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I am also called Rasalhage these days.
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Cancelled...but I PROMISE there's a good reason
Going all custom with the graphics was one of the best decisions to make with Chronology. Here's some progress.
author=JosephSeraphand sorry for abandoning my own projects like the big old turd i am at least collaborating with felds isn't as intensely emotionally demanding as working on my own things is and i am absolutely in love with the ideas i've read on chronology's docs :)
wow mog lives in my backyard and I'm kinda nervously startstruck atm "what if we meet in the street" etc
I'm glad you guys are pulling this game together so well!
Been a while. Here's a taste of what's cooking.
I swear, if you go through all this effort to make this amazingly polished and tuned, and the first thing I see on my skill list is plain ol "Deals fire damage" I'mma be under your bed.
(for srs tho. don't neglect your gameplay for the presentation alone!)
(for srs tho. don't neglect your gameplay for the presentation alone!)
The Hells are alive with the sound of music
What really got me on this train of thought was actually this:
Which evolves into the following themes as the game progresses:
https://www.youtube.com/watch?v=1gh4ZbqYMcc
https://www.youtube.com/watch?v=toIInfwkGps
Now, imo, the ideal solution is to simply have dungeon music with a ~5-8 minute main loop that plays through your minor battles. But that's about as appropriate for Hero's Realm as a Sphere Grid is.
Whatever you end up doing, I'm sure it'll be sick! I dig what you've done so far a lot.
Satancles? Asmodeuscles? Baalcles? Testicles?
...Kentonacles.
Which evolves into the following themes as the game progresses:
https://www.youtube.com/watch?v=1gh4ZbqYMcc
https://www.youtube.com/watch?v=toIInfwkGps
Now, imo, the ideal solution is to simply have dungeon music with a ~5-8 minute main loop that plays through your minor battles. But that's about as appropriate for Hero's Realm as a Sphere Grid is.
author=zDS
That said, I was always considering discussing with piano and kentona about having a second battle theme for Chapter 5. Maybe even a different one for an especially foreign character like Dragon Quest 4. I know Piano is totally down for it as I would be too.
Whatever you end up doing, I'm sure it'll be sick! I dig what you've done so far a lot.
author=Notnosyknowsy
Obviously things like the Ginyu force will be different in Heroic Edition, but what about Mephistocles? Will he be Satan, Asmodeus, or Mephisto now?
Satancles? Asmodeuscles? Baalcles? Testicles?
...Kentonacles.
The Hells are alive with the sound of music
author=pianotmLouisCyphreThe final version that zDS has done is a lot more pleasing to the ears. I don't see why it should be a problem, when most AAA games have had 60 to 100+ hour runtimes since the early 90s and have never changed up their standard battle themes. I don't even know if that's something people talk about.
I'm a bit concerned that the same 90 second loop is going to be playing during... every non-boss battle encounter in the game? It's been so long that I forget if HR originally had a battle theme for each chapter.
B-But I'm talking about it! Am I people?
The "AAA" RPGs of yesteryear did a lot of things the genre shouldn't be proud of, like locking playable characters behind a safe-cracking minigame to sell paperback guidebooks.
The actual answer was that listening to anyone JPRG battle theme for 60 hours was grating and soul-crushing
The Hells are alive with the sound of music
I'm a bit concerned that the same 90 second loop is going to be playing during... every non-boss battle encounter in the game? It's been so long that I forget if HR originally had a battle theme for each chapter.
An Important Announcement: A Fresh Coat of Paint.
out the door
author=Tau
it's just too many personality clashes going on.
It's this. RMN is a bigger pool with more types of people than ever before.
Re: Luncherino: Sometimes it's okay to have a blowout and storm off. It's cathartic and it helps people vent frustrations they would otherwise bottle up. Hopefully some time to clear your head and refocus on your game gives you what you need.
Encounter System: Touch Encounters
Remember that not every touch encounter has to chase you! It's perfectly fine to put an encounter, say, directly in front of a chest. There's no greater example of "what you see is what you get" than that.
"If you want this chest, fight this dude." Super simple.
No harm in a few non-aggressive encounters for scratching the "senseless slaughter" itch, either.
"If you want this chest, fight this dude." Super simple.
No harm in a few non-aggressive encounters for scratching the "senseless slaughter" itch, either.
A Thought on Save Points.
There are a lot of solutions. You could go the Dark Souls route: You can restore yourself fully at any save point, as many times as you like, but doing so respawns all the assholes you've killed up until now.
You could make each save point heal you once per inn stay, as a sort of intuitive version of "once per dungeon run."
You could require a currency that's refreshed to, say, ten every boss kill or inn stay.
It really depends on what pressure you want to put on the player. Do you want them to feel pressured to see how far they can get without healing? To see if they can survive from one heal point to the next? To see if they can intelligently decide if they can skip healing at X save point? These have a lot of ramifications on how you're going to have to balance your encounters and your characters' ability to sustain their own health.
You could make each save point heal you once per inn stay, as a sort of intuitive version of "once per dungeon run."
You could require a currency that's refreshed to, say, ten every boss kill or inn stay.
It really depends on what pressure you want to put on the player. Do you want them to feel pressured to see how far they can get without healing? To see if they can survive from one heal point to the next? To see if they can intelligently decide if they can skip healing at X save point? These have a lot of ramifications on how you're going to have to balance your encounters and your characters' ability to sustain their own health.