HOUSEKEEPING'S PROFILE
Housekeeping
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My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.
Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God
Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God
Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
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[Poll] A poll and discussion about random battle encounters: how they may be implemented.
I don't think random encounters are an outdated design decision, to chime in on a debate that was probably finished days ago. To me, random encounters make a lot of sense if a big portion of your game is about long-term stat progression, which is the case for a lot of JRPGs. If it's about stat progression, then the player needs to be fighting battles regularly and gaining that feeling of growth. The problem with on-screen encounters is that the game becomes avoiding encounters instead of participating in them, which is fine if your focus is more on exploration or if some of those encounters are forced (e.g. Chrono Trigger). I do like some way to limit random encounters once you're overleveled for the area, though. Random encounters become banal to me once I've stopped really growing from them.
The thing that sucks, though, is that people THINK it's an outdated design decision, and those preconceived notions can sink your game before anyone plays it. This is also something we're already overcoming with menu-based combat, though, so we're already not winning any popularity contests--do what's best for the game.
The thing that sucks, though, is that people THINK it's an outdated design decision, and those preconceived notions can sink your game before anyone plays it. This is also something we're already overcoming with menu-based combat, though, so we're already not winning any popularity contests--do what's best for the game.
A Very Long Rope to the Top of the Sky
Music
Yep, I'm a guitarist. I feel like I'm heading in a jazz fusion direction with a lot of my phrasing even if it's not something that I listen to all the time, but the musicians I really admire tend to pull from jazz. I like to play with timing, too, but I tend to keep most things in 4/4 and then change the timing for the sake of contrast. That's the major thing I learned from Mr. Bungle: the importance of contrast.
Bass is sweet, by the way. I got suckered into thinking that guitar was the most important instrument in rock/metal, but the more I compose, the more I build things from the bass line up. If I were back in high school and had free time, I'd probably learn bass and keys before I picked up guitar.
Bass is sweet, by the way. I got suckered into thinking that guitar was the most important instrument in rock/metal, but the more I compose, the more I build things from the bass line up. If I were back in high school and had free time, I'd probably learn bass and keys before I picked up guitar.
Music
@Malandy: There are going to be 7 continents, but some of them are pretty brief. On the whole, I expect Jimmy to be shorter than A Very Long Rope, mostly because the dungeon sizes aren't so crazy. Glad you're digging the tunes!
@luiishu: I've got lots of influences. I'm probably influenced by snes music in general quite a bit, but, outside of that, a lot of funk, jazz, metal, and synthpop works its way into my stuff. I listen to a lot of new wave, so that's probably influencing my melodies and instrumentation a lot. If you use spotify, here's my New Wave list; you can see why it's hard to narrow it down to a few artists. I also listen to a lot of metal/prog. Mr. Bungle is a major influence on how I structure music, and Buckethead has had a major influence on my phrasing. I want Shawn Lane to influence my phrasing, too, but I'm not good enough yet, haha.
Sometimes I like to draw techniques from 20th century composers, too--generally with the horror tracks (which I haven't posted here yet, but I will eventually). 12-tone, texture/density, and minimalism have already found their ways into the soundtrack. I've even got plans to bring in some chance music for one dungeon.
So, short answer: I just really like music and listen to just about everything. Country can go straight to hell, though.
@luiishu: I've got lots of influences. I'm probably influenced by snes music in general quite a bit, but, outside of that, a lot of funk, jazz, metal, and synthpop works its way into my stuff. I listen to a lot of new wave, so that's probably influencing my melodies and instrumentation a lot. If you use spotify, here's my New Wave list; you can see why it's hard to narrow it down to a few artists. I also listen to a lot of metal/prog. Mr. Bungle is a major influence on how I structure music, and Buckethead has had a major influence on my phrasing. I want Shawn Lane to influence my phrasing, too, but I'm not good enough yet, haha.
Sometimes I like to draw techniques from 20th century composers, too--generally with the horror tracks (which I haven't posted here yet, but I will eventually). 12-tone, texture/density, and minimalism have already found their ways into the soundtrack. I've even got plans to bring in some chance music for one dungeon.
So, short answer: I just really like music and listen to just about everything. Country can go straight to hell, though.
Music
@Malandy: "Robot areas" is probably more appropriate. The battle themes are dependent on the continent; I was just going for brevity.
@zds and unity: Thanks! There's going to be a staggering amount of music in this game; in addition to the battle themes for each continent, I'm planning on giving each level a different track. I'm up to 25 tracks so far! I haven't counted how many I have planned because, well, I don't want to depress myself, haha. A Very Long Rope had 51 tracks I think, and I'm probably going to beat that by a fair amount.
Edit: Thanks, kenlan!
@zds and unity: Thanks! There's going to be a staggering amount of music in this game; in addition to the battle themes for each continent, I'm planning on giving each level a different track. I'm up to 25 tracks so far! I haven't counted how many I have planned because, well, I don't want to depress myself, haha. A Very Long Rope had 51 tracks I think, and I'm probably going to beat that by a fair amount.
Edit: Thanks, kenlan!
Music
New track: Toaster with Teeth.
This is a battle theme that plays when fighting robotic enemies. My apologies to any bots that might find this page.
This is a battle theme that plays when fighting robotic enemies. My apologies to any bots that might find this page.
Information Guy: Status Effects 3 (Enemy Buffs)
Video game franchises that need to return
author=Gleason
I've never played it myself, but a few of my close friends have, and the complaint is the same: You have to cast all your magic from HP. Couple that with limited recovery options (Although I think the potions are full health recovery), and well...artificial difficulty, or so it's been explained to me.
There was limited healing, but the game gives you plenty of healing bottles, which have nine charges and can be equipped by each party member (you can use spare ones in your inventory to heal outside of battle). The games are fairly easy, really. The legitimate complaints people have over the first one are that mercenaries' equipment can't be changed, so you have to constantly change party members (but I kind of don't mind this--keeps the party composition fresh, and this gets changed in Lennus 2), the menus are clunky to navigate when using healing bottles (this also gets fixed in Lennus 2), and the enemy encounter rate was too high (not sure if this gets fixed...you can only really play it on emulator, and, well, I can't NOT frame skip). Also, some people hated the pastel color palette of the first one for some reason.
Misao Soup 2015
Ooh, Born Under the Rain got nominated for a couple of Misaos! I actually uploaded the soundtrack a while back, so if you don't have time to play the game and want to give it a listen, here it is:
https://kaseyozymy.bandcamp.com/album/born-under-the-rain-soundtrack
And if you do have time to play it, then do it!
https://kaseyozymy.bandcamp.com/album/born-under-the-rain-soundtrack
And if you do have time to play it, then do it!
[RMVX ACE] The deepest thing you've done with variables, common events and switches?
Jimmy and the Pulsating Mass's skill learning/equipping and stat progression system is all evented; that's pretty enormous.
The field actions are shaping up to be pretty complex since I have to event stuff for each interactable object in the game, so I guess that wins out, but a lot of that stuff is recycled with slight variances.
The field actions are shaping up to be pretty complex since I have to event stuff for each interactable object in the game, so I guess that wins out, but a lot of that stuff is recycled with slight variances.













