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NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
Personally I'm not really much of a fan of watching you play platformers that much since there's hardly any dialogue in them and I think your videos shine the greatest when the game you are playing has tons of written speech that you can play off of, or a continuing storyline where we can hear your thoughts about it. That's why I enjoy the character/story-focused RPG vids the most.
NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
DirectItemMenu Patch for RM2k/RM2k3
Interesting. I can see this working quite nicely for adventure games where you don't really need the rest of the menu at all.
NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
I liked Tomba 2! a lot better than the first one. One of those rare moments in the video game industry where the sequel outshines the original. Loved all the quests you could do in that game (although if I had one negative it was that the boss fights were a little too easy once you found them). Still, so many great memories from Tomba. I wish he would come back!
NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
Yay. Love the videos. I keep checking this thread multiple times a day to see if another video has been posted. I am addicted!
Pengui!
author=poopoose
I made a review on this cool game 3 month ago, but it was refused because my BAD English! Even though that sad, I feel so nice to know this game has been featured. Wonderful penguin adventure.
Aww, thank you so much. I appreciate it.
"Mature" games?
The word mature as it pertains to the video game industry denotes intense violence, blood/gore, nudity, strong language, sexual content, alcohol/drug use and other like adult-themes or images. (You know, the whole ESRB thing.. Rated M from Mature). It doesn't necessarily apply to games that have literary depth or a greater meaning than when is first seen beneath the surface.
I don't even know if there is a universally accepted term to describe those latter video games. Perhaps the reason this term doesn't exist is because there aren't that many commercial games that fit within this category sadly.
I don't even know if there is a universally accepted term to describe those latter video games. Perhaps the reason this term doesn't exist is because there aren't that many commercial games that fit within this category sadly.
Averting level grinding
What I've done personally in my RPG to avert level grinding is to get rid of levelling up altogether. There is no experience gained through battles, only items. My RPG focuses on story and character development so I didn't want the player to get hung up on the battles and character stats. In fact, every character has the same stats HP and MP-wise.
At certain points in the game there is a Level Up Event which grants every character one level and a unique skill that is determined by the choices that character made in the story leading up to that point.
My design goal was to have the player focus on the game's plot and characters, and I feel this method of levelling up accomplishes that. It also has the added benefit to me as the designer of being able to test every single battle for balance since I'll always know what level everyone is at at any given point in the game. Win-win.
At certain points in the game there is a Level Up Event which grants every character one level and a unique skill that is determined by the choices that character made in the story leading up to that point.
My design goal was to have the player focus on the game's plot and characters, and I feel this method of levelling up accomplishes that. It also has the added benefit to me as the designer of being able to test every single battle for balance since I'll always know what level everyone is at at any given point in the game. Win-win.
Slender.. Some scary shit!
Someone needs to make a game where you never see the monster, because really, after you see it the tension is pretty much gone. The fear of the unknown is what I'd like to see a game pull off.
How planned-out should your RPG be before you begin?
I think that the answer to this question depends a lot on what type of RPG you are making. What is your focus? Is it on gameplay, story, characters, something else? Whatever it is, the more you have planned in that regard the easier it will be for you down the road.
I strongly suggest you keep a game design document. If story is your focus jot down the major and minor plot points from beginning to end. I'm a huge proponent of foreshadowing and you can't really foreshadow at all if you don't know yourself where your story is going. And you can easily tell the difference when playing games if the designer planned ahead or not.
There is no such thing as overplanning when it comes to game design. You may think it's not as fun as just jumping into the program and doing something, but you'll be so much more efficient if you resist that urge and plan instead.
I strongly suggest you keep a game design document. If story is your focus jot down the major and minor plot points from beginning to end. I'm a huge proponent of foreshadowing and you can't really foreshadow at all if you don't know yourself where your story is going. And you can easily tell the difference when playing games if the designer planned ahead or not.
There is no such thing as overplanning when it comes to game design. You may think it's not as fun as just jumping into the program and doing something, but you'll be so much more efficient if you resist that urge and plan instead.













