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What RMN game are you playing now?
Replaying Carlsev Saga to see how it's changed since I last played it. I don't believe I've ever run into a game updated and expanded as frequently as this one.
Dolla dolla bill, y'all.
How exactly are you defining 'currency' for this topic? One of the things I've been working with is detaching experience from the traditional 'level-up' method; earned experience is used to purchase new skills, abilities, and stat boosts directly. Would this count as an alternate currency by your standards, or not?
On the regular stuff - it varies depending on situation. My current major project, I'm toying with the idea of using 'credit', assuming I can figure out where to change the XP scripts to allow for negative currency values. The whole situation takes place within a single village (focus is supposed to be on protecting the village from a curse cast on it), so everyone knows who's been working, and who's been slacking off - actual hard currency wouldn't necessarily be required there.
On the animals - long term, probably going with rendering. Kill a deer, get a deer carcass. Take the carcass to a renderer, or have someone in the party who can render, get back several deer meat (HP restoring item), Antlers and Pelt, (crafting/trade goods), etc. In some cases, the rendering will provide an item marked as 'Bounty Tag' (Rat Tail, etc.) which can be used to claim a bounty if one is posted for that type of creature.
On the regular stuff - it varies depending on situation. My current major project, I'm toying with the idea of using 'credit', assuming I can figure out where to change the XP scripts to allow for negative currency values. The whole situation takes place within a single village (focus is supposed to be on protecting the village from a curse cast on it), so everyone knows who's been working, and who's been slacking off - actual hard currency wouldn't necessarily be required there.
On the animals - long term, probably going with rendering. Kill a deer, get a deer carcass. Take the carcass to a renderer, or have someone in the party who can render, get back several deer meat (HP restoring item), Antlers and Pelt, (crafting/trade goods), etc. In some cases, the rendering will provide an item marked as 'Bounty Tag' (Rat Tail, etc.) which can be used to claim a bounty if one is posted for that type of creature.
Expect a demo in weeks, not months.
Let's Play Hero's Realm!
100 videos...
100 Tinymedals...
I'm sorry, I'm now having mental images of a collector king who gives you various special items if you bring him enough Deckiller LP videos.
100 Tinymedals...
I'm sorry, I'm now having mental images of a collector king who gives you various special items if you bring him enough Deckiller LP videos.
Naming Conventions - Characters, Spells, and More
"It's spelled "peons". It means a medieval serf, not someone you pee on."
You do realize how the 'nobles' treated these individuals, right?
You do realize how the 'nobles' treated these individuals, right?
making two actors use MP for an attack in RMXP
If it's something you scripted in, you'll probably need to call a script to change the values. Exactly how are you targetting who's who with this? If every possible combo between characters is unique to a single pair, that'll probably become a lot easier.
Dungeon puzzles
Haven't played Lufia II to completion (there was another puzzle where I could never get the timing right), but that example can't be the worst. It's basically a variant of a game on Microsoft's old Game Packs called Klotski, and I'm fairly sure it can be solved in something like half that time - maybe two thirds if I'm misunderstanding how long ingame interactions take.
Is it just me, or are battles where it all goes wrong for RM games?
post=133751post=133748It is the best naming convention ever. Fuck Firaga. Gimme BLAZEMOST.
Is that really what they call the spells in Dragon Quest? : (
No. You're too eager to have it. I'm sorry, but I'm capping you out at HURT, Kentona. You'll thank me someday.
Naming Conventions - Characters, Spells, and More
Still working on this topic - I haven't got all that many names yet, and some of them I do have may confuse players for a while.
Example: Earth Stance, Water Stance, Air Stance, Fire Stance, Lightning Stance, Ice Stance.
Elemental magic? Nope, purely physical unarmed combat skills - Earth buffs defense but debuffs speed, Water buffs speed but debuffs attack, etc. I am going with those six elements as the 'natural' set (there are also technical and magical sets with their own elements), but as used here the names are a convenient shorthand from the creators of the martial arts style in question.
I do have a few related classification sets, but not many at the moment, and nothing that I can claim is 'reused', if that's required - I'm currently working with three storyline ideas, but they're all set in the same world and time, and kind of tie into each other.
Example: Earth Stance, Water Stance, Air Stance, Fire Stance, Lightning Stance, Ice Stance.
Elemental magic? Nope, purely physical unarmed combat skills - Earth buffs defense but debuffs speed, Water buffs speed but debuffs attack, etc. I am going with those six elements as the 'natural' set (there are also technical and magical sets with their own elements), but as used here the names are a convenient shorthand from the creators of the martial arts style in question.
I do have a few related classification sets, but not many at the moment, and nothing that I can claim is 'reused', if that's required - I'm currently working with three storyline ideas, but they're all set in the same world and time, and kind of tie into each other.
Games and Why You Play Them
My own reasons -
1) At the risk of being dragged through the streets, I don't have that much time. Most days, I spend ~ nine hours working, and 7-8 more sleeping. The rest are broken into a two-hour period between alarm clock and desk, and a five-six hour period during which I try to spend a fair amount of time at the gym or on the track - I'd rather not have a heart attack at age thirty if I can help it. Yes, I technically 'have' the time, but I choose to spend it on something more useful than game dev or game play.
2) My available game hours on weekdays are currently forshortened by the fact that I'm working with a slower computer - I'm hoping to get that remedied soon, and remove this item from the list.
3) The game needs to be available, naturally. More than half the time I'm browsing around the games, I see something that looks like it will be interesting to me, only to see 'no download' on the downloads tab. Unless something happens to draw my attention to it later, I'm likely not going to bother checking on it again. It doesn't matter how good it's -going to be-, if I can't actually play it -now-.
