DARK GAIA'S PROFILE
Dark Gaia
3474
I develop games and I write. I have a Bachelor of Arts in creative writing and journalism. I like writing speculative fiction, horror and literary fiction, sometimes all blended together. You can find elements of my writing in my games, because I consider my games to be stories just that happen to have gameplay.
I post updates on my Facebook and Twitter:
Facebook: http://www.facebook.com/pages/Dark-Gaia-Studios/365139189465
Twitter: https://twitter.com/#!/DRobertGrixti
I post updates on my Facebook and Twitter:
Facebook: http://www.facebook.com/pages/Dark-Gaia-Studios/365139189465
Twitter: https://twitter.com/#!/DRobertGrixti
Legionwood 2: Rise of th...
A sprawling J-RPG game and direct sequel to Legionwood: Tale of the Two Swords.
A sprawling J-RPG game and direct sequel to Legionwood: Tale of the Two Swords.
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Class System
@Crystalgate: That's what I was aiming for. It has less options than Legionwood 1, but each of the options is more structured and actually somewhat viable. (you'd be able to have a Warrior/Cleric for example, using equipment and stat boosting to cover the lower Intellect attribute).
Yes, I agree with you that Warrior/Berserker and Magus/Cleric are the most obvious initial brute force classes, but they are by no means the only way to proceed. In fact, if you used only these classes, you would find yourself at a disadvantage, as you wouldn't be able to do things like debuff enemies, inflict status ailments, steal items, or inflict specialised damage to specific monster types.
I would say that Conjurer, Alchemist and Ranger are more "tactical" classes and less essential than the others. But I've made sure that the options granted by having a Rogue combination are very appealing (better equipment via stealing, more Runecrafts via stealing, ability to debuff and inflict statuses etc) and Gunner is also a very appealing class to play (favouring critical hits and evasion while still being able to hold its own, attack wise, compared to a Warrior).
As for the classes being properly balanced, that's something I hope to test via having people play the game. Obviously, the way I play does not account for all possibilities. I've tried to balance them out in theory, but the actual nuances of each class will become apparent as people play. I'd consider it roughly like Final Fantasy V in that certain classes are slighly better or worse than others.
Yes, I agree with you that Warrior/Berserker and Magus/Cleric are the most obvious initial brute force classes, but they are by no means the only way to proceed. In fact, if you used only these classes, you would find yourself at a disadvantage, as you wouldn't be able to do things like debuff enemies, inflict status ailments, steal items, or inflict specialised damage to specific monster types.
I would say that Conjurer, Alchemist and Ranger are more "tactical" classes and less essential than the others. But I've made sure that the options granted by having a Rogue combination are very appealing (better equipment via stealing, more Runecrafts via stealing, ability to debuff and inflict statuses etc) and Gunner is also a very appealing class to play (favouring critical hits and evasion while still being able to hold its own, attack wise, compared to a Warrior).
As for the classes being properly balanced, that's something I hope to test via having people play the game. Obviously, the way I play does not account for all possibilities. I've tried to balance them out in theory, but the actual nuances of each class will become apparent as people play. I'd consider it roughly like Final Fantasy V in that certain classes are slighly better or worse than others.
Legionwood 2: Rise of the Eternal's Realm
It's entirely fictional, set in a fictional world, but it does reference and draw from the Roman Empire stylistically.
Does negative feedback deter you?
Hi everyone.
I was recently doing a little bit of experimental writing for a horror writing wiki called SCP Foundation to get me into the mood of writing as I resume the second year of my BA in creative writing, and I quite simply had the story I posted (which was an attempt at an adaptation of one of my games' stories) eviscerated savagely.
This didn't really affect me too much (I've learned to cope with negative criticism) but it got me to thinking: I've seen far too many times in the RPG Maker community where people absolutely freak out at the sign of any negative feedback, even to the point of cancelling their projects. I'm guilty of it in the past, and I'll admit that not everyone can handle negative feedback gracefully.
