KILLER WOLF'S PROFILE
Killer Wolf
1235
When you're bound by your own convictions, a discipline can be your addiction.
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Nintendo Quest (title set to change)
If I were going to attempt something like this, I'd just shatter the fourth wall right out of the gate. Maybe the anonymous retro gamer shut in was simultaneously working on an RPG maker project, so when the electronic convergence occurred it sucked him, and the NES characters into his project?
That way you could justify using mis-matched XP tilesets and whatever else you want by making it part of the theme. You could have the NES classic heroes react to the strangeness of their new surroundings. They could also lampoon some of the conventions that the RM scene has adopted over the years. It would also be hilarious if some of the late game villains were actually the 16/32/64/whatever we're up to now bit incarnations of the classics. Maybe the real threat comes from the current gen characters who just want to destroy the old versions of themselves so people will like them better and not constantly compare things to the 'good old days'.
That way you could justify using mis-matched XP tilesets and whatever else you want by making it part of the theme. You could have the NES classic heroes react to the strangeness of their new surroundings. They could also lampoon some of the conventions that the RM scene has adopted over the years. It would also be hilarious if some of the late game villains were actually the 16/32/64/whatever we're up to now bit incarnations of the classics. Maybe the real threat comes from the current gen characters who just want to destroy the old versions of themselves so people will like them better and not constantly compare things to the 'good old days'.
It is official, I've lost my mind...
There will be a brief tutorial in the first battle, and possibly a new one when each different type of resistance is introduced.
It will probably worked in as a conversation between the main character and his client. "Getting off this station isn't going to be easy since it looks like you've got every mercenary from here to Cinnagar on your tail. If you're fighting someone who isn't using armor or shields, Rapid Fire will take them down quick. That's also the best way to handle anything that is hard to hit, just lay down a line of fire and let them dodge into it." "What if they're armored or shielded?" "If they're armored, leave 'em to me. My Focus Shot will Pierce right through." "...and if they're shielded?" "Unless you've got an Ion Grenade or a vibro-axe hidden under your dress, I suggest you run." that sort of thing.
It will probably worked in as a conversation between the main character and his client. "Getting off this station isn't going to be easy since it looks like you've got every mercenary from here to Cinnagar on your tail. If you're fighting someone who isn't using armor or shields, Rapid Fire will take them down quick. That's also the best way to handle anything that is hard to hit, just lay down a line of fire and let them dodge into it." "What if they're armored or shielded?" "If they're armored, leave 'em to me. My Focus Shot will Pierce right through." "...and if they're shielded?" "Unless you've got an Ion Grenade or a vibro-axe hidden under your dress, I suggest you run." that sort of thing.
What are you thinking about? (game development edition)
I'm thinking that I'm digging myself into a hole by trying to polish up an old game for Release Something day. I was planning to re-make the whole thing later on, with new characters and a new (hopefully better) story, but as I've been busy getting half finished features and areas working in the original one, I realized that a bunch of threads I thought trailed off into different directions actually dovetail together so nicely I might just make the new game a sequel instead of a complete remake. I'm at least 58% considering it.
Whatchu Workin' On? Tell us!
That looks really good, Ness! It looks like the cliff sides are a little too sharp though. They look almost too bright when compared to the tree, the stones, and the sprite. Then again, I am only functioning at 50% visual acuity right now so it might just be me.
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Return of the Sith
SupremeWarrior - This is a remastered edition of the old one I briefly released back on GW, with the game breaking bugs and incredibly frustrating parts corrected. The new one is still in the works.
Birthday
Enjoy little things like that while you can, Pyrodoom.
DB - Been meaning to ask, is the vampire in your current avatar an edit of a picture of Andy Dick?
DB - Been meaning to ask, is the vampire in your current avatar an edit of a picture of Andy Dick?
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Since I decided to salvage this and put it out for Release Something Day, I've spent pretty much every waking minute that I wasn't working (aside from holiday cooking and a day of immobility) trying to get it ready. Right now it looks like I'm not even going to have enough time to get the demo ready for the other game I was planning to push.
When I say that the maps are the absolute least of my worries, I'm not even kidding. I spent most of this evening putting an entirely new quest line in because I realized I had no provision for the story to continue if the player failed at a reflex based mini-game. I've added in about a hundred extra lines of dialog to flesh out npcs that just stood there in the original build.
I also had to add in an extra layer of redundancy when I discovered during a test play that it was possible to gimmick the morality system so that the player could complete both Light and Dark side trainings in a single playthrough.
I'd rather have sub-par visuals than a completely broken game. As it stands, I'm probably going to end up porting it into 2k3 once I get all of the content rewrites/additions complete. That should at least address the font issue, but that solution will come at the cost of having to completely re do the stat progression for the party members. As for fixing individual map graphics, as I said before, maybe... if there is time.
When I say that the maps are the absolute least of my worries, I'm not even kidding. I spent most of this evening putting an entirely new quest line in because I realized I had no provision for the story to continue if the player failed at a reflex based mini-game. I've added in about a hundred extra lines of dialog to flesh out npcs that just stood there in the original build.
I also had to add in an extra layer of redundancy when I discovered during a test play that it was possible to gimmick the morality system so that the player could complete both Light and Dark side trainings in a single playthrough.
I'd rather have sub-par visuals than a completely broken game. As it stands, I'm probably going to end up porting it into 2k3 once I get all of the content rewrites/additions complete. That should at least address the font issue, but that solution will come at the cost of having to completely re do the stat progression for the party members. As for fixing individual map graphics, as I said before, maybe... if there is time.
What are you thinking about right now?
author=kentona
man that sucks Killer. I hope you feel better anyhow.
Thanks. I'm at the phase right now where my muscle relaxants and my dry-hydro therapy pad are my two best friends.
Boss Battle Design Contest - Knowledge is Power
Well, I submitted something. I chucked my whole plan and built a new encounter. I'm pretty happy with the pacing.
I also learned a lot about getting enemies in the DBS to act somewhat intelligently during my various builds for this contest, but for some reason my submission actually had the extraneous eventing dialed down quite a bit.
I also learned a lot about getting enemies in the DBS to act somewhat intelligently during my various builds for this contest, but for some reason my submission actually had the extraneous eventing dialed down quite a bit.













