MILENNIN'S PROFILE
Milennin
2060
I create games because I enjoy gaming, telling stories, writing dialogue and drawing. Making a game is all of those things combined into one. However, my greatest passion with game making is designing battle systems that require thought and resource management within battle itself. I'm always looking into improving my skills, so if you've played one of my games, please do leave a piece of feedback on my page.
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RTP
author=Springleaf
Wow its a really cool concept and fun game!
The ones I liked the most was Warlock and Cleric. Really interesting how the combo their skills together. I didn't finish the game cuz i didn't grind enough but i will try again. failed 2 times already. Takes a bit to learn the game but sense the enemies are the same, most of the time, you learn the combat better
Thanks. And grinding isn't necessary once you know the combat well enough (there's an achievement for completing the game at the minimum possible level), but it can certainly help early on.
Making games? What motivates you?
I've always liked making my own games. Before videogames, I'd make my own board games, or take existing games and make my own custom rule sets for them. It also combines other aspects I enjoy doing, like writing characters, stories, doing my own artwork etc into one project. I spend most of my free time alone, so having a time-sink that isn't just absorbing mindless entertainment works for me.
When I'm working on my games, a lot of the fun and excitement for me comes from imagining how other players may experience it. It's why I like to put randomised elements, hidden secrets, or non-obvious triggers to get different results in like dialogues or cutscenes. That way people get different experiences, decided in some cases by an RNG roll, and other times by their own actions, but have these varying outcomes feel like they happened seamlessly, as if their playthrough is the natural way for the game to flow. I like masking decisions that may not seem important as choices that can alter a part of the story can play out (though never in a way that punishes picking 1 choice over the other).
I like to imagine people who played the game and sharing their experiences be like "wow, that happened in your playthrough, I had something totally different there." Of course, that would never happen because my games won't be played by like more than a couple of hundred people at best, but it's what works for me. I don't need my games to become popular to be motivated to continue working on them.
A lot of my motivation also comes from making the games I want to play myself. Having my own characters, and having the game mechanics I enjoy that I don't really get anywhere else. I like putting in randomised elements, or multiple ways to get to a destination for replay value, so I can play through my games and not have the exact same experience every time. The best is when I haven't looked at a game I made in a long time, replay it and come across parts I don't even remember making/writing anymore. I like being surprised by own games, lol.
When I'm working on my games, a lot of the fun and excitement for me comes from imagining how other players may experience it. It's why I like to put randomised elements, hidden secrets, or non-obvious triggers to get different results in like dialogues or cutscenes. That way people get different experiences, decided in some cases by an RNG roll, and other times by their own actions, but have these varying outcomes feel like they happened seamlessly, as if their playthrough is the natural way for the game to flow. I like masking decisions that may not seem important as choices that can alter a part of the story can play out (though never in a way that punishes picking 1 choice over the other).
I like to imagine people who played the game and sharing their experiences be like "wow, that happened in your playthrough, I had something totally different there." Of course, that would never happen because my games won't be played by like more than a couple of hundred people at best, but it's what works for me. I don't need my games to become popular to be motivated to continue working on them.
A lot of my motivation also comes from making the games I want to play myself. Having my own characters, and having the game mechanics I enjoy that I don't really get anywhere else. I like putting in randomised elements, or multiple ways to get to a destination for replay value, so I can play through my games and not have the exact same experience every time. The best is when I haven't looked at a game I made in a long time, replay it and come across parts I don't even remember making/writing anymore. I like being surprised by own games, lol.
Hub vs Adventure
I struggle to find reasons to return to previous areas in traditional RPG's. The enemies are no challenge and offer little EXP. The treasure is outdated. Backtracking through an area I've already been to just isn't very exciting. Yeah, you can fix all those issues with level scaling, treasure scaling, adding overworld shortcuts etc, but why though? I'd much rather see new areas, fight against new enemies, find new stuff.
I've always gone with linear approaches that force the player forward to new places. The only reason you'd return to an older area would be for story reasons, when things have changed in that place.
I've always gone with linear approaches that force the player forward to new places. The only reason you'd return to an older area would be for story reasons, when things have changed in that place.
Don't Kill the CEO
Hey, dude. I just finished playing your game (took a few days to get to it; been busy) and wanted to say I really enjoyed it. I went into it completely blind, not even reading the game's description beforehand, so I wasn't really sure what to expect, apart from what the title gave me. I had a feeling it was going to be a comedy game, and it didn't disappoint in that respect. It gave me a good number of laughs by how ridiculous some of the scenarios and dialogues were, and the fast pacing helped to keep things fresh all the way through despite being set in a single office building.
If I had to list the things I liked, and things I'd say that could use improvement:
-Good eye for detail. It was surprising to see most NPC's had new lines to say every time something happened, as well as NPC's actually disappearing from their usual spots whenever they were like meant to be at a meeting. And also an extra plus point for having examinable objects.
-Dialogue length was just right for this type of game. It got in enough jokes to keep up the humour, and never felt like it went on for too long.
-Minimalistic in the sense of just enough to support the game for what it's supposed to be, and not bringing in any unnecessary features. Congrats on no feature bloat (I know that's really difficult to avoid as developer...)
-I'd say mapping is still your weakest point. I know you've said you really don't like mapping, and I guess that it shows. I mean, the maps were absolutely serviceable for this game, but I feel it's the one thing that could be improved upon the most if I had to list something. Although on the plus side, you didn't fall into the common trap of making maps too large. In their size, they felt just right.
