MERLANDESE'S PROFILE
Merlandese
3235
Placebo Love
A lonely office worker is guided by a silent Muse to solve the mystery behind his two Doppelganger Soulmates.
A lonely office worker is guided by a silent Muse to solve the mystery behind his two Doppelganger Soulmates.
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Screenshot Survival 20XX
You mean push it to the right? I was wondering about the gap between storages, and whether the gap is too big or too small.
The "Category" stuff (and everything attached to the item description) is actually a Details section connected to each individual item. Those little stamp images change depending on the item you're selecting. Right now the images aren't perfectly aligned to the item. That's why this juice is a weapon type. XD
The "Category" stuff (and everything attached to the item description) is actually a Details section connected to each individual item. Those little stamp images change depending on the item you're selecting. Right now the images aren't perfectly aligned to the item. That's why this juice is a weapon type. XD
Screenshot Survival 20XX
Finally have my storage system and inventory working together as one! Whoo!
Still a million placeholders, but functionality!
As far as placement of the inventory boxes and the dialogue and the clock and all of this stuff, does it look like a good UI setup? There's still a lot of tweaking, but as far as major placement of general windows...?

Still a million placeholders, but functionality!
As far as placement of the inventory boxes and the dialogue and the clock and all of this stuff, does it look like a good UI setup? There's still a lot of tweaking, but as far as major placement of general windows...?

Music
"Watching an Empty Screen" is one of those tracks I will probably love in context but I can't possibly be asked to listen to again. XD
Instead I jumped back to "Cloud Sundae."
Instead I jumped back to "Cloud Sundae."
How do you go about creating a game?
I have page after page of handwritten and digital notes made first and during the development. If I can get the basics to work on paper/"paper," then I'll develop.
Symmetry in Battle Systems
author=Chilly-Pheese-Steak
Games like Pokemon and FFT still needed to add bosses with impossible stats to provide endgame players a challenge.
FFT does, but I don't think Pokemon does. Realistically your enemy is another Trainer, and every setup the other Trainer has is a setup you can have. FFT bosses are a little less symmetric than Pokemon bosses because even though their movesets and stat formulas are crafted within the same guidelines as your own, you'll never be able to do what they do.
author=Chilly-Pheese-Steak
Symmetry Systems aren't used as often because quite frankly they are much harder to keep balanced than asymmetrical systems.
author=LockeZ
It makes damage/healing formulas an absolute nightmare to create though. I don't recommend it in, like, any other situation whatsoever.
I find this challenge much more rewarding as both a dev and a player.
Symmetry in Battle Systems
author=Zachary_Braun
Of course RPGs have symmetry in battle systems... if effort has gone into balancing the enemy encounters with the player's progress up to that point. Hell, you could even introduce an algorithm which calculates the party's strength and adjusts the party's opponents' strength to match.
They may not be apparently symmetrical, but there is symmetry. That's the whole goal of a well-balanced game. Superficial concepts like HP quantity don't matter, as long as the challenge of reducing that quantity to 0 is balanced out for the player.
I think that confuses the terms "balance" and "symmetry." If both sides wiegh the same they are balanced even if they aren't symmetrical.
Whether a system should have balance or "a-balance" is not even a good question; of course the system should be balanced properly. Final Fantasy XIII is a well-balanced game, but if you controled the enemies you would no longer be switching paradigms or focusing on the entire system of staggering and juggling opponents. This is because the battle system is asymmetrical. You may both be an even match, but how you are playing is not a mirror image.
(Or maybe FFXIII is a bad example, since I can't recall it well, but that shouldn't interfere with the heart of the concept being outlined.)
Symmetry in Battle Systems
author=LockeZ
Symmetry is very common in games where you can capture random enemies and add them to your team. In fact, it's probably extremely necessary in such games to keep them from feeling stupid. You want the enemy to have the same skills, stats, etc. after joining as it did 30 seconds earlier.
It makes damage/healing formulas an absolute nightmare to create though. I don't recommend it in, like, any other situation whatsoever.
I think that's probably one of the best ideas that symmetry brings to the table. Some games require the enemy to cross the threshold to the player's side often, or even seemlessly.
