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.
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.
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IT'S ALL ABOUT DEM MIND GAMES
I strongly dislike the ability to optionally make yourself retardedly strong via grind. Grind is insanely boring, and the only reason you'd ever do it is to make yourself stronger than your supposed to be. This is a mental compulsion - we want to be stronger, it's how our brain works. There are goals with rewards, so we want to do them, no matter how boring they are. But, the fact is, if you're stronger than you're supposed to be, the game is a lot less fun. All the challenge disappears, replaced by grind. It's lose-lose, and makes the game less fun in every way, but we do it anyway because that's how we're wired.
Why aren't there more tutorials on the basics?
post=152420
At the moment noobs (Like me) simply post a game and because I havnt been making games long it didnt really get anything said about it except a patch I didnt put in(Which I didnt actually know about when I was making it)
Sadly, that's a problem with games of all levels of quality. No one ever offers any real advice. I posted my finished game on this site and half a dozen other ones and the most useful feedback I ever got back was that the game description in my post needed to focus more on the humor instead of just the plot. Aside from that it was just people snorting at individual jokes from the opening sequence, reporting ridiculously minor bugs (which are helpful, but not... really helpful), and complaining about things so dumb that I can only imagine they were playing a different game and responded to the wrong topic. In almost a year, I'm not sure I've gotten more than one or two suggestions about game design.
So if people seem to be ignoring or hating on your game, it has nothing to do with you being new. It just has to do with a general lack of constructive feedback on RPG Maker sites. Which is a huge shame. At least the forums are helpful, as long as you're having discussions about general design issues instead of about your specific game. But there really should be more discussions about how to improve people's games.
IT'S ALL ABOUT DEM MIND GAMES
If a game has a lot of potential for grind, there are two options for me:
1) I will despise it utterly. A thousand curses will erupt from my thousand mouths, dooming it to a black eternity. I will become Loki, harbinger of doom, and the pain of all the universe's souls burning for eternity in Gehenna will pale in comparison to the rage that courses through my pulsing veins.
2) I will put up with it, because something about the prospect of collecting items and performing achievements and building my characters has hooked me. It is possible for these aspects of a game to be done so well that I will put up with any amount of boring grind - this is most common in MMORPGs, but there are plenty of console games that pull it off as well. However, I have yet to figure out the game design secrets that make these types of character building and completionism so interesting, and I've seen way too many cases where the designers tried and miserably failed. And even in the best-case scenario, it doesn't make the grind itself enjoyable - it just makes it bearable. I would vastly prefer that every battle be unique and engaging and fun, while still having this mechanic.
1) I will despise it utterly. A thousand curses will erupt from my thousand mouths, dooming it to a black eternity. I will become Loki, harbinger of doom, and the pain of all the universe's souls burning for eternity in Gehenna will pale in comparison to the rage that courses through my pulsing veins.
2) I will put up with it, because something about the prospect of collecting items and performing achievements and building my characters has hooked me. It is possible for these aspects of a game to be done so well that I will put up with any amount of boring grind - this is most common in MMORPGs, but there are plenty of console games that pull it off as well. However, I have yet to figure out the game design secrets that make these types of character building and completionism so interesting, and I've seen way too many cases where the designers tried and miserably failed. And even in the best-case scenario, it doesn't make the grind itself enjoyable - it just makes it bearable. I would vastly prefer that every battle be unique and engaging and fun, while still having this mechanic.
DOING IT! - WEEK TWELVE - Dialogue
The best way to imply a pause in dialogue is to start a new dialogue box at that point. It creates an actual pause instead of an implied one. Novel concept!
DOING IT! - WEEK FOURTEEN
A question to anyone: When making battles, do you prefer choices you make during combat or pre-battle strategy?A good game has tons of both. Customization and tactics are both vital to creating a good game. Tactics are definitely a lot closer to what this week's topic is supposed to be about, though!
that's what I want to do - make an awesome game with a great story and battles that force you to the edge of your seat. Maybe not every battle, but enough to catch you off-guard and keep you wanting more.My opinion is that "not every battle" isn't good enough. Start with that if it's an easier starting point for you... but once you have it like that, remove all the battles where it's not true. What's the point of the other battles? Just to take up time?
