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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Need help trying to rewrite villian to make it appropriate here

I can't tell whether this is a serious story or a comedy but either way I can't really see what you think would be a problem

I need oppinions from you all on re-using ideas/map/other things from a cancled game.

I once watched a sequel to a B-movie that reused an entire four minute long scene from the previous movie, totally unchanged. Not even as a flashback or anything. It was set in a different city, more than a year later. They just reused the whole bar scene and hoped the audience wouldn't recognize it.

That was pretty corny, but only because the previous movie had in fact been published, and it was a pretty long and memorable scene designed to establish the setting.

AAA-movies do the same thing sometimes with stock footage but nobody cares or notices because they just use 2 second clips of unmemorable things like reaction shots. Not entire four minute long scenes.

https://www.looper.com/59948/movies-caught-reusing-footage-movies/

[RMMZ] Designing for a zombie game

Darkest Dungeon, the RPG with the most interesting combat of any RPG ever made, is like... at least 60% zombies. And has almost no magic usable by players.

I need oppinions from you all on re-using ideas/map/other things from a cancled game.

No clearly you must make everything over from scratch for no reason even though you have perfectly good unused assets

Tons of modern games are made from reused assets from games that DID get released. Games in a series almost always reuse all kinds of things, including music, sound effects, environments, voice lines, menu graphics, spell animations, and so forth. For example, a bunch of monster models are reused across several modern Final Fantasy games. Almost the entirety of Majora's Mask was ripped wholesale from Ocarina of Time. Games that aren't in a series but are still made by the same developer do the same thing - for example, compare the monsters, menus, spells, game engines, fonts, and sound effects in Disgaea, Phantom Brave, Makai Kingdom and La Pucelle.

If professional developers who charge sixty bucks for their games can reuse stuff that they've already sold you, why would you even feel the need to ask about your free game making use of stuff that you made for a cancelled game?

Jingle Jangle Jam

Quick update to this event: If you create a game page, it probably won't be accepted until after the event is over. You can totally do it, but don't wait on it, or expect it to be up in time for Christmas.

Considering that you don't need a game page to submit a game for the event, this shouldn't be a big deal to anyone, but I just wanted to make people aware.

Ability idea - Speak with the Dead

I can't really imagine a game where it's reasonable for this to be an optional thing you would trade attack power for, rather than just a core ability of the main character that you can do all the time

What are some archetypes for non-boss enemies?

My archetypes tend to be based on types of skills the players have. Different skills solve different problems, so I try to make those problems be recurring in different monsters. Some of the simpler ones that I tend to use a lot, that haven't been mentioned so far, are:

- Telegrapher. Visibly charges up for a big attack and then uses it on its next turn. The attack will usually kill someone. Too beefy to easily kill before that happens most of the time. Incentivizes the player to use stuns, defensive buffs, or offense-lowering debuffs to prevent that from happening.
- Respawner. Weak but hard-hitting enemy that repeatedly reappears until some condition is met (usually the death of a different enemy that's summoning it). Killing it isn't a permanent solution, but leaving it alone will result in dying because it usually either has the highest offense of any enemy or can inflict a serious status effect.
- Disabler. Prevents the players from effectively using a certain category of skills, which they probably need to use in order to defeat the other enemies. Exmaples include enemies that cast elemental protection buffs, enemies that make the player unable to heal, enemies that debuff either your physical or magical attack, enemies that inflict a status like silence or blind that prevents certain skills from working.
- Fatty. Takes a lot of damage before going down, and doesn't do too much else that's very special. Fills out a battle that already has some other more specialized enemies.
- Shielder. Puts up a temporary shield around either itself or one other monster at a time, which grants that enemy total invulnerability for a couple turns, limiting the players' targeting and making them focus on a different enemy than they were planning to.
- Elemental weakness. Pretty simple; if your game has elements then you need enemies with different elemental weaknesses.
- Stunner. Spends a lot of its turns (possibly every turn) stunning one hero for one turn. I tend to give this stun a 100% hit rate, and probably also make the monster do a little bit of damage in the process or inflict poison or something. Targets randomly. This doesn't actually have an obvious counterplay, but it will make the player have to improvise a lot, which I think can be fun. I try not to overuse this.
- Big Buffer. Casts an incredibly powerful buff, usually on just one monster. If this buff has a very short duration then it's just another form of Telegrapher or Shielder, but if the duration is longer then it's countered by the player using Dispel skills.
- Resource Drainer. Target's the player's MP instead of HP. A more advanced version might drain MP from the player until it gets enough MP to cast a big attack spell, combining this archetype with Telegrapher.
- Missile. A summoned creature that attacks one or two rounds after being summoned, and self-destructs in the process. The attack is extremely powerful. It has low HP, but has to be killed immediately.
- Status Healer. This isn't a boss, but it's something I generally only use as a minion in boss fights. If the player can inflict powerful and extremely debilitating status ailments, but you don't want to go with the bullshit route of making all your bosses immune to them, you can instead add minions to the boss fight that periodically heal the boss of status ailments. This makes the status ailments useful, but not instant-win buttons. It can also work in normal battles, if you have a fat enough Fatty.

RMN Holiday Calendar

Bah! Humbug!

Awful haikus

What's that thick pink shaft?
Wobbling, ready to suck?
It's just Long Kirby

Awful haikus

Bare M&M feet
The fungus melts in your mouth
Lick between the toes