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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The Featured Game Thread

How did my game get featured without Liberty mentioning it to me during the six hours we spent on voice chat on Monday playing tabletop games...

author=unity
He'll be whatever the opposite of vindicated is!
At one point I was going to make a sequel called Vindication 2: Complacency...

Banned from 8th discord because people raged and called be abelist and classist because I said "rip on not having a job. feels bad man." is everyone on discord really this brain dead?

8 discord servers banned you, or you got banned from the same server 8 times, or you got 8 entire accounts officially banned by Discord?

Because the first one of those is normal, the second one is pathetic, and the third one is impressive.

Homage to Final Fantasy (I) - Possible Chain/Stitch-together Game

Gaining specific magic spells from dungeons is certainly a fun way to improve on FF1 design, especially if your game is somewhat nonlinear (even just having basic side-quests would work). In the original FF1, aside from leveling up, your fighter and thief got a lot of their power upgrades from treasure chests, but your mages got nearly all of their power upgrades simply from grinding money and buying new stuff in towns.

Modern game design is much more goal-oriented, even in open world games, and so rewarding the player with a new spell for completing a dungeon or sidequest feels good. And modern game design also de-emphasizes grinding a lot, replacing it with optional tasks the player can do a single time to gain more power or new abilities (aka side quests). The player can still get XP and gold in those sidequests for upgrades, but sticking some treasure in them feels more satisfying, and FF1 is a simple enough game that it's very nice to have even one extra type of treasure you can hand out.

Homage to Final Fantasy (I) - Possible Chain/Stitch-together Game

Assuming each character's inventory is 6 items like the original NES game, 2 and 3 are ultimately pretty similar. The big differences would be that with an equipment inventory of six items per character:

- Fighters don't get a magic item slot unless they forego one of their normal equipment slots, since they are the only class that can wear shields, and thus can actually equip six items at once
- Monks get one more magic item slot than other classes, because they don't use weapons
- It would be possible for a character to get an extra magic item slot by not wearing a piece of normal equipment

These are kind of interesting, especially with regards to class balance, but I'm not a fan of class balance solutions that require the player to get 75% of the way through the game before they kick in. These differences don't start to matter until you have more activatable items than you can equip at once, which will probably be pretty late in the game if this is anything like FF1.

I'm potentially interested in helping (and have a lot of experience with Final Fantasy fangames) but I'm not remotely interested in the "chain game" aspect. If you want help with the systems and overall design, or with assembling everything into a finished product after people give you the parts, let me know, but I have literally zero interest in any collaborative project that isn't actually collaborative and is using a dumb gimmick to keep people on the team from working together.

Best City Map?

author=LBR
Having said that, I did not like FF9's lindblum. Because I felt like, what was the point of creating this illusion of this really big city that you want to explore, if you're only going to allow the player to continue to explore one part of it over and over again (Saga Frontier 2 also had this problem; fantastic water colored maps but you're only allowed to explore one area, or spend 5 seconds in it) - I thought something like FF12 was more appropriate, because you're actually going through and interacting with every distinct and trying to find out what to buy and gather information etc. Not only is it a big city, but it remains functional and explorable to the player on every level, everything has a purpose.


Huh, I definitely prefer the other way from you in this regard. I don't want to walk down empty streets - just let me pick the correct building from a menu. Cities like Rabanastre in FF12 try to create the illusion of size with long streets you have to walk down, but because they don't have any kind of abstraction, the entire city is still only the size of a single city block. If you want to convince me that this is a real city with a hundred thousand people in it then you need to make it absolutely crystal clear that the parts I'm visiting are only the parts relevant to my adventure, and that there's way way way way more of it that's being skipped over because it's not relevant.

Empty objects in dungeon exploration

Cabinet Rummaging Game is now a recognized game genre, thanks for adding that to my lexicon. Also I found these posts insightful so far!

I wasn't thinking about horror games when I made this post because I don't play them but they're kind of a perfect example because so many of them end up doing almost nothing else with their gameplay except for cabinet rummaging. Because they want the player to feel weak and helpless, the combat needs to be rare, short, and mostly focused around running away. So the games often end up being 96% trash cans and 4% shadow demons. However, at the same time, that tension that something in the building is actively searching for you makes the trash bin digging feel a lot less boring. You're spending a resource in order to do it, and have to choose what to prioritize, instead of having infinite time to search absolutely everything. That's important!

