MERLANDESE'S PROFILE
Merlandese
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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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Halloween Bash Review
I concede that you're all awesome!
Great! I have Artoris bookmarked! I played (and loved) Castle Chase, so I got that reference in Flop. Cool to know that not only was this trio also from an "inside" work, but that they fit so well into Bash. :)
So far all of your works that I've played (including Sunken Spire) have left a lasting impression--in the good way. I'm not sure how your teams are arranged or if you have a constant flux of people, but some magic among you works well. :)
author=MakioKuta
As for the trio in the library, since they were mentioned, they are a reference to a webstory I co-write/illustrate called Artoris. (you totally want to check that out! *shameless plug*)
It also doubles as a call back to the first game. In the first game, all of the references are pulled from well known things, save for one - which was a team inspired by Castle Chase (a game Rach and I made prior to these)
So we did the same thing this time around, and had one personal reference in a sea of 'pulp culture'
Great! I have Artoris bookmarked! I played (and loved) Castle Chase, so I got that reference in Flop. Cool to know that not only was this trio also from an "inside" work, but that they fit so well into Bash. :)
So far all of your works that I've played (including Sunken Spire) have left a lasting impression--in the good way. I'm not sure how your teams are arranged or if you have a constant flux of people, but some magic among you works well. :)
Last Word (IGMC Version)
Exeunt Omnes
Dude, how cool is it that you got the Humble Bundle recognition!? When I saw the name over Tam's head I got pretty excited. Great work!
EDIT: It was apparently Oxfeld.
EDIT: It was apparently Oxfeld.
Halloween Bash
Excellent game! So much fun!
I have nothing but good thoughts about Halloween Flop, so playing this addition to the universe was a no-brainer. I wasn't at all disappointed, even though I typically don't like prequels.
I'm not going to gush about it just yet. I don't want to lose steam. Hopefully I'll be able to pop up a review with all of my <3's and lulz.
Great work, everyone!
I have nothing but good thoughts about Halloween Flop, so playing this addition to the universe was a no-brainer. I wasn't at all disappointed, even though I typically don't like prequels.
I'm not going to gush about it just yet. I don't want to lose steam. Hopefully I'll be able to pop up a review with all of my <3's and lulz.
Great work, everyone!
Tess
Fundamental RPGology Thread
author=Treason89
What if WE do? I've seen sparks of collaborative projects here, and I think that the most valuable product we could produce, as a group of people disscusing about RPGology stuff, is an actual game with our ideas working for good.
That'd be a lot of work, and would require more than just the interests of the people in this battle design thing.
Although it might be a good exercise to take existing games and try to craft better battle systems for them. Using the example of FFIX again, Trance was a part of the story, but it was awful in gameplay. I'm certain there's a better way to make an engaging battle system that also utilized Trance better.
But for the sake of an RM community, we could find certain RM projects that had a lot of great wold-building, plot, and assets, but a lackluster battle system. Then we could ask permission to try out new ideas. This would get to the heart of battle design much better, if you ask me. We could incorporate all of the ideas that we've discussed as needed while also considering the world of the game before making decisions.
M.O.G. Music
A lot of neat MIDI songs are being made here! :)
I'm not sure if any of you said you were able to access FL Studios or not, legally or otherwise, but if any of you have it and would like some pointers, I can help out there. It's the program I use the most.
For pieces made primarily in piano, like Zoviet's "LAMBASTA," if you can play it on a keyboard with MIDI capabilities and can connect it to your computer via USB, FL Studios (and most other programs) can take that raw data as MIDI and allow you the freedom to readjust mistakes. Even if you're not a perfect pianist/keyboardist, but you have an idea that can be fiddled with on the keyboard, you can make a MIDI of your song and correct pauses, accidental notes, and even velocity.
Another thing I noticed is that these songs sound good as WAVs or otherwise, but it's not a bad idea to make an OGG version of them as well. More than likely, OGGs will be used in RM projects (because they're much smaller), and if someone else turns your WAV into an OGG it might make a mess of some of the sounds. If you have the extra time, you should make a set of OGG versions so that you know how it sounds once the size has been compressed for practical game use. :)
I'm not sure if any of you said you were able to access FL Studios or not, legally or otherwise, but if any of you have it and would like some pointers, I can help out there. It's the program I use the most.
For pieces made primarily in piano, like Zoviet's "LAMBASTA," if you can play it on a keyboard with MIDI capabilities and can connect it to your computer via USB, FL Studios (and most other programs) can take that raw data as MIDI and allow you the freedom to readjust mistakes. Even if you're not a perfect pianist/keyboardist, but you have an idea that can be fiddled with on the keyboard, you can make a MIDI of your song and correct pauses, accidental notes, and even velocity.
Another thing I noticed is that these songs sound good as WAVs or otherwise, but it's not a bad idea to make an OGG version of them as well. More than likely, OGGs will be used in RM projects (because they're much smaller), and if someone else turns your WAV into an OGG it might make a mess of some of the sounds. If you have the extra time, you should make a set of OGG versions so that you know how it sounds once the size has been compressed for practical game use. :)
Fundamental RPGology Thread
This is all some interesting stuff!
I think it's a weird deviation (a good one) that instead of determining how to design a battle system in which we have all of the elements we've discussed beforehand, we're instead designing a system in which we can all design a battle. XD I think the problem with this setup is that we, as designers, have fun designing, and now we're gearing towards developing a Battle Engine game rather than a Battle System. Although I really like the looks of these ideas.
