GRAYBURG'S PROFILE

Amateur artist, composer, scripter and designer.
Jack-of-too-many-trades, mediocre at all.

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Clarification on "Bad Blogging"

@Corfaisus
Updating a single post seems like a good solution if what I was doing was too minor. Didn't know that was possible.

@kentona
I actually did come across that earlier today when looking at other people's blogs. It was interesting.

@halibabica
Ahaha... That wasn't really the sort of thing I was worrying about. If I had nothing to write about, I definitely wouldn't post about it.

I've been keeping video records for mostly personal reasons, but I've been wanting to write about the updates as well.

For example, I wasn't sure if making these changes to this menu would be enough to warrant a blog post about a week later.

Twee - Menu Critiques?

The second version looks better, because each item is more legible. But it'd be better thematically if the first was used, since it shares the same skin as the other menus.

I don't know about "G# - " in the second version, though. Unless it means more than "Gretel's seventh skill," it'd be best to remove it. If each item seems to have too much empty space, perhaps you could pull the sides closer to the center by a reasonable amount?

Clarification on "Bad Blogging"

Is posting weekly about minor progress too much? By minor, I mean something like tweaking a menu screen.

If it is too much, I could just make it a private profile, right?

Can you change a game name once it's been submitted?

Can you change a game name once it's been submitted?

Just wondering.

Randomness

Players choose the random option over the consistent one if the random option has these properties:

-The random option has a "much" higher expected value than the consistent option

Players will use a 1~10 attack over a flat 3, but maybe not over a 5. Pretty straightforward.

-The random option's favorable outcome isn't too improbable

Players might use skills like Death or Metronome for fun, but they won't rely on them.

A skill that deals 9999 damage 1% of the time would never be used over a skill that deals a consistent, pitiful 10 damage, despite being "ten times better."

Having this option gives players a way to scumbag some victories, though. 1-gil Zanmato, all day erry day.

-The random option's unfavorable outcome doesn't lead to an unwinnable situation

This is the most interesting reason to still choose a random option. If options have this property, the first two aren't required.

This can't apply to random skills in most RPGs, because if an attack misses or fails to crit at a crucial moment, there's no way to salvage that situation. gg

Attacks in fighting and action games, however, come to mind. Every attack could be described as a skill with a low success rate for a ridiculous reward. You deal damage, stagger the opponent until it's your "turn" again, and take no damage. Ridiculous!

It's much more probable to have an attack be blocked, though. The attacks that leave the player susceptible to damage, a potentially unwinnable situation, are less used.

This doesn't mean unwinnable game states can't exist for the third property. A battle can definitely be unwinnable if the player pits an Ice Pokemon against a Fire type, but not because Blizzard fails to freeze the opponent.

My way of using the third property in an RPG is to include a defensive system that can nullify any damage. Highly game-breaking, of course, in a traditional RPG, but inline with my design philosophy.


As for your examples, since they are better overall than other classes, I'd use them.
The thief sounds bland and random, except for the fifth upgrade for an OT reason.
The dancer's stated goal is much better than the thief's in terms of appealing randomness, though.

[Poll] Why some people think FF8 was the best FF ever?

so many bad posts.
a better topic title would be "what is good about ff8."

all rpg stories are cringe-worthy, and 8 doesn't disappoint.

8 changed a lot about the ff formula gameplay-wise, though, which makes it interesting. triple triad, junctioning, drawing, dismantling, etc.
these features gave you lots of options, even early game, which is usually stale for new playthroughs in ffs. there's more to abuse with previous playthrough knowledge.

a big reason people don't like 8 is because it's too different.

Music: How much is too much?

That's sounds terrible, tbh. Hearing that the size is just coming from a bunch of Touhou arrangements makes it even worse.

In-depth Deus Cards discussion

I think most people that played it didn't try to learn too much about it, either. It is just a random RPG Maker game after all.

I wish I had thought to discuss it years ago when it was more likely to be well-known. But, eh, can't hurt to make this thread now.

In-depth Deus Cards discussion

While it's highly unlikely, I wanted to hear from people familiar with this game and its battle system.

In particular, I wanted to hear about the following:
-Balance between the different deck types (Power, Mani, Form, Energy)
-Importance of the various stats
-Effectiveness of comboing cards
-Usefulness of the various card effects
-Mechanics of the battle system in general

For those that aren't familiar (practically everyone), Deus Cards is a ridiculously well-evented RM2K card game. It's well worth your time from a consumer and developer perspective.
Link to the game: http://queenscourt.org/othergames.php
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