4) I pretty much AM one of those old stick-in-the-mud fogies who doesn't like many of the 'original' game ideas out there - mostly because too many of those appear, to me at least, to be the same old cliches recycled in another environment. I'd prefer to play a game set in stereotypical fantasy realm #814, but with good storyline development and plotting, than something set in the modern world or in space, but otherwise made of the same stuff. If a modern or futuristic setting is required for the storyline, or if the setting enhances the story, that's different - but in far too many cases, it's not and it doesn't.
5) I'm also largely intrigued by evented special systems - having one in your game increases the chances that I will download, so as to sniff around what you did and see how it works. I admire complex and well-done scripting, but scripts are, effectively, plug-and play without necessarily showing effort, while an evented system, even if less flashy, shows that the developer didn't just say 'hey, I like that' and plop it into the game - s/he either made it, or cared enough about the idea to find someone else to make it if his/her talents fell outside of event programming. That being said, a lazy evented system is one of the quickest ways to get me to drop a game from play.
6) The old Catch-22 of reviews. I'm less likely to play something that doesn't have a review than something that does, and less likely to play those with reviews by those who I have disagreed with in the past than those I have agreed with. The only exception to that is someone who I have disagreed with giving a game a bad review specifically for the reasons I disagree with them.
7) Nostalgia factor. I pretty much grew up with the SNES, and didn't get a Playstation until the PS2s had already been on the market for a while. In many ways, RM games seem to be our attempts to recreate the bright parts of the consoles that we grew up with - and I appear to have trouble relating to things based after my own 'glory daze' with the SNES in other people's games.
8) Nitpick factor. My biggest time investment with someone else's game has been one I was running beta testing on, in both the original and expanded releases. I think I've managed to get myself stuck in permanent nitpick mode as a result - it doesn't matter if the game has been out in full and final version for over a year, I play it as though a beta tester. It's not just mere 'entertainment' at that point. Part of the problem here is that when I'm in beta mode, I prefer trying to hash things out in real-time discussion, something I'm not sure how to do with most of the people here. And if I can't, I'm likely to simply set the game aside, and may never come back to it.
9) Unlock factor. Related to the above; if I run into even a minor bug, I'm going to want to go in and fix it. If I discover that someone's game is locked so I can't open it in the editor, I'll delete the download.
Admittedly, the above is pretty much all my own quirks. Don't know that this giant list will help any for other people.
1) At the risk of being dragged through the streets, I don't have that much time. Most days, I spend ~ nine hours working, and 7-8 more sleeping. The rest are broken into a two-hour period between alarm clock and desk, and a five-six hour period during which I try to spend a fair amount of time at the gym or on the track - I'd rather not have a heart attack at age thirty if I can help it. Yes, I technically 'have' the time, but I choose to spend it on something more useful than game dev or game play.
2) My available game hours on weekdays are currently forshortened by the fact that I'm working with a slower computer - I'm hoping to get that remedied soon, and remove this item from the list.
3) The game needs to be available, naturally. More than half the time I'm browsing around the games, I see something that looks like it will be interesting to me, only to see 'no download' on the downloads tab. Unless something happens to draw my attention to it later, I'm likely not going to bother checking on it again. It doesn't matter how good it's -going to be-, if I can't actually play it -now-.
4) I pretty much AM one of those old stick-in-the-mud fogies who doesn't like many of the 'original' game ideas out there - mostly because too many of those appear, to me at least, to be the same old cliches recycled in another environment. I'd prefer to play a game set in stereotypical fantasy realm #814, but with good storyline development and plotting, than something set in the modern world or in space, but otherwise made of the same stuff. If a modern or futuristic setting is required for the storyline, or if the setting enhances the story, that's different - but in far too many cases, it's not and it doesn't.
5) I'm also largely intrigued by evented special systems - having one in your game increases the chances that I will download, so as to sniff around what you did and see how it works. I admire complex and well-done scripting, but scripts are, effectively, plug-and play without necessarily showing effort, while an evented system, even if less flashy, shows that the developer didn't just say 'hey, I like that' and plop it into the game - s/he either made it, or cared enough about the idea to find someone else to make it if his/her talents fell outside of event programming. That being said, a lazy evented system is one of the quickest ways to get me to drop a game from play.
6) The old Catch-22 of reviews. I'm less likely to play something that doesn't have a review than something that does, and less likely to play those with reviews by those who I have disagreed with in the past than those I have agreed with. The only exception to that is someone who I have disagreed with giving a game a bad review specifically for the reasons I disagree with them.
7) Nostalgia factor. I pretty much grew up with the SNES, and didn't get a Playstation until the PS2s had already been on the market for a while. In many ways, RM games seem to be our attempts to recreate the bright parts of the consoles that we grew up with - and I appear to have trouble relating to things based after my own 'glory daze' with the SNES in other people's games.
8) Nitpick factor. My biggest time investment with someone else's game has been one I was running beta testing on, in both the original and expanded releases. I think I've managed to get myself stuck in permanent nitpick mode as a result - it doesn't matter if the game has been out in full and final version for over a year, I play it as though a beta tester. It's not just mere 'entertainment' at that point. Part of the problem here is that when I'm in beta mode, I prefer trying to hash things out in real-time discussion, something I'm not sure how to do with most of the people here. And if I can't, I'm likely to simply set the game aside, and may never come back to it.
9) Unlock factor. Related to the above; if I run into even a minor bug, I'm going to want to go in and fix it. If I discover that someone's game is locked so I can't open it in the editor, I'll delete the download.
Admittedly, the above is pretty much all my own quirks. Don't know that this giant list will help any for other people.













