HODDMIMIR'S PROFILE
Hoddmimir
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I'm new and I'm opinionated.
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Question about proper place to post...
Oh. Well that saddens me. Would it be ok to put something like that in a general forum or would it just be a bad idea all around? I mean if it isn't something people usually do I don't want to be any kind of a nuisance...
Question about proper place to post...
If I am looking for feedback and ideas for a project at it's very early stages where do I post that? I don't have enough to really make a game submission and I know we aren't supposed to post games in certain forums...
Thanks in advance for your help!
Thanks in advance for your help!
Is Less More or More Less?
author=Fallen-GrieverThe Guardian Forces seemed kind of really forced into it with that bit of the story attached just so that it would have a summoning system - oh and a junctioning system.Yeah! I mean, it's not like GFs erasing memories is a major factor in the massive twist that occurs towards the end of the game!
Oh... wait...
Even that still felt a little forced or more accurately like an afterthought. Even if you feel otherwise, then GFs still wouldn't have made too much sense until the major twist at the end.
Help with class switching in RPG Maker 2003
I thought it might be helpful if I posted the specifics of my change class system.
Battle Event
Page 1
Trigger: Wraith ON
Call Common Event Change to Wraith
Page 2
Trigger: Reaper ON
Call Common Event Change to Reaper
Page 3
Trigger: Blood Mage ON
Call Common Event Change to Blood Mage
Common Events
Change to Wraith
Change class:Lore Wraith Lv:Same Skill:To Level Ability:As level
Message: Lore is now a Wraith!
Change Switch: Wraith OFF
Change to Reaper
Change class: Lore Reaper Lv:Same Skill:To Level Ability:As level
Message: Lore is now a Reaper!
Change Switch: Reaper OFF
Change to Blood Mage
Change class: Lore Blood Mage Lv:Same Skill:To Level Ability:As level
Message: Lore is now a Blood Mage!
Change Switch: Blood Mage OFF
Skills
Wraith Classification:Switch Wraith ON Available in Battle
Reaper Classification:Switch Reaper ON Available in Battle
Blood Mage Classification:Switch Blood Mage ON Available in Battle
Battle Event
Page 1
Trigger: Wraith ON
Call Common Event Change to Wraith
Page 2
Trigger: Reaper ON
Call Common Event Change to Reaper
Page 3
Trigger: Blood Mage ON
Call Common Event Change to Blood Mage
Common Events
Change to Wraith
Change class:Lore Wraith Lv:Same Skill:To Level Ability:As level
Message: Lore is now a Wraith!
Change Switch: Wraith OFF
Change to Reaper
Change class: Lore Reaper Lv:Same Skill:To Level Ability:As level
Message: Lore is now a Reaper!
Change Switch: Reaper OFF
Change to Blood Mage
Change class: Lore Blood Mage Lv:Same Skill:To Level Ability:As level
Message: Lore is now a Blood Mage!
Change Switch: Blood Mage OFF
Skills
Wraith Classification:Switch Wraith ON Available in Battle
Reaper Classification:Switch Reaper ON Available in Battle
Blood Mage Classification:Switch Blood Mage ON Available in Battle
Is Less More or More Less?
Is Less More or More Less?
Novelty is very important. Ridiculously so if you ask me. I think a game needs to be unique whenever possible, but I also think it is important to not overdo it. Too many unique things end up cluttering the game. Features that don't play well make a game terrible too. The most important thing is to make the game fun regardless of simplicity or complexity. However, if you can make your game fun either way a certain level of complexity is preferrable I think to a simple boring game.
LockeZ likes games more complex it seems. Where do the rest of you stand on the topic? Where is the cut-off for too much complexity and do you have an example game that perfectly showcases your feelings on the topic?
LockeZ likes games more complex it seems. Where do the rest of you stand on the topic? Where is the cut-off for too much complexity and do you have an example game that perfectly showcases your feelings on the topic?
The unbeatable battle.
Is Less More or More Less?
I think both of those are valuable questions. I don't think they are questions for yourself though. I think that once a person has spent the time and effort to implement a unique mechanic or feature they are naturally going to want to keep it. The first round of playtesters are the ones that should be asked. They don't have any reservations about scrapping something based on the work load because they didn't have the workload. They are, therefore, much more objective than the designer.
However, asking those questions beforehand should help prevent us from wasting too much of our time.
However, asking those questions beforehand should help prevent us from wasting too much of our time.
Is Less More or More Less?
I don't even think GFs were the worst part of that game. I usually treated them as nothing more than an equipment and occasional summon attack if I really needed it, but I almost never changed who I had them equipped too. The gimmick that was most upsetting for me was Draw. A great idea I thought in theory but I think most people will agree that after spending all the extra turns it took to Draw out rare magics, it would have felt like a waste to use them in battle. Spells were equipped for stats and left alone. The mechanics of that game all felt like equipment to me. Slightly different equipment sure, but what was the real difference? I never used magic, I hardly ever used GFs except for their equipped abilities... A lot of cool features that were wasted by being poorly done.
Is Less More or More Less?
author=xeilmach
Think FF7 and how the Materia system relates to the story importantly. Now that was good. Then there was FF8 and Guardian Forces. The Guardian Forces seemed kind of really forced into it with that bit of the story attached just so that it would have a summoning system - oh and a junctioning system.
That's a really great example!