When Never Silent first brought up rule altering, I was thinking of games like Small World (board game) or Smash Bros.
In Small World, a kind of boring game, the rules of your turn are based on one set of rules every time. But you have an Adjective-Noun pair you represent, like Hill Giant or Hill Triton or Angry Dragonrider. Each Adjective and each Noun has a property that defies the main ruleset of the game. So everyone plays the same set of actions, except their pair allows them to cheat.
In the Smash Bros. example, it's a little more basic. Every character is based off of Mario with a few slight deviations. It's almost like Mario is the rule, and when you learn to play as him, you can then play as anyone. Except other people take the rules of Mario and break them a bit.
None of that has any bearing on what you're doing right now, though. XD
@Hasvers: I played the Chimera Battle System a few days ago! I really couldn't see what was happening, but I kind of liked the ideas in it. I got to a point where Yellow and Red crystal were at a stalemate, I think.
One thing I think we're overlooking is an aspect of RPG battles that I've only brought up to Hasvers in the dark recesses of the PM Universe. To make these battles actually for RPGs, we have to consider the role-playing. That is, part of a good RPG Battle is themeing, and how it fits into the rest of the game. This entire contest ignored that.
If we were making board games, this would be fine, because we could make a great system and then cover it with the best theme. But RPGs typically rely on the confrontation system to enhance the narrative and the world. It's a big piece that isn't being considered. Without it, I don't really see this as RPGology so much as Confrontation System-ology. It might seem like a minor point to some people, but the difference between an awesome RPG battle and an awesome confrontation system is the difference between FFIX's battle system and FFIX's Tetra Masters. Both are good, but only one is a roleplay-enhancing system while the other is just a cool system that happens to be in an RPG. (EX: The fight between Zidane and Kuja is a narrative necessity, made more dramatic by the player's involvement in the battle system, and wouldn't be very good if they played Tetra Masters instead.)
This is just another point to consider. It's cool to make rule ideas where you can have fire arrows and healing swords, but this confrontation system wouldn't work in Mass Effect or Wild Arms as well. And if we leave the objects and names open to be changed once it's plugged into a world, then we create a sort of MacGuffin-based battle, rather than one that organically pulls from the RPG.
I think it's a weird deviation (a good one) that instead of determining how to design a battle system in which we have all of the elements we've discussed beforehand, we're instead designing a system in which we can all design a battle. XD I think the problem with this setup is that we, as designers, have fun designing, and now we're gearing towards developing a Battle Engine game rather than a Battle System. Although I really like the looks of these ideas.
When Never Silent first brought up rule altering, I was thinking of games like Small World (board game) or Smash Bros.
In Small World, a kind of boring game, the rules of your turn are based on one set of rules every time. But you have an Adjective-Noun pair you represent, like Hill Giant or Hill Triton or Angry Dragonrider. Each Adjective and each Noun has a property that defies the main ruleset of the game. So everyone plays the same set of actions, except their pair allows them to cheat.
In the Smash Bros. example, it's a little more basic. Every character is based off of Mario with a few slight deviations. It's almost like Mario is the rule, and when you learn to play as him, you can then play as anyone. Except other people take the rules of Mario and break them a bit.
None of that has any bearing on what you're doing right now, though. XD
@Hasvers: I played the Chimera Battle System a few days ago! I really couldn't see what was happening, but I kind of liked the ideas in it. I got to a point where Yellow and Red crystal were at a stalemate, I think.
One thing I think we're overlooking is an aspect of RPG battles that I've only brought up to Hasvers in the dark recesses of the PM Universe. To make these battles actually for RPGs, we have to consider the role-playing. That is, part of a good RPG Battle is themeing, and how it fits into the rest of the game. This entire contest ignored that.
If we were making board games, this would be fine, because we could make a great system and then cover it with the best theme. But RPGs typically rely on the confrontation system to enhance the narrative and the world. It's a big piece that isn't being considered. Without it, I don't really see this as RPGology so much as Confrontation System-ology. It might seem like a minor point to some people, but the difference between an awesome RPG battle and an awesome confrontation system is the difference between FFIX's battle system and FFIX's Tetra Masters. Both are good, but only one is a roleplay-enhancing system while the other is just a cool system that happens to be in an RPG. (EX: The fight between Zidane and Kuja is a narrative necessity, made more dramatic by the player's involvement in the battle system, and wouldn't be very good if they played Tetra Masters instead.)
This is just another point to consider. It's cool to make rule ideas where you can have fire arrows and healing swords, but this confrontation system wouldn't work in Mass Effect or Wild Arms as well. And if we leave the objects and names open to be changed once it's plugged into a world, then we create a sort of MacGuffin-based battle, rather than one that organically pulls from the RPG.
Fundamental RPGology Thread
author=azalathemad
Does it get any better after Chapter 5? I found the new city with the grenade shop, which opens up some things, but the game still feels like a tedious one-trick pony.
The ability to move your gun around on the grid, a well as getting new guns opens things up a tad, but you're really hitting the main evil of the system on the head: The game's scope and the battle system's scope don't match up. Even if you love the system like I do, and appreciate some of the finer nuances in it, the playtime of the game exceeds the playlength of the system to a degree that it doesn't leave you wanting more. In fact, it makes you rush it near the end. So it isn't ever a bad system in my opinion. It's just that the game forces you to play it death.
It's also excellent battle system conversation fodder. Worth playing if you want to see some really interesting ideas being churned around.













