HAPPY'S PROFILE

Happy
Devil's in the details
5367
I'm a very big fan of music of japanese role playing games for it has influenced me throughout my life since my early childhood. The day I saw Nobuo on the stage in front of me I decided I too will become a composer one day. It has been 9 years since that day.

You can't find my works anywhere right now, but that will change very soon this year as I will be contributing several original tracks for RMN Music Pack 2.

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Time again, the NPCs?

I don't know when was the last time NPCs were discussed about, but I bet there has been one or a few.

So I just realized today that I could brush up my general NPC dialogue context. I could probably figure out some tips for myself if I now took a time to think about the subject, but it doesn't really hurt to hear out everyone's opinions. (As some other people might use help with the same matter.)

= What makes NPCs dialogue coherent? What makes it interesting, and not out of place?

Your general tips for writing good NPCs?

edit: ps. could you move this to game design?

Silviera's Review Requests

post=92404
After playing through Ascendence, I find myself unable to say anything that hasn't already been said elsewhere, especially since there's not a whole lot of time spent doing anything but reading slow text.

When you release the next version I will play through that, and at that time I should be able to give the game a fair review.

Yeah, figured out as much. Thanks for playing tho! (I didn't expect to get 2 new reviews right after suggesting Asc for you in this topic, either...)

Summer Screenshot Spectacular!

post=92353
looks good Rei. only thing I can see that bugs me is the pipes against the back wall to the left, next to the fridge. They are shaded to look like they have no curve at the top, making them look flat at a tad bit lifeless. Look at the pipes up on the center wall, for example, towards the front. They're curved to look like they're going back into the wall, which looks nice. Having them both in the same room is very contrasting, not in a good way.

Yeah, those crappily shaded pipes are custom ones done by me. Might fix 'em a bit at some point!

post=92383
You and I use similar styles/resources, Rei. :D Something's telling me we should team up some happy day, like the Wonder Twins. Which reminds me, you and I are in similar boats right now- I too have to attempt to make steampunk indoors for my town. Your screens are really getting my creative juices flowing!
I really like the lamp on the wall in the bottom screenshot better than that in the top. I think it would go quite well with the walls in the top. Same goes for the little crate with the boots on top. All in all, I think these screens look great! Aside from the fact that I'm not fussy about the 'refmap look,' I think they suit the tone of your project nicely. This is for the in-the-past-part you hint at in your RSD demo, yes?
Yeah, creative juices, and brotherly love, all that sounds very exciting me. No I mean, I like to juic- I mean, this is in-the-past part as 95% game is. It's supposedly steam-punk / industrial game, so yeah.
What comes to refmap, it's supposed to be a graphical style that holds the different styles and textures in compilations somewhat consistent. It's the combining theme, and somewhat default in sort of way. It suits the mood I'm going for. Like, it's not too serious.
And yeah, I noticed our graphical style for current games is pretty similar! I hope it's not just you copying me. ;) haha, joking!

post=92397
Looks great Rei, I really like the light spilling onto the floor from the front door. I'm not sure about the stone wall on the room in the far right on the second screenshot though. Maybe keep it consistent with the rest of the walls in the house? That's really just nitpicking though.

Hehe, thanks. Yeah I have to see about how I design the houses when I start mapping them properly. That is after all, just a test map. I need to practice the chipset for a while to get the most well working combinations out.

Summer Screenshot Spectacular!

This topic has been quite active lately, with lots of good screens, so I wanna join in, too.

Hi, my name is Rei. This is my attempt creating steampunkish indoors to my game's capital city, Den'Ferrel:

This is just a test map where I adjust the tileset colors, details and everything else, while compiling it.. hence I'm more so interested to hear how the chipset works itself, rather than the map. I'm still working on it, so usually at this point I still take suggestions/criticism in. What comes to some ugly pixels, which are caused due to color loss - I'll take care of them once the chipset is otherwise ready.

There are two versions with different walls (people live on different stage houses, depending on their wealth.) Oh oh and all the tiles of the set aren't apparently used on this yet, but aaaanyway:




edit: the upper pic has been updated with some adjustments

Ascendence

Oh shit, man. Well, erm, thanks. Anyway, how can you love so much, even though the obvious faults? : ( Does this love overcome all the obstacles?

OH but do not worry. I will respond your love as soon as I can, whenever I will be able to release more.... release it all over you.. fans. Oh wait, nevermind.

Ascendence Review

asdsaf still can't edit comments. Damn typos.

Ascendence Review

Thank you for a great review, Solitayre. It nails down precisely alot of stuff from the RSD version. And I can agree with most of your points.

However, I'd like to comment on what comes to the gameplay balance. As you stated; it's hard for player to know which type of enemies are of which aspect (offensive/defensive/agile/intellectual) first, so it makes the train battles kind of trial and error and lots of defending. Though the up side is supposed to be that while you regain PSI by defending, with right timing it also blocks a lot of damage the enemies deal. I've decreased the train mercenaries' damage already now though.

What comes to guessing the enemy types, you will later get one party member that can scan the enemies for their aspects, at least. Also, the minimum damage dealt to the enemies is Cyrus' base damage, and the double amount with right attack choice is supposed to be considered just a bonus. Though the train battles are a bit on the tough side: guessing wrong ought feel more like a punishment. Hence, I still need to balance it. Probably lower the health amounts of the enemies in the train too.

Then... the overly wordy cutscenes! What comes to the train scenes, I've redone the writing where Cyrus assaults the mercenaries first time, as well as his dialogue with Wade. I also cut Quinn's dialogue with the A.F. inspector a bit.

That said, the worst problems noted, should be pretty much taken care of. But what comes to this short bit of demo, your review was totally fair for its length.

I hope you'll be there to write a re-review or something next time I'll be releasing a new version of Ascendence. ;)

Summer Screenshot Spectacular!

You stole my half-custom lockers. =( Haha, it's not like my resources are original either! Looks pretty. I love the atmosphere and graphical style. Sort of dark and rough.

Production has restarted.

Yeah I am also interested to see what'll turn out of this project. Good luck!

Ascendence Review

I am very flattered again! Thanks for your positive review tardis. You also pinpoint many of the RSD version problems, which some were also mentioned in the original Asc topic on the forums, but which went missing.

So this also works well as a list to check on, what still needs to be fixed in the content of the first release.

What comes to the train sequence, it has been balanced a bit, and there will be a short dungeon before it, which hopefully helps with the learning curve on the battle gameplay.

Also that pre-intro-intro (w/e) will be removed of course. I just felt like I needed some informative bit in the beginning of the RSD release.

Anyway, thanks! The project's going well and I'm very inspired. This sure adds some more motivation to the gauge, even though it shows almost full. =)