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)

author=Sated
author=Gretgor
I'm constantly thinking about how I'll design my game's world for it to feel expansive and inviting for exploration (said game still doesn't have a project page since I still didn't start turning it into a game).
I've been thinking about this for my RTP game. The key concepts that I've boiled it down to are these:

  • The world has to go on around the heroes, they can't be the only ones going around and swinging swords at things.
  • Any quest that isn't part of the main storyline still needs to have a tangible impact on the game world.
  • Not all random encounters need to be battles (this is super important and how I am going to achieve this is going to take soooo much work but would be awesome if I could pull it off.
  • Finally, quests don't necessarily need to be linear. If your heroes happen to drop in on some smuggling going down, they can still go tell the guard about it, and get a complete quest as if they'd been asked to go and do it. Or maybe without being told about it, the quest plays out differently as if you got there "too early" or something like that. The world has to be fluid.

It's a lot of work to do these things though, and a hell of a lot of playtesting once you get enough of them into a game. That's what I've been thinking about anyway...

Those are nice ideas. My game is not exactly an RPG, but I'm going to think about ideas #1, #2, and #4, which are interesting ways to keep things engaging and give the player control over the game's flow even in non-combat adventure games.

I'm currently thinking about how to make test playing with loved ones work in an unbiased form (close to impossible, unfortunately :( ).

Friends and loved ones as testers: is there a way to make that work?

Hi, everyone! I'm in need of some insight and advice.

Back when I was younger, and made a few (lackluster) games, I didn't understand how important test playing was, not only for finding bugs, but also to discover whether our game was engaging enough, how people experience it, etcetera. Recently, I've come to realize (not on my own, obviously) that testing is an essential part of solid game design, and that it's naive to think I'd be able to output something good unless I could get subjective feedback from test players.

The problem is: I'm a very shy person and not very gregarious, so I really don't have what it takes to convince people I barely know to test play my games as I watch them. I thought I'd simply ask family members and loved ones to take a look at what I've made and give me their feedback, which is a flawed testing method.

The obvious problems with that are:

  • They are obviously going to be biased, since they are close to me.
  • They're probably gonna force themselves to get into the game, since I'm explicitly asking them to take a look.

I thought I'd simply tell them to "take a look at this game I found" instead of saying it's my game, which would get rid of problem #1, but not problem #2, because they'd be expecting something great, since I told them to take a look at a specific game.

What are your thoughts on this matter? Is there any way to make test plays from loved ones as unbiased as possible? If not, is there any way a shy, introverted fellow such as myself could get other people to give him feedback?

Thanks in advance!

BoX -containment-

I gave it a thumbs up in greenlight, it looks swell :)

Whatchu Workin' On? Tell us!

Wow Jude, that looks awesome. Is it only auto-combat, or is it gonna be a TBS-like thing?

Ready for the green light!

Looks like a very nifty puzzler! I gave it a thumbs up :)

Account Mu

Looks good!

EDIT: Now that I played it, I can say for sure that it is absolutely amazing. The atmosphere set by the minimalism and the "zen" music is perfectly fitting for the puzzle theme, and the feature rich gameplay mechanics are great for the creation of great puzzle challenges, which this game has plenty of.

I also like the non-linear "overworld", in which you can pick from many different puzzles to solve at a time, and add a little bit of "exploration material" into the mix. Another thing I like is how the game doesn't force you to play all levels, instead making the player able to choose what pills you're gonna try to get to reach the end of the demo, while still giving the player the option to play all levels if they so wish.

I love the sheer variety of gameplay mechanics: permanent buttons, hold-down buttons, crates, rolling stones (heh), the teleport pads (that can also transport stones), the "dice" block things, the dots that you can't step on twice, all that stuff makes for some nice puzzle challenges. None of them were overboard with difficulty in my experience, but they were just nice enough that they made me want more.

Mind if I steal some of these ideas to use on my super secret project?

EDIT 2: given how seriously the word "stealing" is taken in here, I'd like to make it clear that I'm just kidding, and I won't use something that's not mine without authorization.

Carlsev Saga: Episode I Review

Bob Ross was the nicest, most pleasant TV show host ever <3

Happy little trees... dirty with the blood of the Carlsev revolution.

Listen - Just a game.

Looks epic! Will be checking it out!

Quincy and Amber: Quest to Autumn

Downloaded it yesterday, but didn't have the time to play it for long until now.

I'm already liking the beautiful environments, the sorrowful/emotional story kickoff and the two-character mechanics!

Will be writing a review, that's for sure :D

There's one problem, though: the title screen says "Quincy and Esther". Maybe you changed her name but forgot to change it in the title?

EDIT: I'm uncertain if I should post my review already as a review, or wait to do so later, since this is still a very short demo.

Unable to post reviews.

Ohhhhh

I'm an idiot, should have tried that earlier ^_^'

Thanks!

EDIT: Yes, it worked.