ISRIERI'S PROFILE

Isrieri
"My father told me this would happen."
6155
-Mysterious forum member since 2012

-Occasionally appears

-Has yet to make an RPG

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Want to hear a story?

Awww. I wish something like that would happen in real life.

What are you thinking about right now?

All this time. All this time I've been saying hereisnowhy's name as "hereandnowisworthy" and UPRC as "UPCR."

I AM SORRY. CAN YOU FIND IT IN YOUR HEARTS TO FORGIVE ME?

Tips for making battles interesting ?

I don't mind the outright invulnerabilities bosses get as a rule. Just being able to completely break a boss would take all the fun out of a fight that would otherwise had been challenging (though not always). The only reason I find it irritating is because they never have a way for the player to tell if the spell works on the boss and just failed to register, or if the boss is immune and you're wasting your time. Why not simply have a prompt that lets you know? Maybe instead of "there was no effect on X!" you could say "the spell failed!" when it just doesn't work at all?

But in my opinion, if you want to give an enemy or boss an immunity, wouldn't it be better to make that an ability the boss can pull out and use rather than an inherent trait? That way you can counter it with your own skills and bring down it's immunity.

And you can use fireballs against Bowser.

Tips for making battles interesting ?

I don't play RPGs that much, but I know what I like when I play them. And that's not so much to manage skills based on the limits of their use or how powerful they are, but more that the skills in question have advantages and disadvantages depending on the battle. If you want to make battles interesting, you have to balance the skills you have at your disposal with a combination of enemies such that the player has to weigh the pros and cons of using such skill on such enemy. Take enemies that could Counter your attacks in the Final Fantasy series. That was a really new and interesting thing for me when I first played IV, since the enemies were able to attack back depending on certain party actions.

The skills in RPGs are like the movesets of individual chess pieces (yeah bad example just roll with it). The complexity of the game comes from the advantages and disadvantages of each piece's movement, and understanding how the enemy moves. I think the trick to interesting battles isn't so much the skills, but the enemies. Make the enemies interesting first. Try and think of different senarios, abilities, or enemy combinations for the player to deal with. Then come up with skill sets that might be helpful against such encounters.


Yeah, I know that's all very generalized. But to go further in-depth requires me playing more RPGs than Dragon Quest.

Return of the Contentious Blog

Something's bothering me.

author=Solitayre
We already have a bunch of good levels here so I'm confident that this can turn into something worth playing

author=GreatRedSpirit
we should modify levels to fix issues and bring them up a bit closer to current expectations

author=Solitayre
People like Brickroad who will come into this looking for some reason, any reason, to not like it. They'll find that one moment, that one misstep, that one badly designed thing and say "Look at this shit! These guys are terrible and clearly haven't learned anything."

author=Deckiller
I ain't letting this shit slide. Let's bust our asses to silence the jerk-offs out there.

It is likely my pessimist nature at work, but deep within my gut I feel it coming: One of these naysayers will come in, see our revised work, and still say "Look! They took the 'best' levels from all three games and still needed to revise them in order to be acceptable! This series is unsalvageable!" By no means should that stop our efforts, I want this game to be as good as it can be. But I know someone will say that. I just want us to be ready for it.

New job. Waitressing is hard work.

author=kentona
author=Isrieri
Damn straight it is! Here's hoping you get lots of tips! :D
Don't eat the yellow snow

This happened to me too.

Return of the Contentious Blog

author=Solitayre
I refuse to give them that moment. If I play through this game and find one of those moments I will yell until it is changed.

I kinda want to know: Is this how everyone else feels as well? Because I'm confident we can actually turn the next game in the RMN series into a very good one, but only if the rest of the staff is keen on doing so.

I mean, I know you want to make a good game and all that but do we have the same views as Solitayre up here, is what I'm asking? I'm not in the mind to prove our worth to anyone. I just want to make a community SMBX game that RMN can be proud of and then disown the other 3.

Harvest Moon VX

I thought someone was going to make Animal Crossing before Harvest Moon.

Will we be able to carry more than one tool at a time??? I couldn't stand that about the original SNES version.

New job. Waitressing is hard work.

Damn straight it is! Here's hoping you get lots of tips! :D

People are already mentioning the upcoming holidays. :<

We already had our tree up when November began.