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
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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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Gun, Clip, Bullet/Ammo Help

Storing bullets per character rather than per clip would be much easier. Each character would have 15 bullets - which would basically be MP. And using a clip item would restore a character's bullets to full.

Since, basically, bullets are just a type of MP, if you're not using MP for anything else, it would actually make a lot of sense to rename the stat from MP to bullets. Then you could manage it a lot more simply, instead of relying on variables and tons of battle events.

If you're not doing that, then you need a battle event that happens every time a character attacks, reducing that character's bullet variable by 1. And if it reduces them to 0, then it needs to check for the number of remaining clips, and de-equip the weapon if there are none. The problem will be using the clips. If they're automatic, then no problem - load a new clip in the same place as you check to see if the gun is de-equipped. If clips must be used manually... you should probably make a "Reload" command as one of the battle commands, instead of making clips be usable items.

This is about all the advice I can offer since you didn't really say what you were having problems with.

Recommend me some good completed indie rpgs please

In the spirit of being completely predictable, I'm recommending my own game, Vindication. I'm pretty sure it doesn't have any of the problems you mentioned, at least!

It's about the same length and the same density of cut scenes as the world of balance in Final Fantasy 6, so if the amount of "filler" in that game doesn't bother you, Vindication probably won't either. The game is very much a comedy, but the comedy is presented in a manner similar to Disgaea - that is to say, while you're laughing at the asinine dialogue, the game is slowly building your affection for the main characters, and secretly building a surprisingly serious plot that gradually works its way to the forefront. There is admittedly an evil empire, which you might not like, but about halfway through the game this trope gets turned upside-down.

I'm not sure why I'm the first person to recommend my own game. It seems like a pretty obvious move to me! Maybe not many people have games that fit.

Idea Bouncing - Alternative Limit Break system (I know right!)

post=153896
So... does this sound needlessly complicated? It makes sense to me, but I have no idea if it's too much to think about or manage during the heat of battle.


You can never have too much to think about or manage, ever! MOOOORE! Add MORE complexity!

Hmm, I just thought of a great way to add more complexity. Give this hot blood power to the enemies also! I don't just mean certain bosses, I mean e-e-e-e-every enemy in the game. HELL YEAH.

Lay Bare Your Numbers

In a turn-based game, from the player's perspective, detailed numbers are wonderful. In a action RPG, or in a game that uses an ATB system, it barely matters either way, since the player probably isn't going to have time to read it. It's still great for, say, equipment. But not for skills.

However, from the developer's perspective, it's not always great to tell the player too much. Should you tell the player that Inferno and Pyrosmash are the same power, but one is physical and one is magical? Yeah. Should you tell them that the base damage of Pyrosmash II is 27% stronger than Pyrosmash, and on top of that it ignores 4.6% of the target's defense? No, you probably should not. It's too much information.

Either the player doesn't care about that level of information, in which case showing it to them just confuses them, or they do care about that level of information, in which case showing it to them will probably remove too much of the challenge of your game. How much challenge can a game really have if you always tell the player exactly what the optimal course of action is? Of course, you can also show too little... but I think there's a happy medium somewhere between FF Tactics and Nethack.

Vindication

I actually believe I fixed the problem. It was caused by a problem with a buggy midi file - it worked fine in normal media players and even when played from the maker's music database. I fixed it by converting the midi to an MP3, so the error should not happen any more.

The goal of a game

post=153985
I don't really have a main goal when I play an RPG. Well...I mean everyone's goal is to beat the game...


No, it's not. That was the entire point of this topic. There are people (my friend at least, and presumably plenty more) to whom the game's "main quest" is not a true goal, it's just a way to become stronger. And therefore the final boss is utterly pointless, no different from an optional boss that gives no reward upon being defeated. He claims to have never beaten the final boss of any game that doesn't allow post-game play. Because, if it doesn't give a reward upon being defeated, what's the point of killing it? He doesn't even understand why games have final bosses. Ideally, the game would just continue forever, with no maximum level and no maximum power.

I can admit to thinking this way myself occasionally, and can certainly see where it comes from. Are you fighting things so you can become stronger, or are you becoming stronger so you can fight things? The amount of detail and focus that RPGs tend to give to the process of becoming stronger certainly can easily lead you treat it as the one central task of the game, around which everything else revolves.

My real question is, is this a mindset that we should be accounting for as developers? Should we be treating this type of player's goals as every bit as legitimate as those who do want to beat the game, and making every task in the game serve some purpose in increasing the player's power? Or is it okay to ignore people like him, and create a game which a player whose ultimate goal is becoming stronger will find large sections of the game to be pointless and boring?

Players x Experts - Our attitude on playing games

How would site stats measure that, exactly? Compare the number of games to the number of IPs? I've visited this site from at least six different computers. Count the number of submissions? I know three people who have visited this site just to look for tutorials or graphics, or to download the makers themselves, they obviously count as game designers but they've never submitted anything, and probably never even made an account. I know at least one of them downloaded a game though. So I don't think there's any way that site stats could tell you how many people want to be game designers, unless you actually took a poll on the front page at some point in the past. Though maybe there's something I haven't thought of.

Either way, I'm sure there are a shitload more than 6000 people who have ever visited this site with the idea that they might make a game. I know there are only 971 games, and some of those are by the same person... but some of them are by teams of people, and plenty of people visit with the intention of designing a game but never finish their first game.

Make fun of the previous poster's Avatar

Hey tardis, I don't recognize that avatar, but then I haven't played all of the newer games. Is it from diamond/pearl, or is it one of the upcoming ones from black/white?

Players x Experts - Our attitude on playing games

post=153762
post=153753
But please, please, please, send it. Always send it. Always. PLEASE. Every single problem you find.
Believe me, you do not want that.

Uh, yes, yes I do. I have a hard time imagining anyone who would create something and not want that, though I realize there are people out there whose self-esteem is so mind-bogglingly low that it bothers them when people tell them ways they could be better.

post=153760
So if people playing your game is not important to you, then what does it matter what their feedback is about your game? After all, you are not making it with their interests even in mind. Just make what you like and what you feel is good, critical reception wold be totally irellevant.

No, that would be a bullshit philosophy, I'm not capable of making my work perfect on my own. I'm not the absolute judge of quality, and I'm often too close to my own work to recognize the problems until they're pointed out to me. I don't want to make a game that's just pleasing to myself - I want to make the best game possible.

Custom rm2k3 fonts?

I could argue all day, but this topic is now thoroughly derailed and also the original question is solved, so I'll go argue some other asinine point in a different topic instead.