In an RPG, a chance for a random encounter with each step you take can probably accomplish a similar feeling, though I don't think they're as good at that. But they don't have to be as good in order to be good sometimes. If your game doesn't have random encounters, then you can accomplish the same thing with respawning patrols that wander the hallways of the dungeon, and crash the player's party if they take too long in one spot. Assuming the encounters aren't trivial and the player has limited resources to get through the dungeon with, I think this can be a solid option to give the Type A personality players something to worry about and keep them from feeling bored, while also giving the Type B personality players an open area to freely explore in the way they want to.

I still worry about the player feeling like they're being punished for just moving forward and trying to progress in the game. I know I sometimes feel that way. In a game like Divinity: Original Sin or Neverwinter Nights, if I don't check every single object in the game, I lose rewards, since occasionally they have crafting ingredients or small amounts of money or a magic scroll or something. And there's no downside or cost to checking them.

But I also don't want to miss out on some valuable reward or important piece of information because the game only let me rummage through 15 objects safely before continuing, and I checked the wrong glowing trash bin. That's awful. So, at least in most games, I don't think that whatever cost or penalty the players get for spending too long opening drawers should generally be a hard limit of any kind, just another problem they then have to deal with.

Empty objects in dungeon exploration

So, let's imagine that you are making a game where the dungeons and other locations are full of interactive objects, and the player is searching for ways to get through. I find this is easy to make interesting in something like Legend of Zelda, Lufia 2, or Wild ARMs, where the player is making their way through a maze-like ruin filled with traps and puzzles, and the things they have to search are obviously just game elements. These traps and puzzles add a lot to the dungeon, and get the player to think about the space in interesting ways, but have little logical reason to exist in the game world. How many block puzzles have you seen in real life, after all? The gameplay often comes at the expense of realism in these games, at least to some degree (although some games are better than others at justifying the nonsense).

It gets a lot harder to make the exploration interesting in a game where the exploration works more like Divinity: Original Sin, Skyrim, Neverwinter Nights, Fallout, or even Phoenix Wright. You know, games where every cabinet and drawer can be searched, and every object can be interacted with in a variety of realistic ways. And where the locations are realistically designed buildings where every room has an obvious use, not insane pyramids with moving pillars that crush you. This kind of exploration system is most common in western RPGs. You can try to put the same kinds of Zelda-like puzzles in your games when they work like this... but they often become nearly impossible to solve, because every random cabinet and drawer is a red herring. This leads these kinds of games to have much simpler exploration, where the most "puzzle" you ever really tend to get is a lever that moves an elevator or a key that unlocks a door. And the player nearly always has to be told a clue about where to find that key, because if you leave them to search on their own, they have hundreds of potential places to search through in the dungeon.

It's that searching through dozens or hundreds of places for things you might need that drives me crazy. It often feels like a waste of time to me. But for certain genres of games, such as games where the plot is focused on solving a mystery, or games where the main appeal of the game is exploration of a fleshed-out world, I completely understand why they work like that. It's not a type of game that I can simply toss in the garbage and say "They should stop making games like this, just make the important objects sparkle and make everything else non-interactive."

My question is, in games that use this second kind of exploration system, where every object can be interacted with in a variety of semi-realistic ways, and every container can be searched, what are some good tricks you guys have found to make exploration still feel engaging and exciting? How do you keep the player *wanting* to go in each room and open each drawer, and not constantly feeling disappointed or annoyed?

And for some related questions that feed into the above question, how often is it okay to have rooms that contain nothing useful for the game - just one or two rooms per dungeon, or do you not mind when most rooms are like that? Do you think that adding lore and narration to each object to explain why it's there and what it's used for is better, or worse, than a message that just says "Nothing of interest" when you walk up to a strange looking machine in the factory ruins a press A to search it?

Balancing The Money

Oh good, I posted in this topic 12 years ago, back when I was smarter.

Sort by Total Downloads timing out?

it's happening again (or possibly has been broken for three years without being fixed)

It's possible the numbers are just too big, and the total number of downloads overflows beyond maxint at some point during the sort algorithm. But if you sort by profile views, it works fine. And every game has way more views than downloads. So if that's the problem, then there must already be a fix in place which was added for views but not for downloads. If so, that should hopefully make it easier to fix?

Some other people on discord were suggesting that the reason sorting by downloads breaks but sorting by views doesn't is because when you sort by downloads it has to loop through all of each game's downloads and add them together, adding an extra exponent to the number of operations that the sort takes to complete. If this is the case then the solution is probably going to involve changing how the sort algorithm works. Which, depending on the site's code, might mean saving something in a variable instead of querying a function over and over during the sort code, or might mean replacing the sort algorithm with a different standardized one, or might mean doing something else to improve the sort's efficiency.

elloneshousecomp.png

Old vs. new tileset? Looks like they patched up the bullet holes in the wall while they were remodeling.