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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1509463069puzzleslidingground.gif
1509463069puzzleslidingground.gif
What are you thinking about? (game development edition)
Thanks @Darken and @Waxius. I'll have to keep those things in mind, and do a whole lot of thinking, testing, feedback acquisition, et cetera. But it will be worthwhile, or so I hope ^_^
What are you thinking about? (game development edition)
I may be Dunning-Krugering as heck right here, since my understanding of all things related to design is very shallow, but I've been thinking about this for a while now.
Game design may very well be one of the hardest disciplines of design, due to the absolutely unique challenges it poses.
Design (according to my layman understanding) usually focuses on making things that are functional, useful, safe, appealing, easy to use, reliable, comfortable, and, in some cases, interesting and enjoyable. Games must not only check every item on that list, as they must also punish the player with an undesirable outcome in case the skill they applied to a certain task is insufficient to reach their goal.
That is something unprecedented, really. You don't see a flashlight, a TV, a car, a toy, a watch, a laptop, a soda bottle, a remote controller, or a phone wilfully punish their user for lack of skill. However, this is something that games not only can do, but must do. They must do so in a way that the user is aware of what they are being punished for, and in a way that doesn't make the user lose interest after failure. With that in mind, the fact that game design is even possible is already a marvel.
Therefore, I don't think I should feel bad for "aping" design ideas from successful games, since I'm neither a game designer (nor a designer of any sort) nor the leader of a large team... right? I don't intend to outright copy anything from other games, just adapt some of their solutions to certain design problems to my own game. Does that make me lazy, or even dishonest?
Game design may very well be one of the hardest disciplines of design, due to the absolutely unique challenges it poses.
Design (according to my layman understanding) usually focuses on making things that are functional, useful, safe, appealing, easy to use, reliable, comfortable, and, in some cases, interesting and enjoyable. Games must not only check every item on that list, as they must also punish the player with an undesirable outcome in case the skill they applied to a certain task is insufficient to reach their goal.
That is something unprecedented, really. You don't see a flashlight, a TV, a car, a toy, a watch, a laptop, a soda bottle, a remote controller, or a phone wilfully punish their user for lack of skill. However, this is something that games not only can do, but must do. They must do so in a way that the user is aware of what they are being punished for, and in a way that doesn't make the user lose interest after failure. With that in mind, the fact that game design is even possible is already a marvel.
Therefore, I don't think I should feel bad for "aping" design ideas from successful games, since I'm neither a game designer (nor a designer of any sort) nor the leader of a large team... right? I don't intend to outright copy anything from other games, just adapt some of their solutions to certain design problems to my own game. Does that make me lazy, or even dishonest?
Whatchu Workin' On? Tell us!
I'm working on some CMSes and, given I know very little about graphic design and my idea of how to make good GUIs is basically taken straight from attempts at imitating old SNES game menus, I'll probably need a lot of feedback :(. They're still not in a presentable state, however.
EDIT: also, I'm implementing decent diagonal movement (that is, instead of halting when encountering an obstacle, the character tries to "slide" along it). The RTP graphics are all placeholders for the test map.

EDIT: also, I'm implementing decent diagonal movement (that is, instead of halting when encountering an obstacle, the character tries to "slide" along it). The RTP graphics are all placeholders for the test map.

Birthday Kid
What are you thinking about? (game development edition)
I'm thinking about making a shorter, less story-heavy and less polished game than the one I've been planning for the last few months, to serve as some sort of "proof of concept" for the mechanics I intend to add to the larger game. In reality, the "larger" game is probably only gonna be four hours long, so the shorter one would be about... one hour long?
However, I don't know if I should. On one hand, making said shorter, less polished game is going to be easier and might give me a boost in confidence to work on the larger project once I recieve enough feedback on it, but on the other hand, I'd have to make two games instead of just one. Thoughts?
And no, I wouldn't be able to fit this shorter game as a "demo" for the longer one. It would simply not make sesne :(
However, I don't know if I should. On one hand, making said shorter, less polished game is going to be easier and might give me a boost in confidence to work on the larger project once I recieve enough feedback on it, but on the other hand, I'd have to make two games instead of just one. Thoughts?
And no, I wouldn't be able to fit this shorter game as a "demo" for the longer one. It would simply not make sesne :(
Whatchu Workin' On? Tell us!
author=Waxius
Currently working on updating the forest dungeon. I'm now using "overlay" pictures to put on top of the chipset. I'm hoping it makes the dungeon seem more like a dense forest.
The issue I was having was that all my dungeons use the same 300 or so maps put together in random ways. I change the chipset so that the level looks "different", but the forest chipset just looked bland. Adding overlays will hopefully give each level more variety.
Examples of using chipsets:
What do you think?
Definitely looks better this way. Remind me to check it out once you're done!





















