GRETGOR'S PROFILE

Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
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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What are you thinking about? (game development edition)

One recurring problem with RPG Maker ABSes is facing direction issues: you usually have to be facing an enemy in order to attack them, but moving around to dodge their attacks often results in facing away from the enemies, and moving back to a direction where you can attack can result in harm, since (if your ABS doesn't include custom movement) you end up having to take a step towards the enemies just to correct your direction.

I've been thinking about the following solutions to this recurring problem, and I'd like to know what you guys think of those:

1 - Pokémon/Startropics-style controls, where tapping a directional button only changes direction, and only holding it down results in walking.

2 - A way to lock the character's facing direction towards an enemy, kinda like Z-targeting in 3D Zelda games.

3 - Trying to have as many 4-directional attacks as possible, so that not facing the right direction is not that big of a problem.

4 - Chimera Report-esque action style, where the player actually chooses the action they're gonna take through a menu that interrupts the battle.

5 - Using Powermode or similar to mouse-target attacks.

Which of these ideas (or combination of ideas) do you guys think is the best?

Happup

YAY, finally a project page <3

Screenshot Survival 20XX

Yay ^_^

Also, @Pyramid_Head, feel free to PM me if you need any help with picture-based CMSes in RM2K3! :D

Screenshot Survival 20XX

author=Pizza
@Gretgor: The only thing I'd change is to add maybe a bit of desaturation or fade to the map just so the fact that you're in-menu becomes more obvious.

Yeah, I'm actually making it so that the screen goes darker when I'm on the menus. I made a comparison here.



Should I make it darker, maybe?

Also, @Pyramid_Head, yes, I'm using pictures. It's the only way to do it on RPG Maker 2003 with no plug-ins :'(

I thought you were already using pictures for most of the Steel Spirit SaGa menu stuff, actually. Are you not? o_O

Screenshot Survival 20XX

Made a mockup of a menu (still not implemented, though).



The "Escape" function is supposed to simply warp the character back to the last save point (or the overworld in case the player didn't encounter any save point since they entered whatever map they're at). The "Split" function is going to split up the party of characters, which will sometimes be necessary to solve a puzzle. The rest is pretty straight forward, and I'm still thinking about how I'll go into making the inventory menu.

What do you guys think? What should be changed?

What are you thinking about? (game development edition)

author=Red_Nova
Gretgor, this article might be somewhat helpful to you, as it sounds like you're in the situation that Artie describes. My favorite recommendation in the article, and something I personally need to do more of, is take the time to play other people's games.

As for your specific issue, are you still working on Kiddos Puzzcade? I don't recall that game ever needing an open world format. Is there some reason you wanted to implement one? Or is this an entirely different project?

A different project, but using the same characters. I still didn't make a project page because I don't have any presentable screenshots. It's going to be a lot more exploration and adventure based than KP, but with some of the same mechanics as it.

Thanks for the link, by the way :) it does help.

Project Updates

All amazing news, man! I didn't know you were at it for seven years already. My review proves that the efforts have been paying off recently. I also recently came back to my old save in the new demo, and I'm having a thrill.

What are you thinking about? (game development edition)

author=Gredge109
@Gretgor: I'm playing through Undertale again, and one of the things that just came to mind was how, when you revisit ahead, things are different. For example, in a Neutral or greater playthrough, you'll see the NPCs you encountered standing around on the map, and they'll talk to you, or mention a secret, amd whatnot.

Maybe that's something you could tinker with when the players are revisiting old maps.

Well, since there will be one optional "logic" puzzle that will encompass the entire thing while leading to the best ending, I could make it so that people hand out clues and stuff in the already done puzzles. That's a good idea :) thanks.

What are you thinking about? (game development edition)

I need some help, actually. If people could discuss this with me, I'd love it.

I've been rather unmotivated to work on my game recently, partly because I've bit much more than I could chew regarding the technical complexity of its RM2K3 execution (I'll eventually get it over with, but still), but mostly because I'm not even sure it's going to be enjoyable for the players anymore. The concept I'm using is an action-less adventure game where players have to solve puzzles and explore the environment in order to progress, and occasionally uncover new abilities that allow them to open up previously inaccessible areas, some of which may contain secrets.

The problem I'm having is that everything becomes rather monotonous after all puzzles are solved, due to the lack of anything to respond to in real time in order to stay "alive", since it's impossible to get hurt or die. The only thing standing between the player and success are puzzles (which are hopefully going to be challenging and fun enough), but once they're solved, the player's left with maps that they can traverse through easily and monotonously, save for the occasional blocked out area that the player can eventually come back to when they acquire a new ability.

Since I don't intend to make the game a horror game (especially because good horror is very hard to achieve), I'm assuming I can't include Ib-like monsters and traps in it, because they'd feel out of place as heck.

Anyways, kinda bored, uninspired, and I'd really like some ideas. I already made the maps a lot smaller, and am currently using an overworld instead of an open world to make navigation less annoying.