GRETGOR'S PROFILE
Just your friendly neighborhood RM2K3 developer trying to relive the good old times of his RM2K3 teenage years with more mature and sober eyes than before.
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Shadow Seeker
Dude, I just came here to say: congratulations on being featured in Alpha Beta Gamer's channel!
The game is looking better and better, and it makes me happy to no end to see an RM2K3 action game being recognized outside the RPG Maker community.
EDIT: forgot to link the video
The game is looking better and better, and it makes me happy to no end to see an RM2K3 action game being recognized outside the RPG Maker community.
EDIT: forgot to link the video
A Vacation In Nebula
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What are you thinking about? (game development edition)
author=Darken
@Gretgor: Only worst case scenario I can think of is if the player thought they could have done better and feel the need to restart it. Maybe thinking there was input delay or something. So they restart a save way earlier to try and perfect it only to realize it's supposed to go that way. That's like an extreme completionist personality that might bump into other design decisions anyway.
I think the only real issues with QTEs as an emotional state is that they typically have a win/lose condition and a timer. As opposed to maybe a soft puzzle where you either solve it or leave it as is. If the puzzle is clearly setup to be impossible to solve you don't have the extra possibility leaking in the back of your mind. Whereas QTEs have a possibility you can't possibly know unless you try it again. If the failure state is mandatory then you'll always wonder if the success state exists (though less likely the other way around).
I would look into Florence (watch the gameplay even) because that game is very much all about setting up some really basic mechanics (not quite QTEs but not full blown puzzles either, events without the quick time I suppose) that relate to characters emotions but when they breakdown or feel frustrated the mechanics become clearly impossible to drive home a point. As far as I know there's no way to lose or to be setback in the game, you just sort of go at your own pace. So it's pretty bullet proof in avoiding the player going "Wait was I supposed to do that differently? Let me restart to make sure"
Yeah, I guess you're right. Problem with QTEs is that it's hard to communicate that they are supposed to fail on purpose, so the players might be compelled to try again and again and again and eventually file a bug report because they think it's a bug.
I'm gonna check out Florence, maybe it gives me some ideas on how to make that particular part of the story.
What are you thinking about? (game development edition)
What are you guys' thoughts on making intentionally bad gameplay in certain parts of the game, to drive home a point about the plot or the feeling the character is going through?
There's a certain sequence in the game I'm making that I want to frame as miserable and soul-crushing for my protagonist, and my idea is to replace, only for that part of the game, the regular action-adventure gameplay with a slow one-button QTE session where the QTE randomly fails on purpose, and even simple things as "go to place" are replaced with a button prompt you need to press to go to the place (no choices, no branches, nothing). Obviously, this session wouldn't extend for too long, only for long enough to drive home the point.
My question is: if the game up to that point was really fun, would that session ruin the game, or would people understand what I was going for? Also, would it help convey that that particular stretch of the story is miserable and depressing?
There's a certain sequence in the game I'm making that I want to frame as miserable and soul-crushing for my protagonist, and my idea is to replace, only for that part of the game, the regular action-adventure gameplay with a slow one-button QTE session where the QTE randomly fails on purpose, and even simple things as "go to place" are replaced with a button prompt you need to press to go to the place (no choices, no branches, nothing). Obviously, this session wouldn't extend for too long, only for long enough to drive home the point.
My question is: if the game up to that point was really fun, would that session ruin the game, or would people understand what I was going for? Also, would it help convey that that particular stretch of the story is miserable and depressing?
AWE VS OZZY: The Game
This is a cinematic masterpiece comparable to Batman vs. Superman and nobody can convince me otherwise.
Also I'm deeply hurt by the fact that I'm only learning about the RMN Discord now.
Also I'm deeply hurt by the fact that I'm only learning about the RMN Discord now.
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Grimps: Squeaking of the Dead
Super Pantito Review
Yeah, I agree with almost everything here. My big problems are that the auto-firing rate should just be higher (so we don't need to mash) and the enemy bullets blend with the background way too much in the final level.
Other than that, yes, this is quite great! As it is, though, I had to install an auto keyboard presser to beat it, and I'm not ashamed to admit it. I have enough to handle in this pandemic without giving myself carpal tunnel, thank you very much.
Other than that, yes, this is quite great! As it is, though, I had to install an auto keyboard presser to beat it, and I'm not ashamed to admit it. I have enough to handle in this pandemic without giving myself carpal tunnel, thank you very much.














