JAKOO56'S PROFILE

Lunar: The last hope
The Fan-Made sequel to the Lunar games.

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Whatchu Workin' On? Tell us!

Currently trying to find a way to add colissions into theolized battle system for RPG maker vx ACE. I have no idea where to start :P!

Edit: Nope... all my attemps were failed.

Lunar: The last hope

author=Dyhalto
I'm really digging how cool this looks. Subbed.


Thanks!

HexComet Laboratories (aka Calanor edits warehouse)

I wish i could CTRL+Z on paper but it doesn't work that way :D! These line arts are looking nice!

Have you played Final Fantasy I? Why not?

I haven't played it. I tried to, but for some reasons older rpgs don't catch my attention. Maybe it's cause i got spoiled with more recents rpg when i was younger (ps1) or maybe i just don't like retro rpgs.

Edit: Retro as in nes and snes

P6 Blog #5 The demo is here

Hype! Was waiting for this for quite a while! Surprised it came out so fast!

How do you design your battle system?

I spend way too much time on the battle systems. But i make sure that every battle is fun and not tedious.

For battles in general, I like making battles dangerous to keep the player awake at all time. If the player is not carefull he's gonna get crushed in 3 turns. I do that to make sure the player is playing and not watching. Of course in rpgs if you overfarm then it all becomes easy but that's the player's choice. I'm super mean with bosses, if you're not prepared you're gonna have a bad time. But once you beat it you get that adrenaline rush which is the best part about beating a boss.

For characters i make them all unique. I want people to think of a character and not of his class. To me, the battle is one of the most important part of a character's personality. If you have a kind and shy girl slashing waves of enemies like a brute it doesn't make sense. I give each character a speciality that reflect it's personality so that they don't feel like "Just another healer" or "Just another sword user".

I also like to splash in some random elements like a spell that has random effects or 1/2 chance to hit a spell BUT it hits twice as hard. Stuff like that so that every playtrough is different.

Running a successful playtest

I just make the game and fix everything that is either Critical or Major while i'm making it, i leave the rest of the small bugs for the end but note them on a paper or txt file. Everything that doesn't affect gameplay directly is something minor to me.

What Videogames Are You Playing Right Now?

author=LockeZ
Is Type-0 worth playing? I bought it and then played it for about an hour and a half, and then quit. It struck me as really, really bad. The intro FMV had so much promise, with the blood and the drama and the politics and the death and the intrigue, and then as soon as the game started all of that just completely vanished and got replaced by sparkling magical anime teenagers in school uniforms, devoid of any personality or even names. I couldn't take it, I felt lied to, and I quit forever. The gameplay was basically okay and I might keep playing it if I knew it got good later.


Not knowing anything about FF in general and getting my hands on Type-0 for around 1 hour, from what i remember it was pretty fun! Honestly i don't remember much but i know that i liked the different characters, if one character anoyed you then fine! Just switch to the other. But if i had to chose my favorite final fantasy i don't think it'd be this one.

author=Yellow Magic
This whole "running out of time" thing has happened with three fairly big games that I played a lot of this year: MGSV, FFXV and Star Ocean 5. I wonder what the reason for it is? Unavoidable scope creep? Poor project management? Both?


The thing about these new games is that the post game is pretty repetitive. The strong point of these games are the story (as far as rpgs go) and the gameplay goes well with the story BUT, it doesn't really feel good alone. Imo the post game should add bits of the story like "what did they become?" or "What is he gonna do now?" nothing too fancy but still something more rewarding then just slashing your way trough a bunch of boring tough bosses with no rewards other then items or gold that you will never use again. But they want to make the maximum profit so they don't do that and probably will never again.

How do you make solo combat interesting?

Hmm i think with single character combat you have to make things go fast. When you have a whole party you're spending 50% time on menus and 50% looking at the animations/actions result. If you only have a single character, you'll be spending around 15% on menus and the rest watching battle animations, at first this is awesome if the animations are well made. but after some time players will lose interest at animations.

Example : Final fantasy 15. If you haven't played, when you give an item to a party member, the whole fight stops and plays a short animation of the character taking the item. At first it's fine, it let's you know that the character did take the item and leaves you some time to check how much health he got from that. At first this is pretty usefull but when you get a hang of the game, you get anoyed to watch the same frames of animations and at this point you're used to watch the hud and check on everyone's life.

Back to your game: The player needs something to interact with at all time or it will feel like watching the same animation over and over. You said you wanted to keep the turn based combat. Here's what I would do: I'd probably use an ATB system (attack bar) to make the fights more dynamic and add in some elements of randomness. It could be the attack having different animations like for example if your main character has a sword, he could either swing up or down randomly instead of always swinging down. I'd also add in some elements affinity harder then normally, meaning some monsters are completely immune to X type of attack. Making the player buys different items and use spells so that he doesn't only spam one spell. Make the defend command stronger since you know enemies are gonna focus only him. Have some predictable actions that will deal massive damage so that the player doesn't just spam attack in a battle. For example "Bomb-cat is charging up!" means that next turn he will explode if the player doesn't block that he will most likely lose or will have to waste healing items if he's deep into a dungeon. Depending if you want a classic style rpg or a something a bit more recent, add some animations to the menus, something that feels satisfying. Lot's o' spells, items and weapons to mess around with.

That's pretty much all i have, i hope i could give you some ideas!

Suiko_NowLoading.png

author=SweetMeltyLove
Don't make fake loading screens, it's the dumbest thing ever


It's better to show a loading screen rather then some scene building up. Think of it as some 3d games when they render. Devs don't want random stuff popping out of nowhere. It's the same here. And we added them for a nostalgic reasons as Caladium pointed out.