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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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What RMN game are you playing now?

Played a little Golden Age: Endless Dungeon after some talk in IRC, made it halfway to the end on my most recent run. Not very deep as a roguelike, but it was enjoyable to play for awhile.

Best Engine to Make a Strategy RPG

Yeah, Sim RPG Maker 95 is mechanically quite inflexible. I've worked with it (gee, a decade ago now) and usually recommend avoiding it.

I've heard there's a VX script going by Tomoaky (not sure whether that's the script's name or a person's name). Wouldn't surprise me if there are a couple more floating around for XP and/or VX. XP/VX is probably your best bet in RPG Makers; different combat elevation would likely be the single bad sticking point. A lot of the point of using an RM is using it to construct maps, and those aren't going to be isometric. You might be able to compromise or come up with something creative that suits you, though.

I only really know of two RM games in the approximate genre beyond a bare demo state: Aurora Wing for RM2K (disclosure: mine) and Cast Aside for RMXP.

If you filter games on this site by genre tags "strategy" or "tactics" you can find some of the less-progressed projects. (As well as some other games that their makers feel are tactical or strategic, but that I personally wouldn't put in the "tactics-RPG" genre; anyway, those filters don't generate terribly long lists.) This would also open up maker selection a bit; I construed "RPG Maker" narrowly, but there are a couple Sim RPG Maker projects, an ika game I don't know much about, etc.

If you do find anything worth mentioning on other sites I'd be interested to hear about it.

Return of the Mack

Not able? I'm not familiar with that script package, but in anything decently written that should be a really easy change. (I've heard it's basically one line in default VX, for example.)

I tend to prefer low HP numbers too, and atk - def is a lot more sensible than the atk * 4 - def * 2 sort of scaling default RMs use.

(And wow, white preview text on this ultra-light gray reply box.)

RMN Bugs (v3)

I recently posted a download and set it to be the main download while it was still pending. I was confused because this popped up the main-download button on my gamepage (the link from which 404s). So it's just sitting there, showing "13.x MB 0 downloads", and of course I can't unset it as main download.

Of course I don't mind having an approval queue, but might we fix this so the button doesn't show up, or it defaults to the last main download or something, until the download gets approved?

Recettear

The sale ends at noonish Friday, depending on timezone.

Tutorial design

I definitely agree as far as not underestimating players. It's annoying to be forced into a tutorial that runs too slow, for example. Even if it is optional, some people are going to be looking for one needle in the haystack, some people aren't going to know any better than to try it their first time playing, etc.

If I break down my reactions:
- Have something hold your hand to the point of telling you exact actions, possibly not even letting you do anything else? (e.g. Fire Emblem US)
Annoying, especially when the player already knows some of it, as mentioned above.

- Have a bunch of people standing in a room somewhere to describe what the seven statuses are? (e.g. several FFs)
I may have unintentionally given a slightly bad example. For immediately applicable things they tell you, this might not be a bad way to go. It's not good for handling big lists (e.g., seven statuses) or things you won't encounter for awhile - those are really better done with later updates or something else.

- Toss them in the deep end and hope they find the readme file?
I've done more or less this before and I'm not sure it's the way to go. At least, I didn't come away convinced that a lot of people pay much attention to readmes. Context help like Civ IV's Civilopedia can make this a million times more effective.

- Start with an easy fight or two and trust that the player will figure everything out eventually? (e.g. FF Tactics)
Well, not starting at soul-crushingly hard is generally better. I may have been missing the main thrust: FFT is pretty good at showing you the consequences of your actions, so you can learn by looking at your options without having to commit.

Help with mathmatics.

Sounds like you want a sigmoid or half-sigmoid curve. The Ruby math package should probably be able to calculate the hyperbolic tangent or the error function, as starters.

I met SovanJedi today

Congrats, Brick!

(Fest envy, it burns us!)

Review scoring: standardization, professionalism, etc.

author=Illustrious
author=Diaskeaus
Another thing would be to reward extra maker points to people who review games that say have less than 5 reviews, then 10 reviews (extra, but less than the 5 reviews), and then use weighted reviews (to see which reviews people agree with) to balance out stupid reviews that were just there for the points or the attention.
One of my favorite suggestions in all the thread. Possibly even more reward for people reviewing games that have none. People who just aren't inclined to write reviews wont care much. But there are some who both like to write them and are willing to try a wide range of games. I for one would pick out something adventurous to try and review with that extra touch of incentive.


I'm not 100% against this in principle, but out of 900-odd reviews you can page through on the site there are, if I go by the stats thread, only about 40 that wouldn't have qualified for this bonus.

Maybe somebody with access to the data could give you the numbers for a smaller threshold. But I still think you'd really need to cause the total number of reviews to go up significantly for this to work at all; is a makerscore boost going to manage that?

Tutorial design

What makes a good tutorial?

I'm mostly thinking of RPG battle-related tutorials, as those tend to be far and away the most complex things you have to explain in RPGs (HP and MP and CT and items and skills and elements and statuses, oh my!), but the discussion needn't be limited to that.

Do you like to:
- Have something hold your hand to the point of telling you exact actions, possibly not even letting you do anything else? (e.g. Fire Emblem US)
- Start with an easy fight or two and trust that the player will figure everything out eventually? (e.g. FF Tactics)
- Have a bunch of people standing in a room somewhere to describe what the seven statuses are? (e.g. several FFs)
- Toss them in the deep end and hope they find the readme file?
- ??

Tales of a happy medium would also be welcome.