No one really cared that Magus' stats changed when he joined because, even so, he became a functional member. But I don't think many people let it happen without the jarring recognition that the person they fought wasn't the same as the person they got.
And if asymmetry allows the player to feel more powerful, I'd like to suggest that symmetry allows the player to feel more intelligent, or at least crafty. It takes away some of the brute force grinding requirments and replaces them with a little more puzzle-esque possibility. I think it's one of the reasons why Pokemon has so much possibility, like the guy who beats the elite four with a LV.01 Magikarp.
This other idea is a little more loose, but worth thinking about: Asymmetry also allows you to relate to your enemy better. You can put yourself in the enemy's shoes and ask what they might be planning in a way that makes more sense. The act of doing so could strengthen the bond between the player and the opposing characters for the narrative's benefit.
Symmetry in Battle Systems
One way to split how battle systems are implemented in RPGs is whether the enemies follow the same rules as the player. If they do, they are symmetric types of gameplay. The other: asymmetric.
In some strange trend, board games are "more unique" if everyone plays asymmetrically, whereas the majority of RPGs are built around that asymmetry almost by default (and if that sounds farfetched, look at the default battles systems in RPG Makers).
A classic example of asymmetry showing its face is in Chrono Trigger when you fight Magus. He has massively inflated stats, especially HP. But when he joins your team, those stats reduce immensely so that he can fight the way your team fights. It becomes apparent that even though you both have the same names for stats, you and your enemy aren't playing by the same rules.
Counter that with a game like Final Fantasy Tactics. This is of its own "Tactics" genre, sure, but it's an easy example to use. The battles are more symmetrical, like chess or go. Even though you can fight enemies that have massive stat boosts, it feels evident that all of the moves that your enemy makes are constrained to the same laws that govern your team even if they've leveled up WAY more than any individual member you have.
When you play or design a game, do you have a prefence? Which is better and in what situations, and how far can opponents be altered before it feels like they have different rules than the player? Does one style feel more "fair" or more "fun" than the other?
In some strange trend, board games are "more unique" if everyone plays asymmetrically, whereas the majority of RPGs are built around that asymmetry almost by default (and if that sounds farfetched, look at the default battles systems in RPG Makers).
A classic example of asymmetry showing its face is in Chrono Trigger when you fight Magus. He has massively inflated stats, especially HP. But when he joins your team, those stats reduce immensely so that he can fight the way your team fights. It becomes apparent that even though you both have the same names for stats, you and your enemy aren't playing by the same rules.
Counter that with a game like Final Fantasy Tactics. This is of its own "Tactics" genre, sure, but it's an easy example to use. The battles are more symmetrical, like chess or go. Even though you can fight enemies that have massive stat boosts, it feels evident that all of the moves that your enemy makes are constrained to the same laws that govern your team even if they've leveled up WAY more than any individual member you have.
When you play or design a game, do you have a prefence? Which is better and in what situations, and how far can opponents be altered before it feels like they have different rules than the player? Does one style feel more "fair" or more "fun" than the other?
What Do You Think About Text Pauses in Game Dialog?
author=luiishu535
I didn't know that more than three consecutive periods could form a grammatically correct ellipsis.
I still don't like it though, since it looks like the writer accidentally fell asleep on the period key for a short burst....
It looks very ugly to me.
They're definitely ugly.
But it's interesting to think how their overuse came around. Unlike real audio or text narration from books, games started (generalization for brevity) with written text where there are already pauses between things. The pause is natural for the medium.
So, like, they couldn't just leave some time in between phrases for the text to breathe or it might feel like the scene was cut off completely. That would be jarring. They weren't going to narrate every instance or else the visuals would become meaningless and they'd bog down certain types of games ("Devon took a sharp breathe as Master Reynold's words sank in."). And they couldn't make empty text bubbles because then it'd look like there as a glitch.
So now we have hyper-compensation as devs tried to figure out how to modify lengths of pauses without the use of actual time and without the aid of narration.
I guess that links to the tool RM and other games have provided and used, where they insert time "artificially" into the active text. I think it was a natural evolution, even if I don't care for it. And the battle between ellipses and text pauses forever rages on inside us all.













