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RMN is for games.
author=Muninn
Script edits aren't a game, but what's your reason for wanting to disallow the ones that aren't just script edits?
I don't. I concede your point that some romhacks are games, however they are an extreme minority. I also disagree that FFT v1.3 is a game and not a mod, though Crimson Echoes is.
RMN is for games.
RMN is for games.
For every Crimson Echoes there are hundreds of romhacks that just change the player sprite or equally content-less changes. They should be disallowed by default and accepted only in extraordinary circumstances.
RMN is for games.
RMN is for games, not romhacks. I don't think we should be hosting deliverables that merely change the script of SNES RPGs. Regarding: Chrono Trigger Devolution
The Screenshot Topic Returns
The Screenshot Topic Returns
Gameplay Dialogue
The Screenshot Topic Returns
author=LouisCyphre
Having them all be connected seriously pleases me. Will you have a specific way to make the dungeon get harder as you progress?
I can scale difficulty a few ways, if I want. Because every cell (room) is spawned from a parent cell, it naturally builds a tree structure. I can increase the difficulty of the monsters based on the length of each "branch" and combine it with other factors. Because this algorithm can also place locked doors and keys, I can also assign difficulty based on the key level of the area. What that difficulty value means, I haven't decided. It'll likely just scale up the monster level or pull from a different list of monsters (like skeletons can be encountered at difficulty level 64 but dragons can at level 255 or something).














