ISRIERI'S PROFILE
-Mysterious forum member since 2012
-Occasionally appears
-Has yet to make an RPG
-Occasionally appears
-Has yet to make an RPG
Search
Filter
Please, Stop Writing Happy Endings
Been thinking about the article today and I realized that without happy endings in most media, the media with non-happy and more realistic endings would lose a lot of their impact. Were that the case, they would become the norm and everyone would instead be ragging on films being super grim-dark all the time.
Ergo, there is value to their existence separate from simply "I like happy endings."
Ergo, there is value to their existence separate from simply "I like happy endings."
Methodical Chaos I -or- An Introduction to Randomness in Game Design
author=slashphoenix
BoI is one of the absolute best examples of skill-from-randomization I've ever seen in a video game, bar none.
Ahem.
So you want to be a game developer?
author=kentona
One caveat I should mention is that your first project will fail. When you first start you are bursting at the seams with all the cool ideas you're going to do and without any experience you'll make a garbled mess. It is a fact of Gam Mak.
I love how true this is. I went into my first game knowing this already and figured, "What the hey, let's use it as the training wheels to help me make a proper one down the road." And I can definitely say that the experience of making one bad game only serves as a foundation for improvements afterward. That is, you can only go up.
Also: Make a game you would want to play is very good advice because really now. When you make a game you would like, you're catering to your own personal strengths through the design of it!
Using Enemy Attack Patterns
Wait...you mean most people DON'T incorporate patterns into their enemies?!
That's one of the most rewarding aspects of boss battles. Figuring out those simple quirks that separate them from the humdrum cannon fodder. Its one thing to have a big muscly demon constantly beating down on your heroes, and another entirely to realize that he's only focusing on one at a time. Moments of revelation like that are only going to make a battle that much more fun. Even if you still can't really do much against the enemy at least it makes the fight more interesting.
Good ol' Baramos just wouldn't have been the same if it weren't for his attack pattern. That and sending my damn healer to limbo.
That's one of the most rewarding aspects of boss battles. Figuring out those simple quirks that separate them from the humdrum cannon fodder. Its one thing to have a big muscly demon constantly beating down on your heroes, and another entirely to realize that he's only focusing on one at a time. Moments of revelation like that are only going to make a battle that much more fun. Even if you still can't really do much against the enemy at least it makes the fight more interesting.
Good ol' Baramos just wouldn't have been the same if it weren't for his attack pattern. That and sending my damn healer to limbo.
Pages:
1














