LOUISCYPHRE'S PROFILE
I am also called Rasalhage these days.
Essence Enforcer
An Enforcer's duty is to protect the city and the people. But what, exactly, does that mean?
An Enforcer's duty is to protect the city and the people. But what, exactly, does that mean?
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What Videogames Are You Playing Right Now?
author=Liberty
because10 had such a dark and edgy (lol) story
FFX had a killer setting. I'll fight you over this.
the only reason X gets a bad rep is because people can't deal with the idea of a 17-year-old sports superstar going into a strange world where he has to fight for his life every day and then ACTUALLY ACTING LIKE a 17-year-old sports superstar going into a strange world where he has to fight for his life every day.
author=Liberty
they didn't like the fact that you were a girl doing feminine things in order to kick ass and save the world again (and heal it).
ding ding ding
most tweenage gamers aren't good people yet
What Videogames Are You Playing Right Now?
Bravely Second is really fun and doesn't take itself terribly seriously like BD tried to, which is a relief.
I was extremely excited when I saw Wizard and Bishop as my first two classes, because I thought the game was willing to break ground and distance itself from the same rehashed and stolid FF classes... and then I saw Cure in the shop and my heart deflated a little.
It's still fun, though, and the cast has great chemistry! It even managed to hide a few legitimate plot twists on me that I refreshingly didn't see coming.
I was extremely excited when I saw Wizard and Bishop as my first two classes, because I thought the game was willing to break ground and distance itself from the same rehashed and stolid FF classes... and then I saw Cure in the shop and my heart deflated a little.
It's still fun, though, and the cast has great chemistry! It even managed to hide a few legitimate plot twists on me that I refreshingly didn't see coming.
From Archades to Crescent ~ Town Design for the Solo Dev
This is pretty much in concert with the rest of the thread, but I'm of the opinion that towns exist first and foremost to serve up NPCs for the player to interact with. If your innkeep has something to say about each plot event, and your market is full of interesting merchants conspiring against one another, and the guards have worthwhile observations that they've dreampt up from their long, peaceful shifts, then you've already won half the battle. I think it's best to plan out what interactions you want in your town, and THEN go about planning your layout, so as to best guide your player passed each one. Perhaps tuck a few in harder-to-reach places, for the explorers to enjoy.
Further, I-
...Hold on, what?
Things in your game you didn't make:
You chose to forego the process of spriting hundreds of tiles. You decided against composing a list of MIDIs. Your battle mechanics are decided for you thirteen years in advance. You've made these decisions to skip the parts of game development where you are unskilled, so you can focus your efforts elsewhere.
The whole point of these pre-made, free-to-use assets is to lighten the workload of the solo developer. The whole point of this thread is to swap ideas on how to streamline your workflow to be more efficient. To increase the amount of quality and quantity you get from each hour at your desk. This has somehow escaped you, because you're too wildly eager to jump down people's throats for a chance to put yourself above them in some imaginary pecking order.
I hope you can go back to the opening post and re-read it without the puke-tinted shades. Craze's premise is right in the center of his post, in big bold letters. "So, how do you get the best ratio of effort to player experience out of your towns?" Address his post, not your own dramaticized, invented version of it, and do so with a thoughtful response that shows you care about the quality and timeliness of your game.
Or, preferably, do not post at all.
Further, I-
author=Corfaisus
...Hold on, what?
Things in your game you didn't make:
- The engine.
- The tiles.
- The music.
- Hell, we'll be succinct. Not a single resource used by the game.
You chose to forego the process of spriting hundreds of tiles. You decided against composing a list of MIDIs. Your battle mechanics are decided for you thirteen years in advance. You've made these decisions to skip the parts of game development where you are unskilled, so you can focus your efforts elsewhere.
The whole point of these pre-made, free-to-use assets is to lighten the workload of the solo developer. The whole point of this thread is to swap ideas on how to streamline your workflow to be more efficient. To increase the amount of quality and quantity you get from each hour at your desk. This has somehow escaped you, because you're too wildly eager to jump down people's throats for a chance to put yourself above them in some imaginary pecking order.
author=CorfaisusYour argument is that you shouldn't improve your efficiency; you should sit at the grindstone and mindlessly piece together towns the way Nessy would paint her portraits, or the way I would optimize my code. You're advocating the exact opposite of this quote. Premade resources are what allow us to each ply our crafts.
Or you could, I dunno, try and improve your craft.
I hope you can go back to the opening post and re-read it without the puke-tinted shades. Craze's premise is right in the center of his post, in big bold letters. "So, how do you get the best ratio of effort to player experience out of your towns?" Address his post, not your own dramaticized, invented version of it, and do so with a thoughtful response that shows you care about the quality and timeliness of your game.
Or, preferably, do not post at all.
From Archades to Crescent ~ Town Design for the Solo Dev
author=SgtMettool
Depending on the style of game and storytelling that you're going for, you could even forego towns entirely, and boil the usual player interactions of such into its basic parts and implement them into something else.
author=Craze
...that towns are mapped out (i.e. not a menu)...
? ??
Statpool
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.
Essence Enforcer
i'm still alive; just sorting some stuff out. none of my projects are dead
you should probably be used to this by now
you should probably be used to this by now
Can't change my Username
rpg maker mv is a large step backwards
author=Sated
2016: The year Craze said that 2K3 was better at something. Looks like the Mayans were only out by a few years.
it's like he's capable of evaluating things on their merits
you could stand to learn something from this















