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KILLER WOLF'S PROFILE

When you're bound by your own convictions, a discipline can be your addiction.

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Whatchu Workin' On? Tell us!

I'm working on getting my broken glass experiment/containment chambers to look decent.

Final Fantasy Essence

Between those two screenshots, I prefer the former, but that's just my opinion.

Make the player use offense

author=LockeZ
These are the same thing, just worded differently. As the game designer, by creating goals in the game, you are defining which ways of playing count as "playing well."


I hated Xenosaga 2's battle system. Breaking the enemy so you could deal extra damage was nice, but toward the end of the game it was just too much of a chore. The enemy didn't have to break you (if memory serves) and could just wail away with heavy hits, meanwhile I had to charge up combos between a couple of characters just to break an enemy to the point I could damage them. It padded combat out just for the sake of padding combat out. This is what I would call an example of punishing people for playing the game.

The original Xenosaga's battle system was a lot more fun to exploit/abuse. I got in the habit of assigning "enemy all" skills to my shorter combos so I could reap groups of weaker enemies easily and harvest the points I needed to pick the skills I wanted. By using the combat system well, I was able to beat battles that were supposed to be challenging for AWGS with regular party members. Once I realized how smooth the combat could actually be, I avoided using mech suits and stuck to decimating everything. I actually thought one of the Albedo fights (I think it was him) I fought was a joke boss/scripted victory. I was kind of surprised when my friends told me they were having trouble with it, and asked me what AWGS I was using. "Uh, none of them?" That would be an example, to me, of a game rewarding people who played it well.

Of course, since they went to the combat style I hated instead of continuing the one I really liked, I might be in the minority on this. I think 3's combat was fine, because I don't remember it clearly enough to have hated or loved it, although the Ambush feature in the mech fights came in very handy.

Make the player use offense

My first battle script in VX Ace made it so that the party members go into an uncontrollable status if their TP gauge (renamed to Fury) maxed out. In the main character's case, it "kills" him outright. The idea is to fight as efficiently as possible to prevent either eventuality. (Yes, Shadow Hearts Covenant is one of my favorite PS2 Rpgs)

It lent itself to an interesting mechanic. Instead of having the "Special" Skills consume TP, I have them ADD Fury, which limits their use in a similar way. One such skill allows a party member to grab a ton of aggro and act as the pain sponge, but with every hit he takes his Fury increases.

Bosses who heal huge amounts of health every couple of turns are really annoying. Even if you aren't "turtle-ing" your way through, a couple of unlucky missed attacks in a turn, and your whole strategy is shot.

In Breach:Awakening, you get special stat upgrades and rare items from beating bosses in the fewest possible number of turns.

I like the idea of rewarding people who play well better than the idea of punishing people who choose to play their own way.

What Videogames Are You Playing Right Now?

I saw a copy of the Force Unleashed two for around six bucks, and figured why not. It couldn't possibly be as short as I had read.

Well, one afternoon later. Yup, yeah, I guess it is!

The game was mostly fun, except for the timing during the second "run towards the camera while the ground falls out from under you" section. What is this, 1996 again? Am I playing a Bandicoot?

The boss fight against a giant creature reminded me of watching a friend play God of War 3. Come to think of it, the flying sections reminded me of that as well. The boss fights were also too long. I know they were trying to make it feel "epic" and whatever, but the sixth time you have to repeat the same QTE section against one boss, when you haven't screwed it up, is about three times too many. Soul Reaver had it right - once you figure out how to hurt the boss, it should only take about three times to be done with it.

The game has very little identity of its own, not that it had a whole hell of a lot of time to get that identity established.

Anyone who played and beat the demo saw roughly 50% of the enemy resources. They just reshuffle them around and swap fire for carbonite. The worst part was that I actually beat the game without upgrading any of the powers or combos. I never felt the need.

I'd like to see a resolution to the story, but I'm afraid they would manage to make it even shorter. I don't want to sneeze and miss the game.

Hopefully, 1313 will be a bit longer... even if it is just Gears of War/Mass Effect combat set in the Star Wars universe.

What are you thinking about right now?

According to Tokyo Gore Police, you don't need robotic jetpack legs to fly. All you need is some ticked off semi-mutated cop girl to cut your legs off in a fight. Then you just have to inject some super steroids (looks like they include some predator blood in it, aka glowstick juice) into the stumps, and you can jet propel on your steroid infused blood!

I do not recommend you try this at home... so just go over to the neighbor's house and... no, better not try it there either!

What are you thinking about? (game development edition)

Messing around with the VX Ace trial has caused all work on my other projects to grind to a temporary halt.

The upshot is that my faux first person solution is entirely viable in VX. Even so, I think I'll be keeping Breach:Awakening in 2k3 for now.

Whatchu Workin' On? Tell us!

Exactly. When I started to get into 3d modeling (low poly, low tech, mind you) I tried exporting 3/4 views of stuff for 2d games, and it never quite worked. I ended up having to take front on views, and top down views, and shave them appropriately.

It was just way too time consuming of a workaround for my background art pixel deficiency.

There are also tricks in MMF2 where you can fake 3d by making your graphics from layers/slices and moving them in respect to the player, but at the end of the day being able to poorly replicate the perspective from the first couple of Grand Theft Auto games isn't that much of an accomplishment.

Whatchu Workin' On? Tell us!

author=LockeZ
RPG Maker perspective doesn't have a vanishing point. North-south lines go straight vertical.


WHAT?!

Ripley's... you're never going to believe this!


In all reality, though, I know that. It is one of the reasons my home-made tilesets never look right to me, and a large part of the reason why I took the long way around the track to invent the faux first person viewing solution for my game.

Whatchu Workin' On? Tell us!



Out of curiosity, I tried a little something with it on my own. It looks kinda okay on its own, but it still doesn't match up with the perspective of the tileset.