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?

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I can't honestly say I agree with the MP3 -> midi change. No one really cares if the game takes an extra 2 minutes to download, but they do care if the sound quality is annoying and distracting when they play it. What was your reasoning for this? Did some idiot actually complain? The number of players with working hearing outnumbers the number of players with dialup internet.

"Defence Up" Status Effect (RM2K3)

More related to the original post than to the various sidetracks:

Doubling the player's defense stat doesn't halve the physical damage they take. The formula for physical damage from a normal attack is:

Damage = Att/2 - Def/4

If you make a physical skill, you can set it to be a percentage of this. So if you set a skill to be 60% physical, the formula becomes:

Damage = (Att/2 - Def/4) * 0.6

In skills, you can also add a flat number to this damage. This number is not affected by anything at all. So if you make a skill that's 60% physical and has a damage value of 300, the formula becomes:

Damage = 300 + ((Att/2 - Def/4) * 0.6)


Magical skills work the same way, but the base formula is different. The base formula for magic skills is:

Damage = Mag/4 - Mag/8

The fact that the magic stat only has half as big of an effect is designed to make up for the fact that it acts as both magical attack and magical defense.

If you actually want someone to take half or double damage, you can't use stats. You have to use elements. Your help file should explain how elements work. It's stupid and confusing, start a new topic if you can't figure it out. But I was able to successfully create working protect, shell, deprotect, and deshell spells in my RM2K3 game. Maybe just steal mine?

I want to do some event with blogs. But I can't think of any. Help me think of something.

post=eplipswich
post=narcodis
In my opinion, the problem with most blogs is that they often present nothing substantial. I'm just as guilty of this as anyone.

Alot of blogs these days usually aren't much more than "Hey, still workin on this!", and it's not that it's a bad thing that you're getting things done, it's just no one is going to care enough to read that you finished scripting your latest boss battle, or that you finished making the last map in the ice cavern, or that your game's story is coming along or whatever. People want substance, people want something they can draw in and SEE that progress is being made.

Screenshots, videos, drawings, early development stuff. Even if it's a hand-drawn sketch in a notebook you made while on the bus or something, it's still something more than a few words describing what it's supposed to be. Basically, present something and then talk about it, not talk about what you plan to present.

I dunno. Am I crazy for thinking early development stuff is cool? Concept art, early screens, testing stages, etc.
Nope, you're not. In fact, this is how blogs are meant to be, to build up the hype and really show the progress instead of just announcing your progress. Then just show the appropriate amount in stages.


I kind of went a step further with my game, back in the day. Every time I made a change, whether it was a new area or some minor balance changes or whatever, I released a new version of the demo, with a list of what I'd changed. So I guess that list qualifies as a blog post, and the demo itself as a visual presentation of the changes for the reader's benefit?

I think if you have a working demo, the best way to present your changes is to let people try them. I agree that writing is useless, but I also think that pictures are useless. You're building hype for a game - give people gameplay. As a great side-effect, it also means you won't ever have to apologize for an outdated demo that doesn't really show your game's current state.

My Story

My only insight is that your English is bad. Hopefully this game will be in Polish and not English.

To tell you any more, I need to know more than just the setting. I need to know the main character's goal and motivation, and the main villain's goal and motivation.

How long should a game take to make?

My last game took almost eight years from start until its first public release. Another year since then of updates, with anywere from a week to a couple months in between each update.

If I ever think of more things to add to it, I will. It's never done. Only reason I'm starting a new game at all is to remake it in an engine that has scripting, so that I can do the things I really want to do.

Releasing episodes or multiple demos loses interest quick.
I'm fine with people not replaying it. People who haven't played it before will have a better game to play.

DOING IT! - WEEK SEVENTEEN

Everguard: maybe I just have a low tolerance for easy games, but that sounds like a better design for an early-to-mid-game boss than a final boss. It's not a bad start, but a good final boss should really have more than just one special thing about it. Do that and one or two other things for the boss's first form, then have it transform or power up somehow.


Personally, with my game, my problem is motivation. I can't start a game without a battle engine, and I can't bring myself to code a battle engine for a game that doesn't exist. You'd think I could find one that already does what I need, but no luck. The Yanfly Engine Melody already has support for area attacks with geometric areas of effect, like Chrono Trigger, which is an extremely appealing feature. But I want to modify Melody to also have Chrono Trigger style moving enemies - that is, enemies that constantly move back and forth according to a pattern.

