pretty close to the whole thing (as, e.g., here). Without that I can't imagine you'll get a lot of traction from people who don't already know the composer.
Rpg maker challenge topic
author=Max McGee
Seriously: The Blue Contestant.
Max is right. I enjoyed a TBC challenge run after my normal run, back when it came out.
Skyrim Hype Thread: Undead Chicken Soup for the Dragon's Soul
Thoughts of a Deceased Crawler
I got turned off Edifice early and can think of a couple main reasons.
1. Like kentona and flowerthief said, lots of information about lots of party members to absorb at the start. I feel a little weird about this because the exact same criticism was leveled at the last thing I worked on, and like you I don't necessarily see an answer. Maybe segregating into first-run vs. new game+ modes, where a first run introduces things and new game+ throws it all at you? I'd be happy to hear any great ideas.
2. I don't really like having to explicitly choose "no, you can't possibly do anything useful this turn" as much as ended up happening, between party randomizers and starting skills' cooldowns. It slowed things down a lot.
1. Like kentona and flowerthief said, lots of information about lots of party members to absorb at the start. I feel a little weird about this because the exact same criticism was leveled at the last thing I worked on, and like you I don't necessarily see an answer. Maybe segregating into first-run vs. new game+ modes, where a first run introduces things and new game+ throws it all at you? I'd be happy to hear any great ideas.
2. I don't really like having to explicitly choose "no, you can't possibly do anything useful this turn" as much as ended up happening, between party randomizers and starting skills' cooldowns. It slowed things down a lot.
Suggest me board games
Board games! We should get an RMN game of something going online.
Shinan mentioned all four gateway games I would normally suggest - Settlers of Catan, Carcassonne, Dominion, and Ticket to Ride (though I prefer Ticket to Ride: Europe to the original).
That said, you may want to mention if it's important to be able to play 2-player. Several of the games that have been mentioned play best at 3-4.
Shinan mentioned all four gateway games I would normally suggest - Settlers of Catan, Carcassonne, Dominion, and Ticket to Ride (though I prefer Ticket to Ride: Europe to the original).
That said, you may want to mention if it's important to be able to play 2-player. Several of the games that have been mentioned play best at 3-4.
Favourite puzzles in video games?
My favorite puzzles tend to be in puzzle games where you build things: The Incredible Machine, or more recently Fantastic Contraption or SpaceChem.
World Maps
Mostly I think there are a lot of games where seeing three cities on an otherwise uninhabited continent just feels really silly. A free-roaming world map first gives me the impression that I can go anywhere; subsequently learning that the entire rest of a sizable landmass is, except for one or two places, so uninteresting that it can't even be visited is a juxtaposition and a letdown. (Older games do get a bit more of a pass from me on this, I'm not sure whether that's just because they tend to necessarily leave more up to the imagination.)
By contrast:
- the game could take place in a small area;
- there could be many interesting places to visit (extreme example: Oblivion)
- a map like Baldur's Gate's is much better at leaving you the impression that PCs don't have the option of exploring an entire region in detail and have to pick and choose where they go.
Any of these tends to be much better at leaving you the impression that stuff is still going on even where the player doesn't or can't specifically see it, which is usually a pretty important impression to keep up.
By contrast:
- the game could take place in a small area;
- there could be many interesting places to visit (extreme example: Oblivion)
- a map like Baldur's Gate's is much better at leaving you the impression that PCs don't have the option of exploring an entire region in detail and have to pick and choose where they go.
Any of these tends to be much better at leaving you the impression that stuff is still going on even where the player doesn't or can't specifically see it, which is usually a pretty important impression to keep up.
Discouraging save scumming
author=Shinan
Last night at work I listened to the latest Three Moves Ahead podcast where they talked about Sid Meier's Alpha Centauri they mentioned the fact that they stored a random seed into the game, so that upon reloading a battle would always end the same way as it did last time. (to prevent reload abuse) It turned out that playtesters (and in fact later actual gamers) thought that this was a bug "I played through this battle 50 times and every time I lost!"
That's pretty funny. In Civ V there's actually a game option that goes something like "Save scumming works y/n".
King's Bounty takes this farther - I'm not sure how exactly they store random seeds for battles, but it also pregenerates the entire game world: the contents of every chest, and so on. (And to go even farther, dealing with this is one of the reasons my current project has deterministic damage.)
Actually, even with all the talk about quicksaves, autosaves have hardly come up? In a quicksave-deleted-on-load system, dealing with your permanent saves often eats some time - finding a save crystal and making sure you hit it before you take on some risk, rather than just saving when's convenient. Rather than my quicksave disappearing, I think often I'd prefer that after I load it once it becomes a permanent save at a recent automatic checkpoint I hit (e.g., the entrance to the dungeon.)
Stat customization - How do you think it should be done?
In addition to the runaway problem LockeZ mentions, it would be good to have a reason to boost everybody's stats instead of just one party member's. Boosting multiple stats (especially, say, agility plus anything else in 2k3) tends to compound, making it more effective to stack all the bonuses on one character rather than spreading them around.
Oxtongue Heroes
Dyhalto:
Actually, some of the mechanics in this I'd originally been planning for an AW sequel; eventually I decided to try them out as a separate experiment and leave an AW sequel closer to its core mechanics. (The free move + ZOC, large ranges + movement penalties for ranged attacks, and KO-for-mana were all conceptually in place before I decided to split it off.)
I have some ideas but it's not particularly concrete or short-term (though when I do start on it I might hope to beat the 3.5 years I took to make the first one). Complicating the answer, I'd probably also be looking for some graphics/mapping help for that.
zaeran:
I don't want to require too many predetermined characters on maps, but maybe.
Actually, some of the mechanics in this I'd originally been planning for an AW sequel; eventually I decided to try them out as a separate experiment and leave an AW sequel closer to its core mechanics. (The free move + ZOC, large ranges + movement penalties for ranged attacks, and KO-for-mana were all conceptually in place before I decided to split it off.)
I have some ideas but it's not particularly concrete or short-term (though when I do start on it I might hope to beat the 3.5 years I took to make the first one). Complicating the answer, I'd probably also be looking for some graphics/mapping help for that.
zaeran:
I don't want to require too many predetermined characters on maps, but maybe.













