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Dream Catcher
author=benos
You get stuck on the chair in the Relatives home after you wake up.
edit: I like the pose Bleya is in when she appears on the roof with the knight. tee hee.
Strange, for a second there, I seemed to be stuck near the place where you have to go in Castle, but I can't move the other way. Some rm2k3 move bug, but it's over now.
I also find it strange for music to play in towns, even if there's nothing bad happening, I mean, now, it's a good time seeing as spoiler people being kidnapped, slaves, etc spoiler end.
I'll look into the getting stuck on the chair. Don't recall it happening during testing but I'll check it out today when I get home from work.
Don't really understand why you find it strange for music to play in towns. Do you prefer no music at all? Sorry I'm a little confused by your last statement. Thanks for your thoughts thus far! :)
DreamCatcherTitle.png
Well it's a good thing you'll be staring at the title screen for a good 3 seconds only then. :)
It's green on green because it's supposed to represent neurons.
It's green on green because it's supposed to represent neurons.
Dream Catcher
author=benosWeird. Do you go out onto the veranda/balcony and actually see the explosion first? That should turn on the switch (0036:Explosion Seen) that allows you to leave Caste via the same way you came in (from the North).
No idea, but I can't leave Caste yet. I'm suppose to find where explosion was heard. Can't leave the place.
Maybe I can go into the switches in-game and get it over with.
Dream Catcher
author=benos
Oh didn't realize there's a demo, didn't read blog. :)
edit: lol yes, I used the ctrl key. ha ha. And I can't find her husband Abe.
edit update: spoiler I have found him, only seeing though the maker itself, but I
can't get inside the home. It's also dark outside, of course I'm at the part where I heard
a sound, but
spoiler end.
If you're at the part where I think you're at (you went outside on the veranda and saw something), you're supposed to leave Caste and head back towards your home.
Not sure what you mean about not being able to get inside the home. If it's after the part when you were on the veranda, that's because all the houses become locked afterwards. If it's before that then I'm not sure what happened, the home that Abe can be found in is never locked until AFTER you find him.
NaGaDeMo
Pengui! Fan Art
Unity3D Mobile licenses are free until April 8th
I never had the intention of checking out Unity3D, but how can you not with this great of a deal? Thanks for the info!
Enmity
I'm not quite sure what you mean exactly.
Enmity is the state of being or having an enemy. If you're talking about enemies adapting to your prior actions then I think it's pretty much always a good idea. Most enemies in RPGs/platformers/etc behave off of instinct, so it makes sense for them to adapt to you - whether that means running away from you or becoming more aggressive. Platformer-wise the original Rayman did this with great success. If you were always defeating a certain enemy a certain way, eventually those enemies would learn how to adapt their behaviour to make it impossible or much harder for you to defeat them that way. I always thought it was one of the best unmentioned features of the game.
RPG-wise I think it would be neat to see something similar. Let's take the typical Slime monster as an example. Your first encounter with it is just a regular simple battle. You may defeat it mainly with physical attacks, or maybe you relied on magic to take it down. The slime in that area should slowly begin to adapt to this, so if you mainly deal with slime monsters with physical attacks the adapted slime would have better physical resistance; if you defeat them with magic, the adapted ones would have more magical resistance.
To take it further, more sentient enemies might begin to target a specific character that you rely on for skills.
There's nothing wrong with a static and predictable system as long as the behaviour it governs in enemies makes sense. I'd much rather play a game where the enemies behave according to a complex set of patterns in response to player behaviour than one where enemies behave according to a randomly determined algorithm.
Enmity is the state of being or having an enemy. If you're talking about enemies adapting to your prior actions then I think it's pretty much always a good idea. Most enemies in RPGs/platformers/etc behave off of instinct, so it makes sense for them to adapt to you - whether that means running away from you or becoming more aggressive. Platformer-wise the original Rayman did this with great success. If you were always defeating a certain enemy a certain way, eventually those enemies would learn how to adapt their behaviour to make it impossible or much harder for you to defeat them that way. I always thought it was one of the best unmentioned features of the game.
RPG-wise I think it would be neat to see something similar. Let's take the typical Slime monster as an example. Your first encounter with it is just a regular simple battle. You may defeat it mainly with physical attacks, or maybe you relied on magic to take it down. The slime in that area should slowly begin to adapt to this, so if you mainly deal with slime monsters with physical attacks the adapted slime would have better physical resistance; if you defeat them with magic, the adapted ones would have more magical resistance.
To take it further, more sentient enemies might begin to target a specific character that you rely on for skills.
There's nothing wrong with a static and predictable system as long as the behaviour it governs in enemies makes sense. I'd much rather play a game where the enemies behave according to a complex set of patterns in response to player behaviour than one where enemies behave according to a randomly determined algorithm.
Statuses
Here are two similar statuses I'm using:
Dream - No actions permitted. 10% of Max HP & Max MP recovery per turn. Abates after 3 turns. 80% chance recovery if hit.
Nightmare - No actions permitted. 10% of Max HP & Max MP loss per turn. Abates after 3 turns. 80% chance recovery if hit.
They're pretty much a combo of Sleep/Regen and Sleep/Poison, but in one combined status.
Dream - No actions permitted. 10% of Max HP & Max MP recovery per turn. Abates after 3 turns. 80% chance recovery if hit.
Nightmare - No actions permitted. 10% of Max HP & Max MP loss per turn. Abates after 3 turns. 80% chance recovery if hit.
They're pretty much a combo of Sleep/Regen and Sleep/Poison, but in one combined status.
Pengui! Review
Thank you so much for taking the time to review my game. I really appreciate it. I will definitely try to address all the flaws you pointed out, so thanks for those.
This game was my side project so it was never going to be a long epic game, just a brain puzzler intended to be beaten in a few short hours, HOWEVER I did hope it would become popular enough that people would want to create their own levels for the Puzzle Mode of the game (which is currently unavailable) and send them in to me so that I can compile them together under this mode. Kind of like a community project. Level creation is pretty easy if you open up the game in Rm2k3. If there is enough interest, I can add a tutorial on level creation.
Thanks again for the review Zazur!
This game was my side project so it was never going to be a long epic game, just a brain puzzler intended to be beaten in a few short hours, HOWEVER I did hope it would become popular enough that people would want to create their own levels for the Puzzle Mode of the game (which is currently unavailable) and send them in to me so that I can compile them together under this mode. Kind of like a community project. Level creation is pretty easy if you open up the game in Rm2k3. If there is enough interest, I can add a tutorial on level creation.
Thanks again for the review Zazur!













