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Screenshot Survival 20XX

author=Erave
Just your stock Wolf monster.


That is a nice screenshot you've got going on there.

Maps Weekly!

What an ominous map you've got going on there. How fun!

Screenshot Survival 20XX

At Yuna -- You're using Celianna's new tiles. The cliffs look very nice.

At BlindMind -- Those look like very lush maps.

At Craze -- That rug is good.

At Versalia -- Colourful. I don't like the square edges on top of the roof though. But it looks exotic.

At Bizarre -- Those light effects are dazzling.

This is my screenshot.



And I don't know what to do with it.

2014 Misaos - The RESULTATIONS

I think making HOME in XP would've made it a bit strange and out of touch with the original OFF series. IDK, that could've been a good thing though.

It's interesting to hear that you're remaking ONESHOT in XP. Good on you guys. Wish you all the best.

[Poll] When Playing Indie RPGs, What Game-Length Do You Look For?

I feel Red_Nova, slash and Max McGee on this one. The more time I spend playing games, I unconsciously have this thing in the back of my mind going: "You could actually be productive and be making one of these yourself but nooooooo, you're playing somebody else's one and that means you won't ever have a completed game under your own belt." And then I quit the game and open up RPG Maker and stare at it for 10 minutes wondering what the heck I'm supposed to do, and then just watch short YouTube videos so I don't feel so bad about myself (it has the same effect).

In short, if I really want to be productive throughout my day, I have to create a to-do list and stick through it, no matter how hard it is. And for a personality type like that, sticking through a 45+ hour RPG may be rather difficult, except if the game is the best game ever devised.

The Featured Game Thread

you're not a terrible judge of games

you're just bad

not terrible

edit: i'm just kidding you're pretty good don't doubt yourself don't sweat it you are the best

you are the best judger of games ever.

please be my wife.

What is a Challenging RPG?

One that's hard.

Love

I know that I wouldn't go out and kill people if I played this, but I am scared someone might play it and go, "actually I could do this and it might be fun". You never know what can trigger someone off.

I'm not one for video games promoting violence, but I think that you still need to be a little bit careful.

Beginners Unite! Lets make a game!

Can I join? I would like to add some quests.

How do you make random encounters feel welcome?

I think what makes random encounters annoying to a lot of people are:

  • Unwanted grinding

  • Annoyance

  • The overly repetitive introduction of battles

  • Lack of pacing... they just want to get to the next objective already! too many battles (encounter rate is too high)

  • Random encounters are everywhere, even inside castles that should be safe from monsters! make sense, people (consistency)

  • the enemies are too difficult (consider scaling down the difficulty of enemies)


I think if you want to make random encounters more palatable, then here's a list of things you can think of:

  • Restricting random encounters to certain zones like Pokemon does. This means that if people don't want a random encounter, they don't have to go looking for one. At the same time, sometimes you have to go through grass to get somewhere, but at least you can anticipate and plan your route around that. plus you also feel like a boss for dodging grass by doing some cool "cliff tricks"

  • Obviously making the encounter rate lower rather than higher.

  • varying up the monsters A LOT. the reason why a lot of people dislike random encounters is sometimes just because they're fighting the same monster again and again and it's BORING. maybe if you give them a lot of different monsters that will make it more interesting.

  • Obviously by increasing the interestingness of the battles themselves. this is probably achieved by making certain skills more useful in certain situations than others, in order to create a sense of interesting decisions and strategy. things that can easily make up for this are: elemental strengths/weaknesses; the use of status effects that actually work; not over-depending on items; making battles long enough to be interesting but short enough to not be a drag; including interesting events while you're battling to keep things spicy. maybe even dialogue and stuff, idk

  • You could include an encounter meter to tell you when a monster is coming, so people don't get as annoyed when they do. But I kind of find it weird and lacks immersion sometimes so just find out if it fits the game or not.

  • You could consider using moving encounters, but you have to be really careful that it's not just a dodging contest. in my experience it's not very fun and it just detracts from the experience because most monsters in this arena have useless AI or it just lacks suspense being chased by these things. sometimes it's downright laughable taunting a rat from afar. not in a good way, though.

  • making the noise/animation for the transition not so jarring. i mean, you don't have to *slide* into the action, but a nice playful transition and cool sound that won't get annoying are good things.
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