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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Undying Eternal
The demo will be released on January 15th (I hope) so you'll be able to try it then. Thanks for the vote of confidence!
VX's dash feature
What I ended up doing, is I turned off dashing and instead slightly upped the default move speed. The player can move the same speed as a typical RPG Maker 2000/2003 character at default speed. I did this because a.) my maps are quite small, and exploration in the game is rather linear (rather, the main feature of the game is the role playing and the mystery solving) and don't have too many random encounters, plus b.) because of the confined nature of the maps, it actually feels jarring to me to dash through them. This is probably just a personal preference, but I feel that it flows more naturally with dash off.
UEMenuNew2.png
VX's dash feature
And that's exactly why I want them to go slow - I've left a lot of atmospheric scenery to soak in. I don't want them just rushing through and missing it.
UE3.png
Oh, thanks very much Liberty! That will help me heaps! That will look much better.
EDIT: I just placed them into the game and it is much neater.
EDIT: I just placed them into the game and it is much neater.
UEBattleNew.png
They're perfect for the atmosphere I'm going for. Craze gave me the link to them.
They're found here: http://www.hcn.zaq.ne.jp/cagzd200/material.html
They're found here: http://www.hcn.zaq.ne.jp/cagzd200/material.html
VX's dash feature
VX's dash feature
That's kind of like what the later Final Fantasy games do. You run by default and hold triangle button to walk. But I think that's useless. If you've made the fast speed the default, why would people want to slow down?
I want them to move slowly, so I'm taking away the ability to go fast.
I want them to move slowly, so I'm taking away the ability to go fast.
VX's dash feature
And it also artificially ramps up the play time!
But yeah, like Liberty, part of my reason is that the maps are fairly compact and they're also fairly linear too, so I don't want the player rushing through them. I suppose I should decrease random encounters, or use touch encounters. I do intend to make sure that the player does not need to backtrack often, or only needs to backtrack a small distance. Or else, I'll implement a way to "fast travel" to places where they have already been.
Also, for some reason, for me, the fact that you can only walk at one speed gives the game a dinky die old school feel.
But yeah, like Liberty, part of my reason is that the maps are fairly compact and they're also fairly linear too, so I don't want the player rushing through them. I suppose I should decrease random encounters, or use touch encounters. I do intend to make sure that the player does not need to backtrack often, or only needs to backtrack a small distance. Or else, I'll implement a way to "fast travel" to places where they have already been.
Also, for some reason, for me, the fact that you can only walk at one speed gives the game a dinky die old school feel.













