MERLANDESE'S PROFILE

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

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Duel mechanics / Single character RPGs

Fleuret Blanc and Last Word aren't extremely traditional, but both have single-character duels. Both are 1:1 turn-based.

Fleuret Blanc uses Style to win. Certain actions and button-presses can increase those Style points and whomever has a bigger number at the end wins. HP is used to determine where that end point is. The system has no leveling up (although it could have, easily), but purchasing skills can change how advantageous you are against certain enemies. There's also a Paper Mario-style timing mechanic to diversify.

Last Word uses a tug-of-war style, which is pretty basic. Leveling up only affects who has how much advantage on the "rope" when the battle begins, and the rest is affected by skills and how you use them.

Both games rely on a set of pre-determined commands shared by both the player and the enemy. I find that the best way for a duel system to work is if both parties play by mostly the same rules, but I'm betting a really neat asymmetrical system is possible.

Lots of room for alterations in each depending on how you want weapons or stats or the like.

Dialogue Choice Cycling Opinions

Wow, thanks, guys! All of this input is good. I didn't expect so many quick and insightful opinions. Just woke up and BAM!


author=Liberty
In your example, the only issue I'd have is that NEXT might seem like you're queuing the player to press the continue button instead of choosing a choice? Perhaps just having the arrows would be a better design choice in that regard.


author=RyaReisender
I like the thought bubble thing. I'd leave away the "NEXT".


It's gone!


author=LockeZ
This causes the player to inadvertantly choose the first option because they're expecting the enter key to simply show the dialogue faster.


author=unity
My big worry when playing... is that the player will be pressing enter or spacebar to move the dialog and accidentally choose whatever the first choice is.


author=RyaReisender
Also I'm not sure if it's possible in RM but how about having to keep pressing the button for 2-3 seconds to select the choice. Like when you keep pressing it, a colour fills around the thought bubble and once it completely surrounds it the choice is taken. If you let go, the colour disappears again and you can select another choice.


This is really good advice, and should be fairly simple to implement.


author=LockeZ
This can be solved by removing the particularly awful "press enter to skip the slow text crawl" feature, which IS something that just keeps getting used because it's always been used, and not because it works and keeps working. Replace it with a menu option to turn off the slow text crawl, or just get rid of the slow text crawl to begin with. (Unrelatedly, if you do keep the text crawl, double the speed of it. It's too slow.)


Great, I have the infrastructure for that menu option already set, just haven't thrown it all together yet. But good advice. Where were you when I was making Last Word? XD I added the text-skip much later after a lot of complaints.

Thanks!

Dialogue Choice Cycling Opinions

When you're playing a game that gives you options for responses during events, the way they go about it is some blend of tradition and what's needed for the game. I don't have a firm grasp on whether some things exist because they always have, or whether they exist because they work and keep working.

That said, we've been juggling ideas for a response selection system for this new project. We're not trying to innovate, but some of the traditional options don't work for everything.

Things we had to consider are:

-Controls do not use mouse
-Controls function like a normal RM game (Direction, Confirm, Cancel, etc.)
-Event scenes tend to zoom closer for a more cinematic view
-Not every option instance has the same number of options (can be from 2-5 so far)

This is one of the ideas we have going, and I'd like to know some more opinions on it. (Excuse the poor framerate of the recording.)




I've heard that cycling through options breaks the pace of a scene because you can't see all of your options side-by-side, but the cost benefit would be less screen clutter, and the scene itself feels less broken in a way because there isn't a big, game-y dialogue wheel or something (like Bioware might use).

Thoughts on this, or examples of other things I can research to better fit this experience?

Stardust Saga Progress Report 1

That's a lot of elements to juggle! I didn't even know "special" was a color! XD

Good luck, man. :)

Stardust Saga Progress Report 1

Okay, I'm curious now. Could you list the 20 elements you have and what their distinct colors are?

October Update (Development & Upcoming Events)

Sweet! Glad to see you'll be a GaymerX! Wish I could make it to check out the Indie Space.

Screenshot Survival 20XX

You took the far extreme. This is not busy enough. XD

If you want to keep a solid color, add a gradient, like this:



Also, the logo looks great, but that default NEW GAME options box doesn't work well with it.

Fleuret Blanc.

Great advice, Baffou. I already have the fonts in my Dropbox just for this reason, but I had someone place the game with an auto-installer. I'm not sure what happened there. Maybe it didn't work, or I need to re-check what I have on RMN, but in any case, here are the fonts:

https://dl.dropboxusercontent.com/u/13694360/Fonts%20%28Fleuret%20Blanc%29.rar

How much can does a Name affect a game?

"A game by any other name would smell just as sweet." - Shakespeare

I think it's a demographic thing. We know that some key words good abused year-to-year, like "dark" or "craft" and whatnot, and some people know that and avoid whatever game is trying to fit into a trend. But others buy just those games.

A game I really like is called Why Am I Dead At Sea? That name is a pretty niche name. Only a certain group of people would read that name and be interested. Try to find the group of people the game itself is aimed toward and name it to those sensibilities.

[GM] Character Performance: Abilities or Single-Slot Equipment?

I like what you have in mind already, whether you stick to single-boots or multiple.

I think having some skills in a row be limited is nice. Limitations can be fun, because it gives the player or sort of obstacle to overcome when building the character they want to play. I realize right now that all of the boot skills makes sense in terms of things that legs might do, but one thing you might consider is that you should have a full row of abilities thaw work in a more restricted way than other abilities.

To me, seeing that boots and abilities all take points means they are no different, and may as well all be abilities. Why have boots at all if they function like every other ability? But having a restriction on the boots makes sense and creates a wonderful sense of restriction within the diversity.