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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DOING IT! - WEEK TWELVE - Dialogue
I might make the riddle optional, but I'm not making it easier. Nor am I convinced that drawing attention away from the clue that tells you the solution would make the riddle easier anyway.
Any suggestions about the actual dialogue? I might scrap it and do something else instead, but only if someone can convince me that the dialogue is unsalvagable rubbish - I don't really need to hear gameplay arguments, I've gone through those enough times already in my head.
Any suggestions about the actual dialogue? I might scrap it and do something else instead, but only if someone can convince me that the dialogue is unsalvagable rubbish - I don't really need to hear gameplay arguments, I've gone through those enough times already in my head.
DOING IT! - WEEK TWELVE - Dialogue
I like the idea of one character telling another character "YOU'RE the Macguffin." Especially if they're both party members.
So, here's some nontraditional dialogue I'm working on for my game. I'd like suggestions for it.
Scenario: One of the puzzles in Terra Cave is a really hard riddle. The hardest in the game, if the number of people who actually sent me bug reports claiming that they couldn't get through the dungeon is any evidence.
Specifically, there's a room with five switches in it, and after you pass through it, a stone tablet blocking the exit. If you read the tablet, it says, "Titan sleeps beyond this door. Do not disturb." The solution is to not hit any of the switches. As the text "do not disturb" implies. Yeah, I should be shot in the face.
Instead of getting rid of this riddle like a sensible person, I'm going to add some awesome dialogue if you spend more than 3 minutes walking around without solving it. Here is my dialogue so far, please offer suggestion.
Sedryna: Sigh. This puzzle is completely horrible. Whoever designed it should be shot in the face.
* A guy with glasses beams down from the heavens *
Game Designer: Look, it's not a puzzle, it's a riddle.
Sedryna: ...Uh, who are you?
Game Designer: It's not even a hard riddle. The only thing that makes it hard is that you don't realize it's a riddle.
Sedryna: What? There's not a riddle here. There's not even a clue. Just one engraving telling me "Do not disturb."
Game Designer: I just told you it's a riddle, and you just pointed out the only line of text in the entire dungeon, and you still can't figure out that the text is the clue? You are completely hopeless. Here is a tip for you: "Do not disturb" is the freaking clue. You have to use that clue to figure out how to align the switches. I'm so sick of people emailing me asking how to get through this dungeon.
Sedryna: ...You cannot be serious.
Game Designer: And because I'm feeling generous, here's a second clue: the switches all started in the up position.
Sedryna: ...That's horrible. That's the worst riddle I've ever seen in my life. Stand still so I can stab you.
Game Designer: Gotta go, my pizza is ready! Thanks for playing!
At the end there, I'm torn between having my self-inserted avatar (who appears at no other point in the game, by the way) simply beam back up to the heavens with a flimsy excuse (as it's currently written), or initiate a boss fight in which the player actually gets to kill me.
So, here's some nontraditional dialogue I'm working on for my game. I'd like suggestions for it.
Scenario: One of the puzzles in Terra Cave is a really hard riddle. The hardest in the game, if the number of people who actually sent me bug reports claiming that they couldn't get through the dungeon is any evidence.
Specifically, there's a room with five switches in it, and after you pass through it, a stone tablet blocking the exit. If you read the tablet, it says, "Titan sleeps beyond this door. Do not disturb." The solution is to not hit any of the switches. As the text "do not disturb" implies. Yeah, I should be shot in the face.
Instead of getting rid of this riddle like a sensible person, I'm going to add some awesome dialogue if you spend more than 3 minutes walking around without solving it. Here is my dialogue so far, please offer suggestion.
Sedryna: Sigh. This puzzle is completely horrible. Whoever designed it should be shot in the face.
* A guy with glasses beams down from the heavens *
Game Designer: Look, it's not a puzzle, it's a riddle.
Sedryna: ...Uh, who are you?
Game Designer: It's not even a hard riddle. The only thing that makes it hard is that you don't realize it's a riddle.
Sedryna: What? There's not a riddle here. There's not even a clue. Just one engraving telling me "Do not disturb."
Game Designer: I just told you it's a riddle, and you just pointed out the only line of text in the entire dungeon, and you still can't figure out that the text is the clue? You are completely hopeless. Here is a tip for you: "Do not disturb" is the freaking clue. You have to use that clue to figure out how to align the switches. I'm so sick of people emailing me asking how to get through this dungeon.
Sedryna: ...You cannot be serious.
Game Designer: And because I'm feeling generous, here's a second clue: the switches all started in the up position.
Sedryna: ...That's horrible. That's the worst riddle I've ever seen in my life. Stand still so I can stab you.
Game Designer: Gotta go, my pizza is ready! Thanks for playing!
At the end there, I'm torn between having my self-inserted avatar (who appears at no other point in the game, by the way) simply beam back up to the heavens with a flimsy excuse (as it's currently written), or initiate a boss fight in which the player actually gets to kill me.
