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.
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?



[MAFIA] pianotm is scum Game Over

This was a very quick game of mafia.

Release the Dead

If it seems like the forums are tumbleweeds, Max, it's only because they got 99% replaced with Discord chat. You should log in once in a while.


[MAFIA] Game Over - Frequency Mafia

Oh dang, town actually won a game? I don't think that's ever happened before.


Include a tutorial for systems unique to your game. I believe tutorials should be as brief as possible and skipable (which helps with replayability). If you find that you're using a ton of words when explaining something, it can most likely be condensed.

I like to assume that anybody who plays my game is familiar with RPGs already, and are of reasonable intelligence, so that I don't have to explain how to use the party change menu, for example.

I think there's a lot of value in having three different tutorial settings when a player starts the game for the first. One with no tutorials (for people who've played the game before), one like you described (for players who are familiar with RPGs), and one where simple concepts are also explained (for players who are not familiar with RPGs, or have maybe never even played a video game before).

Adding the ability for players to select which type of tutorials they want is incredibly easy for a developer to do. And even if only one of your thousands of players uses the full tutorial setting, I think it's worth doing, just because it's so easy to add them.

That said, I don't think tutorials for very simple concepts need anything more than a text box telling you the info you need in one or two sentences. A text box that says "You can go down pipes by pressing the down arrow" is all you need. You don't need an interactive sequence demonstrating it.

Release the Dead

Time to do my annual one month of work on Iniquity & Vindication before abandoning it again

Side Projects:

My strategy for a very long time has been to always be working on two game projects. That way, when I get frustrated or bored or overwhelmed or have writers block, and need to take a break from one, I automatically start working on the other instead of just watching Twitch or playing the FF4 randomizer. It helps my productivity a lot.

How to manage development?

Well UOSSMUD is an online multiplayer game that was "released" 22 years ago but is still getting new features added, like how MMORPGs or mobile games keep getting new features. I mean it's literally just a tiny MMORPG with a text-based interface instead of a graphical one. And every time I make an RPG Maker game by myself, it takes ten years due to a combination of scope creep, procrastination, and perfectionism. So I feel like if you're planning to release a complete game and then not have constant updates for the next decade, I have no useful input.

Now, if you want to know more about releasing constant updates to an existing online game, I can certainly share my experiences. But I probably need a more specific question than just "How do you make games?"

Town Design! What's your personal approach to designing them?

So I've cooled off on traditional JRPG town design in favor of something more like how cities are handled in games likes Dragon Age: Origins or Legend of Mana. There's a map or list of locations, and you pick one and that sends your characters to the front door of the building. Or to the entrance of the market area. Or to the stairway in front of the palace gates.

Basically, it annoys me a lot how "towns" and "cities" are all, like, 15 buildings big, instead of hundreds or thousands of buildings. JRPG town design works fine for tiny rural villages with 30 people living in them, but not for towns or cities. But the parts of the city where nothing happens should be treated just like the parts of the overworld where nothing happens - the player should fast travel over them.

Once you do this, I think you're free to build the individual sections of the town in a similar way that you would build a traditional JRPG town. But now different important buildings aren't all required to be adjacent to each other. And the player isn't required to suspend their disbelief to an unreasonable degree.

Now, you can make just a single outdoor map that contains every building of interest, and still imply that it's only a tiny section of the much larger town. And if your game has a lot of small towns, that's actually a good thing to do for some of them. But I find this method to work better for larger towns and cities that have multiple points of interest and will be visited multiple times during the game. And it just makes the town feel larger.

I've made a video on how I map towns before (it's quite long) and it basically details how I go about the creation of town
Can you link to this video?