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Japan Time
In Ocarina, Shiek was consistently referred to with male pronouns.
I think that was for plot purposes. Not a very exciting reveal if they don't mislead you.
After that, they just don't care. It's like how everyone knows off the bat that Samus hasn't got a y chromosome.
Also, Japanese media has so many flouncy male pretty boys that it's extremely hard to tell who's what gender any more.
Affliation
You're offended? Before the staff actually gets around to answering?
I don't know what RM.net's policy is about affiliation. It doesn't seem necessary to me personally, but I have no say so in this.
Also: Site size does not mean a whole lot. Effective design and quality content would go a lot farther to deciding the worth of a site. Mind that I'm not making a judgment about your site.
I don't know what RM.net's policy is about affiliation. It doesn't seem necessary to me personally, but I have no say so in this.
Also: Site size does not mean a whole lot. Effective design and quality content would go a lot farther to deciding the worth of a site. Mind that I'm not making a judgment about your site.
Two Hundred Members
I'm used to being disliked! So I don't really care what anything thinks so long as I'm sure I'm not being too obnoxious.
Also, I prefer it when my games don't suck, but constructive criticism rocks out hard core.
Also, I prefer it when my games don't suck, but constructive criticism rocks out hard core.
Misaos Awards Results
Actually...
Things turned out about how I hoped they would.
VOTER APATHY WINS AGAIN.
(Although, I totally couldn't appreciate Sword and Fish's humor, like, at all. I never found time to give its rivals a shot, though.)
Things turned out about how I hoped they would.
VOTER APATHY WINS AGAIN.
(Although, I totally couldn't appreciate Sword and Fish's humor, like, at all. I never found time to give its rivals a shot, though.)
Two Hundred Members
I don't know why, but it seems like forums accumulate a LOT of registered lurkers. Most of them probably just signed up to submit their games.
Though, honestly, I'm glad we haven't got two hundred ACTIVE regulars. Forums just get to the point that they become so popular that it suddenly becomes an impersonal affair. I like being able to get to know people better than floods of activity.
Though, honestly, I'm glad we haven't got two hundred ACTIVE regulars. Forums just get to the point that they become so popular that it suddenly becomes an impersonal affair. I like being able to get to know people better than floods of activity.
June 22 OneHours! - Downloads
RPGS... you've beaten
Every time AGD delayed the release of QFG2, I made a joke that they were never actually going to get around to releasing it.
It doesn't seem so funny any more.
It doesn't seem so funny any more.
Generica - [RMVX..?]
The blue magic remark was in response to the previous mention of absorbing skills from monsters.
I'll concede that I don't know how practical any given skill system is to implement. Really, though, I'm not so against custom menu systems as I am iffy about rebuilding the battle system from the ground up. Again, I'm hoping Kentona will step in to say what he has in mind here.
If we DO go for full on custom battle systems, RMXP may be a better realm to dive into.
What comes across (And pardon me if I am still failing to understand you) is that you suggest skills that level up as you use them. That just gives me bad flashbacks of Final Fantasy 2 (Jp) Which outright did not work well. Most games that use that kind of system are exploitable. Not to say it CAN'T work, but I prefer point spending. It seems more clean cut.
I really hadn't put much thought into putting points into weapon/armor efficiency. I expect that would be pretty convoluted to pull off in the DBS, though I was more concerned with techniques, feats, magic, stat boosts and whatnot which would be fairly easy to allocate in the DBS by comparison. I had figured that a restricted class system would handle weapons/armor just fine, which is why it's more comfortable for me, but if the group at large feels differently, than I ought to reconsider.
Having every character use the same development branching into a dozens of classes does have its appeal, though I imagine the balancing of that to be a huge ordeal. It's very intimidating very the player, I feel. Restricting the player to individual classes offers both a cosmetic appeal and less daunting trees to shape the characters. However, I'm sure there are people who adore the possibilities of shaping their characters completely from the ground up. I'd like to hear other people's thoughts about this, though. This really isn't my domain.
The cosmetics of the class system might be kept while keeping the characters maintain absolute growth freedom. (You pick a gender, name and appearance for the character and maybe spend some initial points, but that character who looks like a mage could wind up being a raging warrior later on.) Or just change their appearances as they change into an alternate class.
I'm a story guy, so I really shouldn't throw a hissy fit unless it's about how the game is being told. I still sort of feel that picking classes initially is friendlier. However, you mechanics, coding techie types on the team are the ones who have to carry the burden of implementing whatever we do, so what's YOUR say?
On that note. I don't mind writing alternate NPC reactions depending on alignment and charisma. Although I could be biting off more than I can chew there. We'll see.
On an irrelevant note: I wonder if it might be interesting for the final dungeon to be approached from drastically different ways. (A number of quests making it substantially easier to gain entry, taking a stealthy route, teleporting in, using raw brute force, et cetera.) If the party is particularly focused in a given area they might need one of several routes to make it practical to finish the game (and to flaunt their developed skills) However! That may not be practical if the party is very balanced. (Also, there's the whole issue of trying to implement too many ideas and just being overwhelming.) Thoughts?
I'll concede that I don't know how practical any given skill system is to implement. Really, though, I'm not so against custom menu systems as I am iffy about rebuilding the battle system from the ground up. Again, I'm hoping Kentona will step in to say what he has in mind here.
If we DO go for full on custom battle systems, RMXP may be a better realm to dive into.
What comes across (And pardon me if I am still failing to understand you) is that you suggest skills that level up as you use them. That just gives me bad flashbacks of Final Fantasy 2 (Jp) Which outright did not work well. Most games that use that kind of system are exploitable. Not to say it CAN'T work, but I prefer point spending. It seems more clean cut.
I really hadn't put much thought into putting points into weapon/armor efficiency. I expect that would be pretty convoluted to pull off in the DBS, though I was more concerned with techniques, feats, magic, stat boosts and whatnot which would be fairly easy to allocate in the DBS by comparison. I had figured that a restricted class system would handle weapons/armor just fine, which is why it's more comfortable for me, but if the group at large feels differently, than I ought to reconsider.
Having every character use the same development branching into a dozens of classes does have its appeal, though I imagine the balancing of that to be a huge ordeal. It's very intimidating very the player, I feel. Restricting the player to individual classes offers both a cosmetic appeal and less daunting trees to shape the characters. However, I'm sure there are people who adore the possibilities of shaping their characters completely from the ground up. I'd like to hear other people's thoughts about this, though. This really isn't my domain.
The cosmetics of the class system might be kept while keeping the characters maintain absolute growth freedom. (You pick a gender, name and appearance for the character and maybe spend some initial points, but that character who looks like a mage could wind up being a raging warrior later on.) Or just change their appearances as they change into an alternate class.
I'm a story guy, so I really shouldn't throw a hissy fit unless it's about how the game is being told. I still sort of feel that picking classes initially is friendlier. However, you mechanics, coding techie types on the team are the ones who have to carry the burden of implementing whatever we do, so what's YOUR say?
On that note. I don't mind writing alternate NPC reactions depending on alignment and charisma. Although I could be biting off more than I can chew there. We'll see.
On an irrelevant note: I wonder if it might be interesting for the final dungeon to be approached from drastically different ways. (A number of quests making it substantially easier to gain entry, taking a stealthy route, teleporting in, using raw brute force, et cetera.) If the party is particularly focused in a given area they might need one of several routes to make it practical to finish the game (and to flaunt their developed skills) However! That may not be practical if the party is very balanced. (Also, there's the whole issue of trying to implement too many ideas and just being overwhelming.) Thoughts?













