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
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5 Steps to Write Better Female Characters

Great read! I've always thought that giving manly traits to a female character was a poor way to build a strong female character. Hana from "The Wolf Children Ame and Yuki" is such a great character and has no manly traits forced onto her by the writer. I never managed to figure out the exact character building process but you did with the passive vs active approach. I like the way you present it; how a character needs goals; and take actions to achieve those goals. And more importantly how the writer needs to get inside the character's head. This is the equivalent of "get inside the player's head" to design human-like AI.

author=bicfarmer
hard to find good anime these days when they are sunk so deep in these tropes, its pretty sad.
I think the same. Probably because I don't get enough good recommendations to avoid the tropes.

Bows Are Easy And Only For Women - Clichés To Hate

author=Kylaila
But this is an aspect that I have never seen a game make use of, and it'd be really fun to try (especially for a one-man game or smaller stuff, so you need not balance different stances etc. for every weapon type)

Weapons all had their place and were used in tandem for a reason : )
I tried to give a very distinct role to each weapon in MinST. Especially bow and crossbow that games too often makes as (in)effective as javelins.


If you want to get creative with weapons, you can also look up weapons made without metal.

https://invidio.xamh.de/watch?v=2C6_pSEPbO8

Bows Are Easy And Only For Women - Clichés To Hate

author=Liberty
I have to admit to after reading this wanting to make an article myself based on weapons in games and how they can be spiced up - something along the lines of 'replacing the sword, a look at what else can be used' or 'class restrictions - yay or nay?', so this article has been pretty inspiring.
Yes, please write it !

I think there is one key element we didn't talk about yet: how the character acquired the weapon?
It is very unlikely that a low class person can afford a sword. For example a farmer will most likely use a farming tool converted into a polearm. A noble will be taught the ways of chivalry and use a sword. The daughter of a viking king will use a Dane axe or an Ulfberht sword. Whether the person was initially fit to wield such weapon or not, he/she learned techniques and built some muscle that now makes him/her more proficient with that weapon than any other weapon.

The above leads me to think that the best way to give the correct weapon to a character is to write his/her story first. But I usually build games completely the opposite and easily fall into the clichés. I start with a mechanic; something that is fun to do as player; then put characters in, and finally write a story. Wizard apprentice Lya is a typical example. Shooting spells at enemies is fun so I built that. Consequently, I need an offensive mage character. Red hear girls look great as fire mages so I felt right in a cliché.

Bows Are Easy And Only For Women - Clichés To Hate

Maces, bludgeons and blunt weapons in general have a great advantage over blade weapon for untrained fighters: they don't require edge alignment.



As mages spend most of their time studying magic, they don't train edge alignment or other fencing techniques. Thus blunt weapons are a valid choice if you only consider training required. But, as Liberty pointed out, blunt weapons require strength.

At a LARP event, I played a mage and used a polearm. When I run out of mana, I can efficiently help my warriors companions for the second line. In the front line I would not stand a chance: mages wear no armor and have low HP. Moreover, some spells make reach weapon super effective: cast the spell "glue target feet to the ground for 15 seconds" on any warrior who doesn't wield a reach weapon and finish the job with your polearm. Even when casting requires one arm to point at the target and prevents you for using your polearm simultaneously, the spear/polearm is an excellent weapon for mages.

Wrong Literacy Assumption – Fixing A Bad Design

The issue you're facing is actually a lack of consistency. To interact with an entity, you need to stand next to it. So the "counter interaction" is not consistent with respect to a "regular interaction". Consequently, the new type of interaction needs to be explained to the player. RPG players faced this inconsistency before and know a way around it. So lazy designers get away with it. But you should always be on the lookout for situations that aren't consistent with rules previously established in your game and explain the new rule clearly, like you did.

Bows Are Easy And Only For Women - Clichés To Hate

Great article. Indeed, bow requires strength and training to be used efficiently. Crossbow is a much better fit if you lack physical strength.


https://invidio.xamh.de/watch?v=WEOeZTV9wiA

This one is hard work but a 900 pounds one my 7 years old daughter can load.


Both women and men need training to efficiently wield a weapon. So weapon choice should reflect character back story and be gender independent.

Too much exploration makes you a sloppy fighter

Indeed, in RPGs you could grind to level 99 before facing the first boss. In item/exploration based system, each element that raises the player power becomes reachable only when he/she already own some other items. This makes it easier for the developer to know how powerful the player will be when facing a boss. And design the boss accordingly.

Damage - an overview

author=Fermmoylle
if your EHP is 100, you know you want your Hero's Damage Output (HDO, from now on) to be 34. Simple.


Actually, 34 is the minimum required value. Any value from 34 to 49 defeats the enemy in 3 actions. To mitigate random effects, it is best to aim for a value in the center of this interval like 42.

Teamwork and You pt. 2: Working

Actually, all games I worked on started for an event. Events are really good to give the first impulse to a project and offer excellent opportunities to experience team work. My first project was a for a solo event then I tried a team event and finally the event of my previous post.

On my first team project, I teamed up with FlyingJester, a programmer who has much more experience than me. We met a lot of technical issues: one of us used a non-Windows OS and the other used Windows... that would probably cause minor inconveniences among artists be we are programmers and, being the least skilled, I got a lot of compilation errors and the associated frustration. FlyingJester help me a lot and we managed to overcome those technical issues.

We weren't well organized: we didn't make a plan to divide the work into tasks. Our project scope was probably too large even if we had no technical issues. In the end we managed to deliver a working game prototype. Thanks to FlyingJester, I discovered new useful tools and learned a lot.

For my second team project, I teamed up with people who have distinct fields of expertise. (Details in my previous post)

The contrast between the teams taught me a valuable lesson:
To work efficiently with more than one programmer in a team you need good software architecture skills.

I lack the software architecture skills but I'm going to learn it and restart team work on Wizard apprentice Lya. I'll also write a realistic plan to prevent the project from dragging.

Teamwork and You pt. 2: Working

Your teamwork articles are pure wisdom! A recent project I worked on demonstrated how accurate your articles are.

On the surface level, my initial recruitment post looked a lot like the "I've an idea, who wants to join me." But it mentioned I was able to program and was looking for an artist. By then my profile only had MinST to show what I could make. It got Avee's attention. The vague game idea crystallized while writing it to him. We gained confidence that this project fitted the one month Halloween event. Luiishu accepted to join and worked on the music.

Programming the game naturally put me in the role of gathering and using other member's creations. As I suggested the initial idea the team members considered me as the leader but I always considered myself equal to them. I was always referring to the game as "our game".

During the project, I had the following Extra Credits quote in mind:
"Everyone who touches a game influences it's design. Even if you don't intend for them to."
And apply the following approach to it:
"Then I must intend the team members influence our game design."

The game concept was not fully formed and grew with message exchanges in the team. While guiding the work to make the game coherent, I did my best to give as much freedom as possible to the artists.

The frequent progress updates gave our team a good momentum. It was really motivating to see everyone's new creations.

Near the end of the project, Luiishu suggested his friend Frogge for the voice acting. I trusted Luiishu. Frogge improved our game immersion a lot.

When you're lucky to work in a good team, the advices presented in the articles makes team projects go smoothly.

I think I've been very lucky to work in a great team and I discovered I'm a decent leader.
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