As someone who studies creative writing, and as a published author who has (literally) papered walls with rejection letters in my quest to sell my works to literary journals and publishing houses, I understand that negative feedback can be extremely useful for improving yourself and the work you create. When developing Legionwood, I began to take on board every word of criticism I received in good spirits, and thanks to this, I was able to implement changes to the game that have made it quite successful today (to the point of being on Wikipedia and in magazines, anyway - I don't particularly consider it to be the best RM* game out there), but that's just me, and I was very curious to pose this question:
How do you feel is the right way to express negative feedback? What do you feel is the right way to respond to it? And has negative feedback ever deterred you from pressing on with your project?
I was recently doing a little bit of experimental writing for a horror writing wiki called SCP Foundation to get me into the mood of writing as I resume the second year of my BA in creative writing, and I quite simply had the story I posted (which was an attempt at an adaptation of one of my games' stories) eviscerated savagely.
This didn't really affect me too much (I've learned to cope with negative criticism) but it got me to thinking: I've seen far too many times in the RPG Maker community where people absolutely freak out at the sign of any negative feedback, even to the point of cancelling their projects. I'm guilty of it in the past, and I'll admit that not everyone can handle negative feedback gracefully.
As someone who studies creative writing, and as a published author who has (literally) papered walls with rejection letters in my quest to sell my works to literary journals and publishing houses, I understand that negative feedback can be extremely useful for improving yourself and the work you create. When developing Legionwood, I began to take on board every word of criticism I received in good spirits, and thanks to this, I was able to implement changes to the game that have made it quite successful today (to the point of being on Wikipedia and in magazines, anyway - I don't particularly consider it to be the best RM* game out there), but that's just me, and I was very curious to pose this question:
How do you feel is the right way to express negative feedback? What do you feel is the right way to respond to it? And has negative feedback ever deterred you from pressing on with your project?
Legionwood: Tale Of The Two Swords
@Natsu_Luffy: Yeah, he has an extreme amount of HP. When I fought him, the battle took nearly two hours. You don't have to beat him to win the game, he's only a challenge for the players who've mastered everything else.
@JMK: You know what? All these years and nobody reported that! I'll have to fix it! Thanks so much for telling me.
@JMK: You know what? All these years and nobody reported that! I'll have to fix it! Thanks so much for telling me.
Legionwood 2: Rise of the Eternal's Realm
@Dragoon HP: Thanks for offering your time, but I recruited a 10th person today and I think that should be enough. Don't worry, you'll still get to play the game when it is publically released.
@ginnn: Only a month or so now!
@ginnn: Only a month or so now!
Get Legionwood 2 Early!
@ShortStar: Ah, I see. Well, I can't anyway as it would entail having to get permissions for some of the scripts and some of the authors are Japanese...
@Bugfragged: Yep! Imagine my surprise when I randomly stumbled upon it.
Also, as of today, I'm no longer accepting testers. I have signed on ten people, which should be enough for now. Thanks to everyone who is lending time to this project.
@Bugfragged: Yep! Imagine my surprise when I randomly stumbled upon it.
Also, as of today, I'm no longer accepting testers. I have signed on ten people, which should be enough for now. Thanks to everyone who is lending time to this project.
Get Legionwood 2 Early!
No. Why? I just want to make sure I don't release a buggy game. The first Legionwood became popular enough to get its own Wikipedia article so I don't want a bugged release to stop this game being a worthy successor, since I apparently have people outside this community following my releases as an "indie developer" now. They expect a polished release, I guess.
Legionwood 2: Rise of the Eternal's Realm
Legionwood: Tale Of The Two Swords
The version on this website is indeed the latest one. The enemies have been tweaked as much as possible, but there is a warning on the main page of this game's profile that it is a hard game in general, as that is my personal preference.
The way you spend AP actually contributes a lot to how difficult you will find the game. There are ways to make the game harder for yourself, like neglecting to spend AP on Defense or Evade. And the enemies aren't dodging 50% of your attacks. It seems you're just having bad luck. They all have an evade chance of 10% on average only.
The way you spend AP actually contributes a lot to how difficult you will find the game. There are ways to make the game harder for yourself, like neglecting to spend AP on Defense or Evade. And the enemies aren't dodging 50% of your attacks. It seems you're just having bad luck. They all have an evade chance of 10% on average only.