When do you think is a good time to be able to change your party?
Really? Most people I know refuse to play any game that doesn't have any customization. Choosing your party is not really any different from choose your party members' classes, except that it has the potential for plot differences.
DOING IT! - WEEK FOURTEEN
Any player who says RPG battles are all easy and are a lost cause is way too used to playing bad RPGs, and doesn't seek out difficult ones. Any designer who says so should be drug out into the street and shot. If you think the entire genre is unsalvagably worthless, why are you making games for it? Don't say "story", because any game of any genre can have as deep of a story as you want. RPG is a type of battle system, not a type of story.
If people want to give up without trying then that's fine, but give up properly - don't make a novel with 30 hours of button mashing. If your plan from the get go is to never even try to make a decent game, then don't make a game at all.
Regarding your battle tweaks, I do almost always enjoy the idea of starting each battle with full HP/MP. It makes each battle feel like a real threat, instead of just one step of a 30 minute long endurance gauntlet. Adding cooldowns to items is also a great idea - cooldowns are a great way to add more powerful skills and to make sure the player has to do something different every round. They're not used in nearly enough RPGs.
The hot blood thing is similar to the limit break idea that's used in a lot of games - the Wild ARMs series is probably the closest to how you're doing it. However, I would recommend making the deathblow skills more interesting than just a critical hit. Lufia II's IP system might be something you could look into. With that system, the characters would get different deathblow skills to choose from, based on what equipment they're wearing. Some might cost less than 100 blood points, and the player would get to choose different ones for different circumstances. This also makes equipment a hell of a lot more interesting, adding a lot of customization to your game.
If people want to give up without trying then that's fine, but give up properly - don't make a novel with 30 hours of button mashing. If your plan from the get go is to never even try to make a decent game, then don't make a game at all.
Regarding your battle tweaks, I do almost always enjoy the idea of starting each battle with full HP/MP. It makes each battle feel like a real threat, instead of just one step of a 30 minute long endurance gauntlet. Adding cooldowns to items is also a great idea - cooldowns are a great way to add more powerful skills and to make sure the player has to do something different every round. They're not used in nearly enough RPGs.
The hot blood thing is similar to the limit break idea that's used in a lot of games - the Wild ARMs series is probably the closest to how you're doing it. However, I would recommend making the deathblow skills more interesting than just a critical hit. Lufia II's IP system might be something you could look into. With that system, the characters would get different deathblow skills to choose from, based on what equipment they're wearing. Some might cost less than 100 blood points, and the player would get to choose different ones for different circumstances. This also makes equipment a hell of a lot more interesting, adding a lot of customization to your game.
Well-defined DBS or primitive CBS?
I dunno, Ruby is a really easy language. Having taken only managed a partial comp sci degree before dropping out several years ago, and having never looked at a script or even used Ruby before, it only took me about two hours to modify someone else's CBS to do something significant that it wasn't supposed to be able to do. There are a ton of CBSes that you can use as starting points; once you find one that's close to what you want, you can just kind of mess around with it. You don't have to make one from scratch, because RMXP has such a huge community.
(RMXP) Looping Problem
Yeah, you have to end the loop! Otherwise, it's like the time when Sailor Saturn used Time Stop, and then realized she forgot to ever learn Time Start.
Well-defined DBS or primitive CBS?
Oh, that reminds me, I used switches and status effects in Vindication to make skills that can only be used once per battle. That was pretty interesting, for a DBS mechanic. One character has 8 different skills, but you can only use of them, and then you're locked out of the skillset for the rest of the battle. The hard part was getting it to not give her another cast if she dies and gets revived.
I don't think it's fair to say that I expect a CBS to be bad. I don't, I expect them to be done in order to solve problems with the DBS. If you're going to make a CBS though, you should probably use RMXP (or VX), since you have to know how to program anyway to make a decent one, and if you know how to program then the scripting is infinitely better than wild and crazy use of events.
I don't think it's fair to say that I expect a CBS to be bad. I don't, I expect them to be done in order to solve problems with the DBS. If you're going to make a CBS though, you should probably use RMXP (or VX), since you have to know how to program anyway to make a decent one, and if you know how to program then the scripting is infinitely better than wild and crazy use of events.













