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.
Search
Filter
Vindication
Actually yeah, in early versions Danica was to be a playable character, while Calla was supposed to only be a temporary character who never rejoined. Eventually Danica's character and backstory got tossed out like old garbage and replaced with Calla on the final team. Danica still got a cameo in the first town, because I think a 35 year old idiotic female barbarian who everyone thinks is a man despite looking like a typical anime girl is too hilarious to leave out entirely.
Vindication
James parried the explosion, he is completely fine.
Justin's body was torn apart and his brain had to be transplanted into the body of a 10 year old girl. He continues to rule the world as its evil emperor.
Ginny opened a boutique where she now sells fabulous shoes.
Justin's body was torn apart and his brain had to be transplanted into the body of a 10 year old girl. He continues to rule the world as its evil emperor.
Ginny opened a boutique where she now sells fabulous shoes.
ASL_Please.png
Been there, done that
I like puzzles in RPGs.
From a mapping point of view, they ruin your map. From an in-game logical point of view, they make no sense to exist. From a game design point of view, they are a completely different genre of game that RPGs just half-heartedly borrow. But from the point of view of the player, they are a life saver. Doing more different things at once is great. I love having to actually think about going through the dungeons, instead of just trodding persistently forward, often while only looking at the minimap and never even glancing at the main screen.
Hmm, I also like healing abilities. They're not actually necessary, many other genres of games don't have them! And they force us to add magic into the plots of games that don't rightly need magic in them, which can get ugly sometimes. But they add the potential for so much more strategy, and at the same time make enemy design so much easier and more flexible.
From a mapping point of view, they ruin your map. From an in-game logical point of view, they make no sense to exist. From a game design point of view, they are a completely different genre of game that RPGs just half-heartedly borrow. But from the point of view of the player, they are a life saver. Doing more different things at once is great. I love having to actually think about going through the dungeons, instead of just trodding persistently forward, often while only looking at the minimap and never even glancing at the main screen.
Hmm, I also like healing abilities. They're not actually necessary, many other genres of games don't have them! And they force us to add magic into the plots of games that don't rightly need magic in them, which can get ugly sometimes. But they add the potential for so much more strategy, and at the same time make enemy design so much easier and more flexible.
DOING IT! - WEEK FIVE
Cahrull, that tileset reminds me of Earthbound. Especially the cliffs. Though I suppose it must not be, since it's 32 bit.
If there is only one building though then it's not really a village. And if there are multiple then I hope they're not too far apart. You can only see one in this screenshot and it makes it seem like there's nothing else around it, but maybe the next buildings start one tile offscreen to the north and west.
If there is only one building though then it's not really a village. And if there are multiple then I hope they're not too far apart. You can only see one in this screenshot and it makes it seem like there's nothing else around it, but maybe the next buildings start one tile offscreen to the north and west.
How do you design a good tower?
My game has an invisible tower built by the gods. But the gods do not understand the concept of concealment and made it be only invisible from the inside.
This saved me a lot of work mapping.
This saved me a lot of work mapping.
Do job systems work with more than 4 characters
If all the characters have the potential to be the same then I don't understand why you'd let the player pick their characters. It is not a meaningful choice, the only thing they are choosing is their character's graphic.
If they can swap party members mid-battle then I apologize and it makes more sense. Since that means the player is really using everyone, not just picking four of them.
If the characters are not noticeably unique in battle, and the player can only use a limited number of them, the only other reason to give them a character choice is if the player's choice of party members has some other sort of meaningful effect on the game outside of combat. For example, if the game has an exceptionally high amount of inter-character dialogue between your party members (as in several hours worth), which would make their personalities an important choice. Or, uh, if you're making a hentai game, which would make their graphics an important choice.
If they can swap party members mid-battle then I apologize and it makes more sense. Since that means the player is really using everyone, not just picking four of them.
If the characters are not noticeably unique in battle, and the player can only use a limited number of them, the only other reason to give them a character choice is if the player's choice of party members has some other sort of meaningful effect on the game outside of combat. For example, if the game has an exceptionally high amount of inter-character dialogue between your party members (as in several hours worth), which would make their personalities an important choice. Or, uh, if you're making a hentai game, which would make their graphics an important choice.
DOING IT! - WEEK FIVE
Cho, your map felt to me like the objects in it - on the left half, anyway - were simply added at random rather than with thought. They do not seem natural. I am not sure what causes the feeling. Some of the objects are only used once, like the mushroom, statue, and broken statue, making them seem like they don't fit in. The crystals are in several places but still manage to somehow seem unnatural. They should probably be up against walls, unless you want them to be central features of the area.
I'm also not really a fan of the random bits of wall in the middle of the passages, but I'm not sure how to fix that. VX RTP is so blocky.
I'm also not really a fan of the random bits of wall in the middle of the passages, but I'm not sure how to fix that. VX RTP is so blocky.
Reveal your secrets: where did you get your ideas?
It's the one where there are the 20 or so visible soldiers heading from their starting point up through a maze to a point you have to protect, and you have to intercept them before they get there, and each... ah, hell, this one: http://www.youtube.com/watch?v=e-gFESbC_VY
The moogle battle in Narshe at the beginning of the game is also of the same format. I basically have that exact event in my game.
Phoenix Cave and Kefka's Tower have a more traditional method of multi-teaming, where you actually must traverse a whole dungeon with multiple teams and use them in tandem to solve puzzles. Which I also use.
If by "party splitting" you thought I meant the entire third of the game between Lete River and the Narshe Battle, when the main characters split up and the story follows each of their adventures seperately, well... okay, yeah, I do that too.
The moogle battle in Narshe at the beginning of the game is also of the same format. I basically have that exact event in my game.
Phoenix Cave and Kefka's Tower have a more traditional method of multi-teaming, where you actually must traverse a whole dungeon with multiple teams and use them in tandem to solve puzzles. Which I also use.
If by "party splitting" you thought I meant the entire third of the game between Lete River and the Narshe Battle, when the main characters split up and the story follows each of their adventures seperately, well... okay, yeah, I do that too.
Reveal your secrets: where did you get your ideas?
Narshe Caves is part of Narshe!
And the Narshe-style battle is a different thing from the team splitting. I meant that I use both, and they are both ideas I got from FF6. Though the Narshe-style battle is obviously based much more directly on FF6, while the team-splitting is just a motif that my game bears similarities to.
And the Narshe-style battle is a different thing from the team splitting. I meant that I use both, and they are both ideas I got from FF6. Though the Narshe-style battle is obviously based much more directly on FF6, while the team-splitting is just a motif that my game bears similarities to.













