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Game Gale 2010
Game Gale 2010
Game Gale 2010
>.> <.<
I think I'll give this a shot...I have to get my hand in game-making at some point, rather than game-playing...
I think I'll give this a shot...I have to get my hand in game-making at some point, rather than game-playing...
:The Game Making Drive/Blog Topic
Mmm...suppose I should get started on something as well. I'll probably start with a few one-hour shorts, just to get back into the handle of things...then get to work on an actual project or three.
Benefits of a world map?
Hrm...personally, I'd say it depends on how much travel time you're going to be spending going between places. Are you going to be doing a lot of backtracking, criss-crossing, and general travel? Then I'd go with a teleport/overworld type, simply so the player doesn't get fed up with travelling over the same map for the nth time.
However, if things are fairly streamlined, and you won't be having to go back to map X every six seconds, then it can be done to incredible effect. It gives more of a real feeling to the game, rather than just travel...of course, having the same teleport system Zelda gave you to get you into a -general- area can't hurt either.
But personally? I'd much rather go with the first...
However, if things are fairly streamlined, and you won't be having to go back to map X every six seconds, then it can be done to incredible effect. It gives more of a real feeling to the game, rather than just travel...of course, having the same teleport system Zelda gave you to get you into a -general- area can't hurt either.
But personally? I'd much rather go with the first...
Map Design Fun #4
Gave it a shot, simply made a quick shop. I started with three tables, and when I got to the last one I was going "...I've used -everything.-" So...fire. Everything's better with fire. Tried to go for a blacksmith look...
But agreed. This still isn't the best of tilesets-some parts of it in particular annoyed me, like the chair and table being together, making it impossible to simply layer the table over a person while keeping the chair separate.
I feel Tau did a better job than me in almost every respect, though. Especially since the bottom half of my shop is rather bland.
Villages, Towns, and Cities.
author=GreatRedSpirit link=topic=2462.msg44972#msg44972 date=1226956144
Sewer dungeons are like parking lots: They bring out the worst in whoever is involved in it. They're drab, uninteresting locations that involve fighting rats and bats and other boring critters with bad/no music that take too long to finish and are almost always just filler dungeons. There's certainly potential for them to be good but every sewer dungeon I've seen (CT included, but I never got far in Xenogears) is a boring place that I can't get out of soon enough.
There's a group of turtles here to see you...they seem to think you're insulting their home.
Said turtles happen to be of the heavily armed, mutated, teenage variety. I think they may be ninja, but I can't be sure.
Aside from that? I actually agree with you on most points, though I still believe sewer dungeons have their uses-even if it is just as a 'filler dungeon' going from point A to point B.
BOSS MONSTARS
Getting back on topic...hm. There's several instances of good boss bottles I can think of, followed by -great- boss battles. (There's countless mediocre ones, and even a few bad/infuriating ones I can name, but that's another matter.)
So what makes a good one? In my opinion...
Emotional Investment:For those that played the first Grandia, tell me you didn't get a little grin on your face when you fought Mullen and got to smack his pretty little face a couple of times. Tell me you didn't get a tear in your eye when Laharl flew into a rage against the Seraph in Disgaea, or got a feeling of regret fighting Dhaos in Tales of Phantasia. (A good soundtrack can help with this even more, of course.) A fight that you've been looking forward to, whether it be between longtime rivals, a total scumbag of a villain, or just a highly skilled opponent...can be the difference between a forgettable fight and a memorable one.
Strategy vs. Attack, Heal, Rinse, Repeat:Chrono Trigger did this best, I think-a variety of bosses in it required you do more than simply attack again and again, instead using your noggin and figuring out attack patterns. Magus required you attack physically with Frog while the other party members used the correct element. The Security Bit would use a powerful attack if you didn't get rid of his drones first. And Lavos himself with his little...turnip...things, making you think they were mere support while the guy in the middle was the big boss, throwing you for a loop when you find out his 'support' is actually the main opponent! All of these required more thought than most, which made it all the more satisfying when you defeated him.
Wait, since when does he do that?:A minor note, but an effective one-a villain that changes up their attacks every so often can pack more memorable punch. Angel of Death is at 50% health? Fine, he'll start bringing out the big guns and healing himself. 25%? He's desperate now, using attacks that do massive damage...if they hit.
THAT'S new:A switch on the last one-a boss that can do something out of the ordinary makes him a lot more memorable, simply for that one thing! Bowyer from Super Mario RPG locking your buttons on you? Croc taking your items and using them in the middle of the fight? GoGo's only weakness the art of doing nothing? All of these are good examples. Find yourself a way to screw with the player's normal experience, make it different from a regular fight!
