DESERTOPA'S PROFILE

Guardian Frontier
An RPG with classic-style gameplay and a non-classic premise, inspired by the history of exploration and colonialism of the 19th century.

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Nudity in Games

Worry about making your game really good. If the quality is high, nobody's going to mind if the nudity is part of your artistic vision. If the quality is poor, then people are going to start questioning whether things like nudity were really necessary, or just attempts to grab the audience's attention.

Götterdämmerung RPG

Looks interesting, I'll definitely leave a review when I finish this one.

Romancing Walker

Is Flare still involved at all with the gamemaker scene? I'd definitely want to get her permission if I'm going to work on the game, but I don't really know how to get in contact with her.

Romancing Walker

I'm not just planning to correct the errors of grammar, word usage and such, my intention is to thoroughly revamp the script, in the vein of Ryusui's retranslation of Breath of Fire II. There's really no way it wouldn't be labor intensive, and I'm definitely not expecting to breeze through it.

Really, given how much the text in Romancing Walker is difficult to even make sense of in English, I'll probably be treading a line between "editing" and "rewriting." Of course, I'll be trying to preserve the core elements of characterization in the original, and the plot will remain unchanged, but I'd like to revitalize the script to a degree that it'll be worth checking out even for people who've already played the game in its original translation.

Romancing Walker

So...

I've never played this game before, even though the premise appeals to me, because the translation looks really terrible (I have read through a Let's Play which gives a pretty comprehensive look at all the Engrish.)

I've been wondering for a while why nobody's ever given it a proper translation before, since it's been out for such a long time, and is apparently so popular. But really, if you're going to wonder why nobody else has done something before, you might as well take a shot at it yourself.


For clarification, I do not speak Japanese, and would be revamping RM2KFan's translation.

However, I've never actually worked with this software before, and am unfamiliar with the actual mechanical process of reworking the script for the game.

If anyone is interested in helping me rework the script of this game, please let me know. I'm prepared to do the writing work myself (although I can't by any means guarantee that I'd get it done quickly,) but mechanical assistance would be invaluable.




Romancing Walker Review

author=Professor_Q
No, it's Romancing Walker. There is nothing quite like it in the RPG world, and there probably never will be.


Considering how much I like games with properly executed Relationship Values, as well as humorous and lighthearted RPGs, and given that my intention in joining this community is to actually make games, let's just say I hope that's not the case.

Reviewrim Voting Period - winner(s)!

I'll give the list a quick run through and post ones which I particularly like. I'll only post one per user, since if anyone wrote a bunch of good reviews it'd be a bit unfair to split their vote and keep them from their shot at winning.

Slashphoenix's review of Ghost Party.

Deckiller's review of Final Fantasy Blackmoon Prophesy.

Dyhalto's review of Nebulus.

Calunio's review of xOMBYCAPYSE.

Arandomgamemaker's review of WWF vs. WWF.

Gourd_Clae's review of The Drop.

Thatbennyguy's review of It'll Look Great On Your Resume.

Peticks' Crimson Memories review.

Professor_Q's review of The Vestibule.

SgtMettool's Review of Radiant Chain.

Zacheatscrackers' review of Esper Wing Chronicle.

Unity's review of A Very Long Rope to the Top of the Sky.

Desertopa's review of Land of Dreams. Yes, I am Desertopa and Desertopa is me, so I can't claim to be the most impartial judge here, but I tried to make this review entertaining, and I'm not so self-sacrificing as to sabotage my own efforts by leaving myself off the list.

NeverSilent's review of 10-Minute Infinite.

Steve_bennett's review of Spirit Legend.

Stand-up Character

Eliezer is actually one of my favorite writers (he's one of a group of people I can count on the fingers of one hand whose ideas I've actually been envious of,) and I've been following his work for quite a while. I don't think he would actually stand by a prescription that every character should be awesome, or that he tries to use it in his own work. The point of that essay is more about a particular way of getting yourself to make the characters who're the focus or drive of the story to be awesome, in spite of the flaws they also need to possess.

Usually though, you need some characters who aren't awesome, in order to make the ones who are awesome stand out more.

I have a game design that I want created and I need a team. Any takers?

author=DustinIdea
Maybe my idea of a team is a bit more unconventional than what you guys are used to (which would explain the very few number of completed games in the archives here). I brought the design in this thread. That's what I'm contributing, the design of the game and "what it does". I'm looking for writers to decide what the scene is and where this design would best take place. I'm not a micro-managing director like you may be used to; I don't have this huge passion that I want you to follow directions and do it exactly like my image. I really want YOUR expertise to shine and so when we are done, you can add your name to the credits, put a copy of it in your portfolio, and when critics hit the page you can say "I didn't make the game, but I did make the ....


I can understand wanting to put together a team before taking a swing at the game, when you don't have the skillset on your own to produce the kind of game you're interested in. I've been in that position a couple times before. But ultimately, what happened both times is that people whose contributions were key to the project bailed out, and the rest of the teams ended up disbanding.

I think this sounds like an interesting project, and I would be interested in writing for it, if I were confident it were going to be completed. But the more people you need to coordinate to get a project off the ground, the larger the number of potential points for failure. The default outcome for a team game project is not to get completed, so it's no surprise if people with experience in trying to make them are reluctant to do so unless they have extra evidence that something will be different in this case.

Most Memorable Gaming Moments

I may mostly be an RPG gamer, but my most memorable gaming experience actually came while playing a platformer, Super Ghouls and Ghosts.

Super Ghouls and Ghosts is part of the Ghosts and Goblins series, known for its obscene, unrelenting difficulty. I only got this particular game out when one of my friends was over, since we had made a project of trying to beat it together. We would swap control every time one of us lost a life (which was often, considering how brutal the game is.) Super Ghouls and Ghosts offers no mechanism to save your game or return to a level using a password, so each time you start a play session, you have to challenge the game anew.

We first started the game around the age of ten, and spent about a year hopelessly stuck at the second level. We spent another couple years stuck in the fourth level, and once we got past that, it took us at least a year longer to get all the way to the final level. Having finally gotten all the way to the end, we managed to beat what appeared to be the final boss... only to be rewarded by being sent back to the beginning of the game, on a higher difficulty level, with the new mission of getting back to the end again and beating the final boss with a previously inaccessible weapon, the Goddess Bracelet, a powerful, but tactically terrible weapon.

Since, as I previously mentioned, there is no way to save your progress in this game, every time we wanted to give this mission another shot, we had to start the game from the very beginning again, and win the whole game the first time around, which had already taken us over four years to accomplish in the first place. But we were getting better at playing it, and this soon became a regular occurrence in our play sessions. Even so, the Goddess Bracelet was such a terrible weapon that we remained stalled at this point for at least another two years, unable to get past the final boss while wielding it. Finally, by this point well into our teens, the two of us managed in a play session to get to the final boss, wearing the gold armor which fully powers up your attack (and breaks in one hit like any other armor,) and get through the first phase of the boss without taking a hit. I was the one in control, and I felt like I was in the zone. I had the second form on the ropes, and I was confident that this time, I could handle it without even taking that single survivable hit...

And then my dad walks in, trips over the SNES controller cord, and knocks the console off of the shelf, resetting the game.

From then on, my friend and I would joke that if anyone ever got close to beating that game, they would be prevented by divine intervention. We never did get to the end of that game playing together. He's since beaten it on an emulator using save states, but I am resolute that this Doesn't Count, and refuse to play it that way.