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Amplitude got released to backers today. It is downloading on my PS4 right now. I am so excited; you have no idea.
[Poll] A poll and discussion about random battle encounters: how they may be implemented.
Though I stopped tolerating games with random encounters long ago, I am totally on board with letting the player control their existence (e.g. with an accessory). This is for a couple of reasons.
Mainly, you can't judge a player's tastes ahead of time, so either forcing them upon a player or completely taking them away (such as after reaching a level cap) is likely to upset at least someone. Ideally, encounters are less about allowing grinding and more about resource management.
People who want to get to level 99 on disc one are out there. Similarly, people who want to do a low-level run are out there, too! So, having an on/off switch to facilitate either playstyle would be most appealing.
Also, any dungeon with an over-arching puzzle aspect absolutely needs the option to turn off random encounters. See also: the platforming sequences in Xenogears. Yes, random encounters while running and jumping; it was about as fun as it sounds.
You can also consider something like what FF13-2 did: encounters appear in close quarters randomly, and the player plays a skill-based mini-game of sorts to either engage or evade them. It's not the best way to handle it, but it's different, anyway.
Personally, I tend to implement pre-existing encounters that may or may not be skippable; however, the experience/rewards from these encounters are "spent" in some way by the player after the fact, so it's not a simple level-up. They can therefore be ignored by anyone looking for a more challenging experience, but they're still "banked" if the player changes his mind in the future.
Mainly, you can't judge a player's tastes ahead of time, so either forcing them upon a player or completely taking them away (such as after reaching a level cap) is likely to upset at least someone. Ideally, encounters are less about allowing grinding and more about resource management.
People who want to get to level 99 on disc one are out there. Similarly, people who want to do a low-level run are out there, too! So, having an on/off switch to facilitate either playstyle would be most appealing.
Also, any dungeon with an over-arching puzzle aspect absolutely needs the option to turn off random encounters. See also: the platforming sequences in Xenogears. Yes, random encounters while running and jumping; it was about as fun as it sounds.
You can also consider something like what FF13-2 did: encounters appear in close quarters randomly, and the player plays a skill-based mini-game of sorts to either engage or evade them. It's not the best way to handle it, but it's different, anyway.
Personally, I tend to implement pre-existing encounters that may or may not be skippable; however, the experience/rewards from these encounters are "spent" in some way by the player after the fact, so it's not a simple level-up. They can therefore be ignored by anyone looking for a more challenging experience, but they're still "banked" if the player changes his mind in the future.
Good 2D game engines?
I'm in somewhat of the same boat as you - I wanted a high-res, multi-platform engine with 2D capabilities for a side-view project. I went with Unity, but I honestly wouldn't recommend it. Even if you're a programmer, there are a lot of ass-to-elbow things you have to wrench in to get it working reliably, and it can still be a very temperamental environment at times.
I did, however, grow up using the Klik series, and they're apparently still making them! The newest one is "Fusion 2.5," with a free version available. If it's like the older iterations, it's all event-based (it uses a big spreadsheet of conditions and reactions) and is tailored for 2D. There might be older versions in the series (Multimedia Fusion, The Games Factory) floating around for free, too. Can't say for sure.
(edit) Changed link to the actual free version, and not just the demo.
I did, however, grow up using the Klik series, and they're apparently still making them! The newest one is "Fusion 2.5," with a free version available. If it's like the older iterations, it's all event-based (it uses a big spreadsheet of conditions and reactions) and is tailored for 2D. There might be older versions in the series (Multimedia Fusion, The Games Factory) floating around for free, too. Can't say for sure.
(edit) Changed link to the actual free version, and not just the demo.
Video game franchises that need to return
Shadow Hearts.

Hell, give me any one of the three (Koudelka, less so) as a PS2 classic on PS4 and I will be happy for at least a whole year!

Hell, give me any one of the three (Koudelka, less so) as a PS2 classic on PS4 and I will be happy for at least a whole year!













