LOCKEZ'S PROFILE

LockeZ
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.
5958
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?

Search

Filter

Node_System_Mockup_WIP_02.png

Oh, do you actually walk through the area normally then, and this is just kind of like a minimap? I thought this was actually a movement system - you would click on the next node to be moved to that room, and this system would replace walking.

Node_System_Mockup_WIP_02.png

Are gray nodes just empty rooms then? ...why are there empty rooms, if so?

klablooey_vqodhiwhd.png

I agree his arm looks off. Not sure if it's the shading or the shape that makes the perspective look different than what you intended, but something is causing it. But it's not a big deal, I wouldn't have noticed it if it weren't pointed out to me.

I love his robogodzilla shirt though. And I love Rufus Facepalm Shinra there on the right.

SiaRMoon.PNG

Look at those amazing graphics

The Screenshot Topic Returns

Ah, I like the simple method you use to scroll through them. I'd considered having them scroll sideways in a more animated fashion, but your way looks much easier.

The Screenshot Topic Returns

I'm amused that you actually bothered to create a mockup instead of just describing your idea. It still covers up the center of the screen though, exactly where either the main character or one of the enemies is almost always going to be. I agree that the character's name is totally unnecessary though, and approve of the condensed text. I think I might instead redo the command window entirely to not have a background, so it looks more natural on the side like that.

Displaying buffs based on priority is not going to work because they are pretty much all important. I might be able to get away with consolidating the icons... so if you have two speed-lowering debuffs, it shows one icon with two arrows in it. But still, there are eight stats that can be buffed/debuffed, plus plenty of other effects like stun and clearcasting and poison and regen. So that doesn't solve the problem, it just delays it until later in the game when actors and enemies both have more status skills. Meh.

Whatchu Workin' On? Tell us!

My friend: So did you give up on getting Wild ARMs style tools working?
Me: No, I actually got my first tool working.
My friend: Bombs, lantern, or bow and arrow?
Me: Laser cannon.
My friend: ...Best first tool ever.
Me: I'm actually already starting to regret it because there actually aren't many types of things that can be activated by a laser. I've got Zelda-style crystal switches, light-sensitive devices, and... I guess you can light fuses or something? Possibly perform eye surgery? It's kind of hard to come up with things that need to be activated with a laser.
My friend: Are you serious.
Me: Mmm?
My friend: I can't believe you. You're the worst supervillain ever. You have a giant freaking laser. How hard is this? You don't know what to use a giant laser cannon on? YOU USE IT ON EVERYTHING. There is no problem that cannot be solved by shooting it with a giant laser cannon!

So the moral of this story is that game design and supervillainy are very closely linked.
And also that I'm creating puzzles.

Short Games vs Longer Games

I understand, I'm just wondering why/how those other people make games at all. I understand why they don't make long games. I just don't understand why they *do* make short games. Even a very short game is still a big time investment.

FYI, I was using 500 hours as my example of a short game, as that's about how long I think it would take to make a 2-4 hour long game. Maybe I am still overestimating people?

The Screenshot Topic Returns

@Necrile:
I agree on Miracle's interface improvement. I also agree with Craze that your font is ridiculous and hard to read. If you're looking for something casual and friendly looking, try the "Anime Ace" font. It's a font typically used in amateur manga translations, and is free for non-profit use. Download link.



I guess I should post screenshots here, yeah? Here's my first boss, Duke Dorsilicus von Killershades XXIII. Who is a giant shark with sunglasses. I'm working on my battle interface. I got status effects to display via icons, but there's only room to show only five at a time, which is kind of irritating. Any ideas on ways to get around this that would look good? Five status effects at once won't be that uncommon.

I'm also not sure how I feel about the battle menu being left-aligned. But I don't think it's a good idea to cover up the HP/MP/status info, and if it's center-aligned then you can't see the battle.

Short Games vs Longer Games

author=Versalia
author=LockeZ
There's really not much reason for an amateur game to be any shorter than a commercial game.
Is this why Vindication has 80 hours of gameplay?

I think Vindication is about 20 hours - well, that varies from person to person, but it's more or less the same length as the World of Balance in FF6. I'm sure the fact that my own game is that length is a big part of why I think it's a normal/acceptable length! I guess that's how personal bias works. Ha ha.

I actually wish it were longer, but I have to admit that at one point during my game creation, after losing months of work to a corrupted hard drive, I gave up and just tacked on an ending. So I guess that falls under "the designer cut major content out of because they were tired of making it," though I'm ashamed to admit it. Years later I got back into RPG Maker and recreated a lot of that lost content a second time (better, faster, stronger!), but the game still isn't as long as I originally planned. After getting back into it those years later, I only stopped a second time because I decided that 2K3 was no longer good enough, and that my other games were more worthwhile ways to spend my time. (I've been creating and adding to the same MUD for 8 years, and I'm now making an RMXP remakquel of Vindication.)

@eplilepswitch: If making a good game for the world to enjoy isn't a big enough benefit on its own, why do people make amateur games at all? If that's not a good enough reason to spend 2500 hours of work, why is it a good enough reason to spend 500 hours of work? It seems to me that if it's enough of a reason to spend a long time on the project, then it's enough of a reason to spend a longer time on the project.