MERLANDESE'S PROFILE

Placebo Love
A lonely office worker is guided by a silent Muse to solve the mystery behind his two Doppelganger Soulmates.

Search

Filter

The Death Penalty

I guess by necessity this dives into only games where characters die?

I've worked on quite a few projects now, each with conflict systems of some sort, and dying was never an option. That makes my opinion on what to do after death kind of meaningless, but I'd like to posit that you can build your game in such a way that Life or Death isn't always the outcome. Some games have conflict systems that don't need Death and they still go for a Game Over system. Before deciding where you stand on the Death Penalty, I think it's a good idea to really think if every failure necessarily leads to character/player Death. Then you can just think in terms of Failure Penalty, like Pokemon and stuff.

In terms of Failure Penalty, I like it when the game continues but you gain way less than you would by succeeding. So there's always a benefit, but you still have a huge urge to be efficient with your time because what you COULD gain is greater. This also negates any heavy feeling of loss or backtracking.

Filling the Middle: How to Write the Hardest Parts of your Story.

A lot of really cool and interesting information in here. Very handy.

I'd argue the beginning is the "hardest" part to write because it is constantly struggling with the "tutorial" aspects of the gamespace, but this is a good selection of references if you're having some writer's block!

I think it's also handy to study three-act and four-act structures in their simplicity. See how they measure beats. Then try and make some frames of your story fit smaller act structures within the major acts.

Mario RPGs are used as examples a lot here. Arguably, all of the center McGuffin chapters are the second part of a three-act structure, but then each chapter has its own three-act structure with the bulk of the gameplay always in the second. They start nesting. It's not a perfect solution, but it's something to look into when you're stuck.

Screenshot Survival 20XX

author=Frogge
Looks rad. Is it for IGMC?


Thanks! And nah, been working on this for a few months. A standalone game where you're a sort of magic blacksmith who sells swords to aliens on their pilgrimage.

Screenshot Survival 20XX

Do GIFs work here? Never tried it.

I'm not the best artist but rolling around at the speed of sound is pretty fun.

Made it so you have some false gravity on ramps. You go slow uphill and fast down. There's also a tiny bit of shrink/stretch when landing.

Screenshot Survival 20XX

Love it, Momeka! Solid visual comedy. Always good to see!

Ideas for a Limit Break type skill

If the character is your basic Joe Schmo character I think you should either nail them with the most basic of limit breaks, like that triple attack doozy up there, or the most complicated bullshit imaginable.

Done with Music!

Great work, man! That's a hefty soundtrack, super cool!

[Poll] How do you like to run in ARPGs?

Use the Wii Remote or other motion controls, one in each hand. Shake them up and down like feet. The faster you move your arms the faster you run. This is the only good way.

Second best option is that if you have stamina, hold button to run. Without stamina, hold button to walk.

[RMMV] Seperate Equipment Stats (Remember XP's Equip System?)

It's versatile. The idea behind it, to me, is to let the designer be able to do what they like from different angles. RMXP and the like walk this line between toolbox and prescription medication.

If you personally like the equipment stats, you can use them. If you don't like how they affect battle, drop 'em. But what matters is the functional balance and feel, which is up to the designer. If you can make it work well, go for it.

WHICH TEAM IS YOUR TEAM?

I have chosen and continue to choose all of those colors.