Style:It's all about the style. Sure, beating up the high school geek might be satisfying, especially if he's a villain...but if he ain't got style, it ain't no thang. I hate to beat a particular game into the dirt, but...Chrono Trigger, again. Tell me Magus didn't strike fear into your heart from the start of the fight to the finish.
Boss DON'Ts, on the other hand, are easy to avoid...though it might be worth it to have one or two, just to make the other bosses seem better by comparison. Be sparing with them, though.
Ludicrous survival time:20 turns isn't a bad amount of time to be fighting a boss, especially if he has all the other things mentioned above. 40 turns? That's...a little long. But when it gets to the point that you're taking more than half an hour on one fight, there's something wrong. (Final Boss battles -may- be an exception to this...)
BADBAD USED ELIXER:Usually goes hand in hand with the above-bosses with full restore moves, effectively undoing many turns of combat, prolonging the entire thing...especially if he does it several times over, or when he does it at relatively high HP values.
Hur hur, I too fast!:The villain can do more damage than you can heal, constantly, sometimes having a turn to -each character's- turn. (Shin Megami Tensei:Nocturne, I'm looking at you...) If they're already kicking you around like a football, they don't really need that extra speed boost...
Ha! Using up all your remedies accomplishes nothing!:Final boss battle of Final Fantasy IX. He couldn't really -hurt- me, per se...but when he managed to cause 15 different status effects to every character, every other turn-in other words, right when I'd recovered from the last use-it got...annoying. If it'd been used more sparingly, it would've merely been a good tactic. Using it so often made it simply cheap.
Speaking of cheap...:Right, back when I mentioned the Angel of Death using amazing attacks at 25% health? Well, combined with High Survivability, having an opponent use an attack that can one-hit KO a character, and being able to use it multiple times before you can respond, can kill the experience. (Especially if you have to go all the way back through a ten-minute cutscene just to start the fight again.)
So what makes a good one? In my opinion...
Emotional Investment:For those that played the first Grandia, tell me you didn't get a little grin on your face when you fought Mullen and got to smack his pretty little face a couple of times. Tell me you didn't get a tear in your eye when Laharl flew into a rage against the Seraph in Disgaea, or got a feeling of regret fighting Dhaos in Tales of Phantasia. (A good soundtrack can help with this even more, of course.) A fight that you've been looking forward to, whether it be between longtime rivals, a total scumbag of a villain, or just a highly skilled opponent...can be the difference between a forgettable fight and a memorable one.
Strategy vs. Attack, Heal, Rinse, Repeat:Chrono Trigger did this best, I think-a variety of bosses in it required you do more than simply attack again and again, instead using your noggin and figuring out attack patterns. Magus required you attack physically with Frog while the other party members used the correct element. The Security Bit would use a powerful attack if you didn't get rid of his drones first. And Lavos himself with his little...turnip...things, making you think they were mere support while the guy in the middle was the big boss, throwing you for a loop when you find out his 'support' is actually the main opponent! All of these required more thought than most, which made it all the more satisfying when you defeated him.
Wait, since when does he do that?:A minor note, but an effective one-a villain that changes up their attacks every so often can pack more memorable punch. Angel of Death is at 50% health? Fine, he'll start bringing out the big guns and healing himself. 25%? He's desperate now, using attacks that do massive damage...if they hit.
THAT'S new:A switch on the last one-a boss that can do something out of the ordinary makes him a lot more memorable, simply for that one thing! Bowyer from Super Mario RPG locking your buttons on you? Croc taking your items and using them in the middle of the fight? GoGo's only weakness the art of doing nothing? All of these are good examples. Find yourself a way to screw with the player's normal experience, make it different from a regular fight!
Style:It's all about the style. Sure, beating up the high school geek might be satisfying, especially if he's a villain...but if he ain't got style, it ain't no thang. I hate to beat a particular game into the dirt, but...Chrono Trigger, again. Tell me Magus didn't strike fear into your heart from the start of the fight to the finish.
Boss DON'Ts, on the other hand, are easy to avoid...though it might be worth it to have one or two, just to make the other bosses seem better by comparison. Be sparing with them, though.
Ludicrous survival time:20 turns isn't a bad amount of time to be fighting a boss, especially if he has all the other things mentioned above. 40 turns? That's...a little long. But when it gets to the point that you're taking more than half an hour on one fight, there's something wrong. (Final Boss battles -may- be an exception to this...)
