*blows dust off ancient readme.txt*

"I don't care how good Nemoral is, that doesn't give you the right to belittle others for their concept ideas."
A cop investigates a cult connected to a case of missing children.



Theme Roulette 2

i decided to do a game that takes place inside a single boss fight, did everything from scratch:

not sure if I'll commit to this since I have other important projects ( ︶︿︶)

Reading about the Mary Sue in literature has made me super paranoid about the characters I write.

I like how I thought the beginning of that video was the guy paraphrasing a stupid opinion, but then realized it was actually what he was saying. The biggest flaw to his whole point about the universe bending to the mary sue is that stories are practically made up anyway. The writer must make up events for things to happen, whether or not the events are connected (or connected well) depend on the choices the writer makes, not how well they know physics.

Stories work at their best when they make some kind of connection with the audience or when they're ABOUT something (maybe a lesson or something to think about). They don't exist to simulate the logistics of the real world that fictional characters must adhere to. If the story wants to be a power fantasy than so be it, you can still add some kind of value to that if you know what you're doing. There's so much you can explore besides obsessing how powerful your character may or might not be. Contrary to popular belief, things like Deus Ex Machinas can be useful literary devices. That's what mythology does all the fucking time.

I would probably disregard anything this guy says especially when he starts his anti-social justice spiel. You need to find better content that isn't trying to brain wash you. I don't think this guy actually cares about literature, just wants to rant about how buying a movie ticket to Captain Marvel is the biggest sin you can commit.

A Deep Dive into Paper Mario's Design Philosophy

...I'm actually looking forward to Bug Fables purely based on that video. It's insane how games pushing the boundaries can be obscure at times.

I guess if I were to really break down the aerial/ground stuff the main difference from most elemental key/lock designs is that the locks have a way of changing after you unlocked them. Obviously it'd be really abstract with for some reason casting fire on grass type were to change it to water, so the aerial/ground is a much better tell to go by (Though "enemy is now wet/frozen" is sometimes done). Also I guess there's eventually an "end state" to things. Meaning after a point the lock may only go back and forth or just never change after you solved grounding them or blasting their defenses.

Some ideas even though my memory on Paper Mario is spotty and Bug Tales might already have them anyway:

-One possibility is that your party members have locks on them, that can also change depending if they've been unlocked or not. Which might have the design problem of forcing the player to tend to more defensive play, but it could make healing less linear. Persona sorta has this but being knocked down as a punishment was the only thing that usually happened.

-To add to the last, party members can only use certain skills when in certain locks. Though this is sort of like stances I guess in other RPGs. Except enemies can change those stances might make for weird nuances. For example a heal spell may heal you, but also keep your own lock from changing for 3 turns. Could be a good thing or a bad thing!

-Trading your own lock for an enemy's lock, could be a good thing or a bad thing!

-Environmental hazards, rarely see this kind of effective use in RPGs but there could be rules on whether or not a state could change based on where the battles take place. Wind could prevent aerial enemies from falling, which is a visual way of adding a spin on a battle without having to make a brand new enemy with that rule built in. So abstractly, circumstances where certain locks can't be changed, but in ways that creates interesting problems.

-Some sort of utility that lets you put any enemy into any state you want, even if it doesn't make logical sense. Mainly to just multiply the possibility space in select scenarios. You could probably apply this to equipment where you get to choose what state you end up in if your lock is keyed. In PM for instance, is there ever a reason you'd want an enemy put back into the air?

If you added all these at once it'd probably be a bad convoluted game, but this is mostly trying to think outside the box for a moment when it comes to key/locks.

Steamed Hams, but it's RPGMAKER2003! Review

2009: this game has good battle balance, 5/5
2019: this game cured my depression 5/5


looks pretty dank

[RM2K3] Question about selling an RM2K3 game with .exe hacks

already answered by: https://rpgmaker.net/forums/topics/24260/?post=880462#post880462

would disregard the last 2 posts...

What are you thinking about? (game development edition)

Yeah I keep forgetting to mention Into the Breach as that gets a lot of mileage out of simply telling you what's being targeted and even what happens when you move into the way/interrupt/reflect, but still hard as shit even though you can practically predict the future + have a one time redo function. Though it's also hard to tell how much its getting out of the fact that it has a grid to move units around on from a design standpoint. It also has a focus on you trying to figure out what move will help later on rather than the most optimal move. Every single idea you come up with might be good, but you might miss out on an opportunity later if a unit strays too far or you leave spawns alone.

Screenshot Survival 20XX

i made a ring menu for an event game

also here's interstellar docking scene, but as a ring menu


What are you thinking about? (game development edition)

FF: Another issue is not knowing when the enemy is going to attack, leaving you to attack right when the counter is about to happen. Even in rm2k3 there's a lot of weird shit with overlapping turn orders. Which makes ATB pretty linear in that you always want to be selecting something as soon as it pops up. Cyan's bushido sounds like a cool use of ATB but uh, the very first move is actually good enough that spamming it is better than waiting for anything else.

I guess Grandia fixed a lot of shit, you can see where everyone is on the turn order and you can do cool shit like push back or interrupt enemies. I can't remember if this amounted to anything engaging enough to make the game actually good.