LoZ rpg
Lufia 2, and most of the Wild ARMs series of games, are RPGs with areas and dungeons full of Legend of Zelda style puzzles. Your characters get various tools (grappling hooks, bombs, flame wands, and some less predictable ones) and use them to unlock areas and solve puzzles.
Lufia 2 is a traditional RPG for the SNES, but has aged pretty well and is still quite fun. Wild ARMs is a series of fantasy western RPGs, especially Wild ARMs 3, where the western theme is dialed up to eleven. The newer Wild ARMs games after 3 stopped following the same style of games, and no longer have puzzles. Wild ARMs: Alter Code F is also good, it's of the same style as the first three Wild ARMs games (it actually is a remake of the first Wild ARMs game, with the same story but completely different gameplay).
Wild ARMs 3 probably is the best one to play, if you want to play one of them. Someone will argue with me, because it's the hardest or because they don't like how personal skills were done or they hate the plot or something. But don't listen to them, it's a really fun game.
Lufia 2 is a traditional RPG for the SNES, but has aged pretty well and is still quite fun. Wild ARMs is a series of fantasy western RPGs, especially Wild ARMs 3, where the western theme is dialed up to eleven. The newer Wild ARMs games after 3 stopped following the same style of games, and no longer have puzzles. Wild ARMs: Alter Code F is also good, it's of the same style as the first three Wild ARMs games (it actually is a remake of the first Wild ARMs game, with the same story but completely different gameplay).
Wild ARMs 3 probably is the best one to play, if you want to play one of them. Someone will argue with me, because it's the hardest or because they don't like how personal skills were done or they hate the plot or something. But don't listen to them, it's a really fun game.
LoZ rpg
Why do all the Links decide to travel and explore new lands after they finish their quests? I mean, aside from it being narratively convenient. I understand that part of the reason. But it's been done to death.
If you really want to make it a Zelda game, it should have Zelda in it. Maybe have Link arrive on the island chasing Zelda after she was kidnapped. Then do the other stuff you were going to do.
Basically if you want to make a Zelda fangame, you need to have a very strong justification for why you're calling it a Zelda fangame. The gameplay alone isn't enough, especially if you're making it an RPG instead of following the original style of gameplay. It needs to actually be a Zelda game, in pretty much every possible way.
Don't start telling me that Link's Awakening didn't have Zelda in it. The difference is, that wasn't a fan game. That was a real game. The series's real creators can do whatever they want to the series. But a fan work needs to stay true to its source. The fact that you're already significantly changing the gameplay is going to severely limit the amount of originality you can justify including in the story.
At this point, I'd say your game makes a better Lufia or Wild ARMs game than a Zelda game, since Lufia and Wild ARMs had the same style of Zeldaish puzzles, but were RPGs.
If you really want to make it a Zelda game, it should have Zelda in it. Maybe have Link arrive on the island chasing Zelda after she was kidnapped. Then do the other stuff you were going to do.
Basically if you want to make a Zelda fangame, you need to have a very strong justification for why you're calling it a Zelda fangame. The gameplay alone isn't enough, especially if you're making it an RPG instead of following the original style of gameplay. It needs to actually be a Zelda game, in pretty much every possible way.
Don't start telling me that Link's Awakening didn't have Zelda in it. The difference is, that wasn't a fan game. That was a real game. The series's real creators can do whatever they want to the series. But a fan work needs to stay true to its source. The fact that you're already significantly changing the gameplay is going to severely limit the amount of originality you can justify including in the story.
At this point, I'd say your game makes a better Lufia or Wild ARMs game than a Zelda game, since Lufia and Wild ARMs had the same style of Zeldaish puzzles, but were RPGs.
Discussion isn't drama.
post=149644If someone gets offended by someone else, there's roughly a 99.9% chance that the person who feels offended is in the wrong.Yeah, now go try it out in a bar.
In the interest of self-preservation I would probably not tout my ideals in a situation where I am likely to get the shit beaten out of me.
Multiple love interests in a serious rpg... Does it work?
Multiple love interests in a serious rpg... Does it work?
post=149643
There's something to say about someone who has been in every single kind of relationship (including orientation). Perhaps its much better to leave it to theory and to get creative than to have lived it all. Especially when it's impossible to.
I will say, I must disagree. I have lost my virginity to every single type of partner in existance. I think this gives me an excellent set of experiences I can use to create my new Romantical RPG, wherein the player can change between 60 different classes of characters and lose his or her virginity as any of them.
Rm2k3- Can you make your hero target specific cords?
Personally my preference would be to do option 1. If that's not possible, due to making the map not work any more or look much worse, I would do option 6. If I'm more concerned with not spending much time on it than with how it looks, I'd teleport, since that's by far the easiest.
Why aren't there more tutorials on the basics?
I totally agree with WIP as well only with 400% more venom and spite. Because everyone needs more venom and spite.













