IROG'S PROFILE

Hi all !

I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.

I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip

I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !

See you around,
Irog
Red Balloon of Happiness
Red balloons bring happiness to any home. Any? Are you sure?

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Lying to Players

Zachary, you made a very good point. We could indeed implement a limited success. For example: after 2 consecutive drops, the 3rd kill never drops a potion.

With both systems we essentially remove the very unlucky 20-kills-without-a-drop and the very lucky 3-consecutive-drops. So the outcome of the random process is closer to its mean value; the value expected by the player.

Is AI generated art ethical?

The more efficient the tool is, the less human intervention it requires. What should get the credit: the tool or the human ?

Is AI generated art ethical?

After all, AI is just a software tool, like an image manipulation software you use to create images faster that the artists of the past.

Is AI generated art ethical?

Lying to Players

Players often assume they will get the average outcome from a random process.

A 5% item drop rate should give a drop every 20 kills, right ? Unfortunately, no !

In Rome Protector, the healing potion drop rate is 5% but if you kill 19 enemies without getting a potion, the 20th will drop one. This ensures a minimum of one potion drop every 20 kills.

Note that this system doesn't lie to the player because it doesn't display deceptive drop rate. Actually, it doesn't display drop rate at all !

Lying to Players

The usual all-or-nothing result of the RNG creates most of the player frustration.
A 5 damage attack at 80% hit chance deals, on average, the same as a 3-5 damage attack.

The 3-5 damage attack is 3 guaranteed damage + 0-2 random damage. So 60% of guaranteed damage + 40% of random damage.
The 5 damage attack at 80% hit chance is 0 guaranteed damage + 0-5 random damage. So 0% of guaranteed damage + 100% of random damage.

In the first case, bad luck can reduce attack efficiency by 40%, resulting in some setback to the player plan.
In the second case, bad luck can reduce attack efficiency by 100%, resulting in a sever failure of the player plan.

Moreover, unlucky players can fail that 80% hit tree times in a row leading to 0 total damage while the other deals 9 damage in the most unlucky scenario. Consecutive failures raise player frustration extremely quickly so the "adding an accuracy bonus if you miss two times in a row" helps.

I would recommand the following when using RNG:
* when possible, avoid the all-or-nothing and make the attack deal a minimum amount
* give bonus to limit the number of consecutive failures
* show the true % chance

RMN's Australian Christmas

Great idea Frogge !

Can you actually follow a user?

You could look at the profile page of the user you want to follow, display the list of games he/she made. Open each game page and subscribe to each.

Let's Try: B-14 Bird Fortress

Your video really helps to see how you interact with the game. I wasn't aware that the tutorial could be overextended by holding fire. Sorry.

B-14 Bird Fortress Review

Thank you thesacredlobo for your constrictive review. You've made a lot of valid points about the flaws in my game.

The programming language I used to develop the game was C. And I used the SDL2 library.