I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.

If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
Born Under the Rain
Why does the jackal run from the rain?



Spy vs. Mafia II Signups!!! (Will add mafia tag at end of signups)

I passed on the last few games, but I can't possibly pass on the sequel to the legendary Spy vs. Psy mafia.

TCGs as a basis for skill creation

Randomly drawing attacks is definitely the least interesting part of TCG combat, and the first thing I'd remove if I were making a single-player game. The random draws are necessary when playing against another human, or else the game is too predictable and there's almost no question of who wins. If you remove the randomness, then at high levels of play, the entire game is based around guessing your opponent's deck and making the right deck to beat them, which is not really what you want. You want the game itself to be exciting, instead of being a foregone conclusion as soon as the players sit down.

But in a single-player video game, you're overcoming a specific set of challenges made by a game designer, which you're supposed to win, instead of an infinite number of challenges against random people, which you're not necessarily supposed to win. So the entire game can be pure strategy without any more randomness than a typical JRPG's battles.

In a PVE game, I am strongly against the idea that a player can do everything perfectly and still lose due to RNG. And if you randomly draw cards to determine what skills you can use each round, then that can always happen.

TCGs as a basis for skill creation

The difference between a summoned creature in a TCG and a buff in an RPG is small enough to be manageable. And I think if you converted TCG summons into RPG buffs instead of RPG party members, you'd get a more unique and deeper game. I think it would be interesting to see an RPG where there were lots and lots of buffs, and there were spells that targeted enemy buffs to reduce their remaining duration, or that "healed" your own buffs by improving their duration.

For example, you could have a spell that deals 10 points of fire damage and also reduces the duration of the targets ice-elemental buffs by 2 rounds. This would be the equivalent of a spell that damages the enemy and also one of their minions.

Many buffs would probably just be passive damage effects. A buff you applied to yourself to radiate fire damage to all enemies each round. Maybe buffs could have elements, to make this more interesting. And certain effects could target those elements. So every time this example buff deals fire damage, maybe it could reduce the remaining duration of all ice-elemental buffs on enemies by 1 round, as well.

Certain buffs could be better at defending. Like you could apply a buff to yourself that had a very long duration of 20 rounds, but did nothing but make it so any time your fire- and earth-elemental buffs would have their duration reduced, this buff's duration gets reduced instead. That would be the equivalent of a "taunt" minion in Hearthstone.

The Witch's House

I somehow doubt that 3/17/1800 is the correct completion date for this game

Ribbon of Green

Why does this game's completion date say it was finished in 1995

[Poll] Going off and creating a new online identity. Thoughts?

I'm pretty sure it's against RMN's rules to have more than 1 account.
Except that one time, when one person had 3 accounts... And wasn't punished for it.

This topic is about an entire online identity, not an RMN account.

[Poll] Going off and creating a new online identity. Thoughts?

You can use a new screen name without completely ditching the old one. I mean, that's the better way to do it, right? Then the two of them aren't linked. If all the same games and art are suddenly "made by ThreeChihuahuasInACongoLine" instead of "made by Gredge109" then it's not a new identity, it's just a new name. Everyone will know it's the same person.

But if you make a brand new identity, you will still have your old work on the old account, so you can't ditch it completely. You'll occasionally still need to take on your old identity to deal with stuff related to that identity's accomplishments, like responding to questions about your games.

Having several identities online is pretty normal, just to separate different parts of your life from each other. Lots of people use a different name for work stuff, or for naughty stuff, or for political arguing, or whatever else they don't want linked to their main identity where they have normal conversations with actual friends.

Is a quest system a good idea for an RPG Maker game?

I mean, the idea of sidequests is nothing new. FF5, FF6, Chrono Trigger, and DW4 each have more than a dozen of them.

What newer games invented was a standardized system of tracking them. Where you know exactly when you start one and when you end one, and you can look in a list to see which quests you're currently on and what the next objective is.

I don't think this system has anything to do with 3D. Mostly I think it has to do with how much we've learned about players' attention spans. But in addition to that, it also has to do with the fact that modern games have a lot more dialogue and story. In old games, it could be assumed that nearly every single bit of dialogue in the game was part of a gameplay hint or sidequest. That's no longer the case, now that games are more story-driven, and so the game needs to clearly tell the player which parts of the dialogue are gameplay-related and which ones aren't. Exclamation points over important NPCs' heads and quest logs that list the important parts of what they told you are an easy way to accomplish this.

If your game's dialogue is modeled after SNES games, where people say what's necessary to get to the next dungeon and not much else, and townspeople mostly just exist to give the player minor clues or to tell you what town you're in, I don't think it needs this kind of system. If it's modeled after PS1 games, where there are lots of long cut scenes that serve only to develop characters and explain the backstory, and many townspeople exist purely to flesh out the world, I think a quest tracker would be really helpful (even though quest trackers didn't become common until the late PS2 era). The amount of dialogue in a game like FF7 or Suikoden is vastly larger than that in a game like Chrono Trigger that came out only a couple years earlier, and so investigating every line of dialogue that every PC and NPC says is an outrageous task for most players.

Critical Hit! (hali's review thread)

I'm a little amazed you're still playing.

what's your blackmoon prophecy?

I prophesy that over the next two weeks after the black moon, the moon will gradually turn gray