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

author=The problem is, I made it so that you can only equip one pair of boots at one time.

That doesn't sound like a problem, it sounds like a nice feature.

If you want to have the abilities from the boots mix and match, I suggest making it so there's an Ability AND a Boot for some of them.

For example, you have the Jump Boots and the Feather Boots, so you can jump higher or jump an extra time, but not both. But maybe you want to allow that extra jump. How about also having an ability called Featherweight that has the same effect as Feather Boots. You could then stack the ability Featherweight with the Jump Boots if you like, or have two extra jumps by stacking it with the Feather Boots.

If you think stacking an Ability with the same type of Boots is overpowered, you can write something in the description that says "(1 extra jump max)" and make it so that stacking Featherweight with Feather Boots is mechanically redundant.

Another idea is to wear one boot from each pairs, effectively making a two-boot max. So you might wear the left Quick Boot and the right Accel Boot. You'd still have a hard cap on two boot options, but it'd be a game changer.

Reinventing the (Input) Wheel

author=Deltree
That all sounds good, then! Maybe along with punctuation you can add some unicode emojis (hearts, skulls, etc.) to serve as shorthand and help out the player, then. It might even be worth making into a fourth wheel!


Haha, already there!

Reinventing the (Input) Wheel

Thanks, man!

I was actually going to ask you what you were planning on doing, since you had multi-platform, but I've been reading all your blogs and it seemed clear early on that the characters wouldn't be renamed. Do you have a text input at all, or is it wholly unnecessary? And if so, how did you approach this for gamepads?

author=Deltree
One thing you may wish to include is to have a list of pre-made notes the player can choose from to attach, if the game's design would call for such a thing. It could even be a basic list of 20 or so words ("dangerous," "healing," "important," etc.), if not phrases. I only mention it because, when I played No Man's Sky, it took all of 2 minutes before I stopped naming things by hand and just started pushing everything with a random name because I didn't want to fool with typing on a gamepad any more. If note-taking is an integral mechanic, I think some sort of shortcut would be greatly appreciated.

Definitely good advice. I'm not sure what the notes were for in NMS, but hopefully I won't have too much to worry about.

This is used to correct an issue I've found in every Harvest Moon and Stardew Valley, where the items are simple but they affect people/things in small, similar ways that make them hard to memorize. The data is indiscreet on purpose; you wouldn't want the Tomato in HM to say "Karen Loves these, Marie Hates them..." and etc. So then you end up taking physical notes (or looking online) in a way that takes you out of the game. The simple fix is to add a notebook option, but even then turning from page to page in a menu notebook is more hassle than just going online. I've rarely used any in-game notebook, even in Professor Layton where it seems so useful.

Using this wheel in my game I allow the option to make item-specific notes that appear as you hover over the item. The game is kind of like Harvest Moon in that the biggest differences are who likes what, so adding personal notes is less of a necessary mechanic and more of the mechanic I felt the genres needed to begin with.

Reinventing the (Input) Wheel

I worked on this a lot, then set it aside until my own game had more meat so I could implement it. Like, what's a typing system without a game to type in?

It's in and it's working really well. When you type on the keyboard it automatically switches to keyboard input, so any gripes about a new system are addressed inherently by having two systems. But what if you'r using gamepad? Or a controller? I have that working like I described before. Here's an example of what it looks like now. :)



Not many bells and whistles here. In fact, it looks muddy and cluttered. But that's a case for the GUI pass. Functionally it's solid. Is it a better way of typing than the grid? Than the spiral in Beyond Good and Evil? Than other types? That remains to be seen, but I think it has loads of promise in its simplicity.


I figured that a video is worth a thousand screenshots:

Imagination.png

I really liked this scene, and I like the writing. I think it'd go a long way with some visuals. If you got someone to do sloppy hand-drawn image stills when Jimmy learns a new transformation, it might add some good flavor. Maybe have them drawn in crayons, even. :)

RMN, name 40 characters for me, kthx plz

Name them all George Foreman.

Fleuret Blanc.

I use OBS Studio to record. It's also free and useful, although my computer is a bit too weak to do long recording sessions. But it's typically used for streaming so it's not bad. Plus, no watermark!

Screenshot Survival 20XX

author=Ramshackin
@Dookie My favorite screenshot of your game so far, and that's saying a lot considering all your other screens were high quality. The water bothers me a bit. It's the visible vertical lines in the way the water tiles vs the diagonal lines on everything else.


Mm, yeah, I hadn't noticed at first but once you do it's not so great. Will the camera be zoomed in a little more when playing? I think so, in which case the water wouldn't look so irregular.

Fleuret Blanc.

*Shakes fist at sky*

WINDOWS TEEEEEN!

Sorry it didn't work out. I wish it had a Let's Play somewhere I could link in case you wanted to watch it. Thanks for going through all of the trouble to play it. :)