Sadly I think this probably requires a complete working knowledge of RGSS and/or Melody. Both of which I lack the energy to read through, especially since I find it impossible to believe no one has ever designed an RPG Maker game with moving enemies before.

Anyone know of a battle engine that can pull this off without me spending a few months designing it? I suppose I would also settle for a good tactical RPG engine.

active staff

post=212364
You don't need a title to do something like that. All the things you complained the staff isn't doing, the staff doesn't have to do them because anyone can. Ankylo is an admin, but why is he expected to start a magazine/contest/whatever?

The staff for this site was built to make sure the site functions; not to make up for all the members (including yourself) for doing nothing and expecting someone else to do it.


While I see where you're coming from, when things like that are done by normal members in the forums they just become that member's buzz, not the site's buzz.

More importantly, though, I think it's just really hard to draw attention to something when it's done that way. If you want to make things automated, that's fine, but can't they be automated in a way that allows them to be promoted? As an example, take the Let's Try videos that have been so popular the last few months. These exist entirely on the forums. A staff member with initiative should see something like this and decide, "Oh, this has potential," and create an automated method of creating, requesting, submitting, featuring, and possibly hosting these videos, and add a main link at the top of the page between Blogs and Writing. Contests could get the same treatment. Almost anything that is popular or repeated many times on the forums could get the same treatment.

I also agree that the front page could stand to have a somewhat better method of deciding what appears on it, but I don't have any ideas for how to do that.

Craze Hates Dungeon Crawling

SMT also lets you infinitely grind via demon synthesis, though. Which is more interesting, but ruins the challenge just as effectively.

I don't think diminishing returns are an effective way of countering grind unless the curve is EXTREMELY sharp. Like, at level 10 you get 100% reward, and at level 11 you get 10% reward, and at level 12 you get 1% reward, and so forth. If grinding the next level just takes 20% longer to do, then that doesn't stop people from doing boring things; it just makes them do boring things for 20% longer.

Which came first: The Story or the Gameplay?

post=210209
post=209795
I'm pretty sure we're talking about which one is designed first, not which one the player sees first.
Whichever the player sees first is whichever was designed first, be it intentionally or unintentionally. If one designs it to start this way, wouldn't that be what the player sees first eventually?

Unless you're talking about design in the general historical sense.

...what? That makes no sense. We are talking about design in the thought process sense. Which one you think of first.

When I started designing my latest game, I had a set of gameplay ideas in my head that I wanted to make a game out of, and then later started writing out a story to work around them. That means the gameplay came first, for me. If I'd started out with a story idea in my head, and then later started thinking up gameplay ideas that worked well with it, that would mean the story game first. This isn't hard to comprehend...

Craze Hates Dungeon Crawling

The problem with most dungeon crawlers is simple: infinite grind.

People like getting stronger, but they don't like doing the same thing over and over and over, especially after it becomes trivially easy. Most dungeon crawlers don't provide any sort of limiter on your power, or any sort of short-term goals, so it's easy to just decide, "Well, I can continue forward in the game, or I can get stronger. But I'm going to have to get stronger eventually. And hell, the entire game is about getting stronger. Let's just get a few hours of grind over with now before continuing."

Grinding as a method of removing all difficulty from the game makes dungeon crawlers pretty unplayable. They become extremely boring. Not to mention that the grind itself is extremely boring. Grind has the same effect on other types of RPGs, but other types of RPGs don't encourage it as much - they have enough other things for you to do that you don't want to spend time just grinding. You want to go do other things, like advance the plot or go on sidequests. Dungeon crawlers, by definition, lack these other elements.

So if you can't make the player want to continue without grinding, what you have to do is actively prevent them from grinding.

I've seen this done a lot of ways. The most common is to make XP nearly worthless, and make almost all the player's power be gained from things like equipment, capturing enemies, killing bosses, etc.; things that require progressing into the game to obtain. Another way is to completely remove all repeatable battles, filling the game with nothing but thousands of one-time-only touch encounters. You can also create enemies with scaling power, so that they get stronger as the player does. Rarely, I've seen RPGs that played almost like survival horror games, in that they give you limited resources, which can make it impossible or highly detrimental to grind for very long.

One of my friends is making a dungeon crawler called Soul Shepherd that's turning out really well. Levels only provide HP, and you get all your other stats and abilities from defeating enemies and equipping their souls. It's also quite challenging, so that every battle requires real thought or else you will definitely die. It encourages the player to keep moving forward by offering almost no benefit from repetition, so it stays consistently interesting. And I don't even like dungeon crawlers.