BADBAD USED ELIXER:Usually goes hand in hand with the above-bosses with full restore moves, effectively undoing many turns of combat, prolonging the entire thing...especially if he does it several times over, or when he does it at relatively high HP values.
Hur hur, I too fast!:The villain can do more damage than you can heal, constantly, sometimes having a turn to -each character's- turn. (Shin Megami Tensei:Nocturne, I'm looking at you...) If they're already kicking you around like a football, they don't really need that extra speed boost...
Ha! Using up all your remedies accomplishes nothing!:Final boss battle of Final Fantasy IX. He couldn't really -hurt- me, per se...but when he managed to cause 15 different status effects to every character, every other turn-in other words, right when I'd recovered from the last use-it got...annoying. If it'd been used more sparingly, it would've merely been a good tactic. Using it so often made it simply cheap.
Speaking of cheap...:Right, back when I mentioned the Angel of Death using amazing attacks at 25% health? Well, combined with High Survivability, having an opponent use an attack that can one-hit KO a character, and being able to use it multiple times before you can respond, can kill the experience. (Especially if you have to go all the way back through a ten-minute cutscene just to start the fight again.)
Shouldn't Have Used that Megalixer, You Were Going to Lose Either Way!
Another way of handling it that I want to do... (And has been done in a fashion in the game Baroque.)
Death? You owe me five bucks!
Yes, your characters bit the dust...but it's not the end. It's actually introducing a new game mechanic, where you visit the afterlife and find out that things aren't as final as you think! The Gods/Death/Lifestream are willing to give you another chance, provided you do them a service...eventually leading to the defeat of whoever crushed you like the worm you are, of course, but probably something in the short term as well. Perhaps they return you to the same fight, from exactly where you were, but stop the villain from using their super ultra hyper giga cheese firaja holy beam of incredible darkness so that you can have a fair fight. (Mach V)
Death? You owe me five bucks!
Yes, your characters bit the dust...but it's not the end. It's actually introducing a new game mechanic, where you visit the afterlife and find out that things aren't as final as you think! The Gods/Death/Lifestream are willing to give you another chance, provided you do them a service...eventually leading to the defeat of whoever crushed you like the worm you are, of course, but probably something in the short term as well. Perhaps they return you to the same fight, from exactly where you were, but stop the villain from using their super ultra hyper giga cheese firaja holy beam of incredible darkness so that you can have a fair fight. (Mach V)
STEPPING IT UP: Status Effects v2
I'd always been partial to Earthbound's 'homesick' status effect, really...I mean, while I think it's a little extreme that you'd be jonesin' for momma's cooking so badly that you ignore the rabid wolf chewing on your arm like a squeaky toy, it introduces a facet of reality into the game-you miss your family even though you're saving the world. How about a call home?
But enough of that. How to explain Status effects without going through text books? Hm...
1)Talk to NPCs that got afflicted with it in real life. "Man, that FLU makes it tough to get around the house...you can't move three feet without feeling like someone's stabbing a knife through your chest." = Damage every round.
2)Have it explained by your friendly neighborhood doctor. Goes quite well if you're using the 'disease instead of status effect' method.
3)Simply introduce the status effects as minor plot points. "Oh snap, someone poisoned that Mimic's teeth! The rogue's already Golemized-he's gonna take -forever- to hand us that cursed artrifact of the Nile now! Everyone get ready for a long fight..."
4)Don't. Just make the status effects obvious enough that no one can really mistake them for something else. Armor Break cuts defense, Blind reduces accuracy, Haste increases character speed...while the Final Fantasy naming theorem isn't the most impressive, it -is- simple.
But enough of that. How to explain Status effects without going through text books? Hm...
1)Talk to NPCs that got afflicted with it in real life. "Man, that FLU makes it tough to get around the house...you can't move three feet without feeling like someone's stabbing a knife through your chest." = Damage every round.
2)Have it explained by your friendly neighborhood doctor. Goes quite well if you're using the 'disease instead of status effect' method.
3)Simply introduce the status effects as minor plot points. "Oh snap, someone poisoned that Mimic's teeth! The rogue's already Golemized-he's gonna take -forever- to hand us that cursed artrifact of the Nile now! Everyone get ready for a long fight..."
4)Don't. Just make the status effects obvious enough that no one can really mistake them for something else. Armor Break cuts defense, Blind reduces accuracy, Haste increases character speed...while the Final Fantasy naming theorem isn't the most impressive, it -is- simple.
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