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HAUS's General Art Thread

Ahh I envy your armor drawing capabilities. It's something I haven't been able to conquer yet. :P

Making physical copies of your game

author=JosephSeraph
I intend to do that eventually, to burn and manually label CDs, to sell them bundled with comics related to the game in question + art and trinkets ^w^

Now that's a fun idea. I'd like to do something like this maybe if I ever make a commercial game. I think designing the cd label and packaging would actually be fun too ~ This coming from someone who's worked in graphic design for 5+ years and hates it lol.
I'd been planning to share an artist table at a convention at some point, and this kind of thing would be a great thing to sell there.

[Poll] Is making resources fun even if you don't use them?

I've made a lot of resources that end up collecting dust deep within the reaches of my game mak folders. I (usually) enjoy the creation process once I get going, but it's difficult for me to get started without a purpose. I prefer to assume that what I'm creating will be used in a project eventually, even if this doesn't turn out to be the case.

Hello everyone!

Hi. Yo. Welcome.
I like your avatar image. Good art. :o

And yeah, I'd do what Marrend suggested. Keeps things tidier, or something.

Things I've Learned

author=Ramshackin
author=GoatBoy
"Make sure the player knows where they can go"
THIS really speaks to me right now. I've been playing a game lately that breaks this rule so hard. I don't mean unclear maps, just no direction at all for the player. They just kind of set you loose and expect you to find your way through the game. It's absolutely aggravating, since it's coupled with random encounters that occur with ridiculous frequency, so exploring is anything but enjoyable.
This is important to me. I love playing and making games that set you loose and have you find your way through the game. And the last thing I want to do is make a game called absolutely aggravating.

Any insight into how to make an open game, without the player feeling lost? I've never felt lost in an Elder Scrolls or Fallout game.

Oh no, there's a difference between a game with open exploration (which I love), and a game that is meant to be played linearly but gives you no direction. The game I'm speaking of not only ruins the appeal of exploration because of the random encounters occurring literally every few steps, but events will only occur in the order they are meant to be played in, so there is no purpose to exploring. If you leave your game world open to the player, I'd hope there are actually things for them to do aside from aimlessly wander.

Things I've Learned

Lots of good points--some of which I hadn't consciously realized, but upon reading them, they're definitely true.
I dunno though, I would definitely spend my game-fortune on nifty costumes instead of potions 'n junk.
I'm also with nhubi about the side quest that requires a specific character. I'll do it as long as the quest is fun or rewarding.

"Make sure the player knows where they can go"
THIS really speaks to me right now. I've been playing a game lately that breaks this rule so hard. I don't mean unclear maps, just no direction at all for the player. They just kind of set you loose and expect you to find your way through the game. It's absolutely aggravating, since it's coupled with random encounters that occur with ridiculous frequency, so exploring is anything but enjoyable.

GFJHJHGLKJGU.png

Oh gosh, these graphics are so cute. Love it.

PerfectMMORPG0

author=unity
"I designed this perfect MMORPG game. You can build your character as you want. You can be everything you want to be. Well not really. You can be a goat only. So character models will be real easy.

"You can choose your class. White Mage or Fart Lancer. They look the same, except white mage goats have a milk mustache.

"Stats are HP, Super HP, MP, Mana, Stomach Constitution, Lack of Intelligence, Soul Rot and Heat Death of the Universe.

"Status ailments are Berserk, Rage, Berserker Rage, Mad, Angry, Suave But Angry, and Turbo Hyper Pissed.

"Spells are *Goat Noise*, *Goat Noisara*, *Goat Noisaraga*, *Goat Noisaragagalalala*, MaybeHeal, and Ultima."

10/10 Would play.
I will be the Suavest Angriest White Mage Goat you have ever seen.

Dust to Dust Review

Ah, that seems like a good compromise. I'll definitely consider doing it that way. It's more appealing the more I think about it.
Thanks again!

Dust to Dust Review

Yo! Thanks for the feedback, Liberty!
I agree with you entirely. This wasn't a project I was particularly proud of, and I bit off more than I could chew in one month (especially since I'd never made an rpg before this, hence why the balancing was awful). I've just recently started working on the new version again, after forgetting about it for a while, and hopefully a demo will be out in a couple months that addresses a lot of the issues you mentioned.

The rushed plot is definitely a thing of the past. In fact, it's been reworked to quite a large degree. Field skills have been pretty much removed. Although it wasn't a problem you addressed, player choices will also be of more importance. Of course, I'll be re-balancing the battles too. I had been considering removing battles altogether and making this more of an adventure/drama game, since that is my strength, but I would really like to improve my skills in rpg development.