-The other minor annoyance was with the old people clogging up choke points in hallways from randomly wandering around. There were a few times I had to wait quite a while to get them to move out of the way just so I could continue. Putting in some invisible NPC barriers in the worst spots would've helped a lot.
I did finish my playthrough in just under 1 hour (something around the 50-55 minutes mark), so that's quite accurate with the info in your game's description.
If I had to list the things I liked, and things I'd say that could use improvement:
-Good eye for detail. It was surprising to see most NPC's had new lines to say every time something happened, as well as NPC's actually disappearing from their usual spots whenever they were like meant to be at a meeting. And also an extra plus point for having examinable objects.
-Dialogue length was just right for this type of game. It got in enough jokes to keep up the humour, and never felt like it went on for too long.
-Minimalistic in the sense of just enough to support the game for what it's supposed to be, and not bringing in any unnecessary features. Congrats on no feature bloat (I know that's really difficult to avoid as developer...)
-I'd say mapping is still your weakest point. I know you've said you really don't like mapping, and I guess that it shows. I mean, the maps were absolutely serviceable for this game, but I feel it's the one thing that could be improved upon the most if I had to list something. Although on the plus side, you didn't fall into the common trap of making maps too large. In their size, they felt just right.
-The other minor annoyance was with the old people clogging up choke points in hallways from randomly wandering around. There were a few times I had to wait quite a while to get them to move out of the way just so I could continue. Putting in some invisible NPC barriers in the worst spots would've helped a lot.
I did finish my playthrough in just under 1 hour (something around the 50-55 minutes mark), so that's quite accurate with the info in your game's description.
FADE Review
Oh, I see. You did submit a new game. It just doesn't show up on your main profile page. I'll try it out this week.
Hmm, yeah. I think the best way to go is to just have fun with creating the game you want to play, and consider what other people think of it as secondary. Of course it's never going to be perfect, but as long as the game is playable without running into bugs, it shouldn't be considered a failure.
author=Biggamefreak
When I get my confidence and experience up, I will work on my main game series because this was something I always wanted to do. I just have to stop being afraid of failure, know that that professionals are people who did not give up, and just keep making.
Hmm, yeah. I think the best way to go is to just have fun with creating the game you want to play, and consider what other people think of it as secondary. Of course it's never going to be perfect, but as long as the game is playable without running into bugs, it shouldn't be considered a failure.
A handful of usable writing tips
I like this article, but for a bit of critique from me:
"Add personality"
I do think mentioning facesets would be a good option here too. You can have 2 identical lines of text that will feel very differently, depending on the faceset that accompanies them. And yes, I realise this is solely about writing, but this is writing for a game. There's no need to ignore the widely used faceset option during dialogue.
"Be concise"
I do agree with keeping the amount of text boxes needed to a minimum, but in my opinion, sometimes it's better to split up multiple sentences spoken by the same character just so your text box doesn't show up as a wall to players. Other times, you might want to consider splitting up to change facesets during a character speaking multiple sentences.
"Surprise me"
I think the examples shown there are bad. You show the original line that sounds like pretty serious business to me and change it to a line I'd expect to find in a comedy game. These examples wouldn't work at all if you're going for a serious dialogue.
Other than that, it's a pretty good article. Improvising dialogues is what I always do, but more so because I suck at planning ahead, lol.
"Add personality"
I do think mentioning facesets would be a good option here too. You can have 2 identical lines of text that will feel very differently, depending on the faceset that accompanies them. And yes, I realise this is solely about writing, but this is writing for a game. There's no need to ignore the widely used faceset option during dialogue.
"Be concise"
I do agree with keeping the amount of text boxes needed to a minimum, but in my opinion, sometimes it's better to split up multiple sentences spoken by the same character just so your text box doesn't show up as a wall to players. Other times, you might want to consider splitting up to change facesets during a character speaking multiple sentences.
"Surprise me"
I think the examples shown there are bad. You show the original line that sounds like pretty serious business to me and change it to a line I'd expect to find in a comedy game. These examples wouldn't work at all if you're going for a serious dialogue.
Other than that, it's a pretty good article. Improvising dialogues is what I always do, but more so because I suck at planning ahead, lol.
FADE Review
author=BiggamefreakI've considered doing that, but the limitations and issues that come with the combat system in RPG Maker 2003 ruined my motivation to finish it. Limitations, in the sense of too little I can do with skill descriptions, and so few options to fine-tune things the way I want them to work, such as damage formulas. Then the main issue of the engine skill cancelling actions when a new action is put in before the animation of the previous one has finished. I've tried a lot of things to fix it, but nothing seemed to work. All you can tell is people to not go too fast with action input for the characters, or else their skills/attacks may fail to do anything.
I agree with this review. This game is like using RTP+ since you make fresh maps, fleshed out fun, and cool minigames.
Milennin, I want you to release this game in installments even.
I've been working on an MZ version of this, though. I don't really want to go into too many details, but what I'll share for now:
-A complete overhaul of the character skill sets. MZ gives so many more options for more skills that do multiple things at once. At their core, the characters will still do what they did in RM2K3 (such as Roth being made to refill the party MP), but with more complexity and a skill branching system that will take the character into different directions each new playthrough.
So the way skill branching works is, each character has a set of base skills, which then branch out into 1 of 3 advanced versions of that skill that come with additional effects. The way each of them branch out is determined at random, so you don't know what you're going to get, but it'll make it so that replaying the game can make the way you play the characters in combat feel different.
To give an example of a branch: Rage's Axe skill (which replaces his Aura of Strength, but still grants the Attack boost for 3 turns) can branch out into a version that
1. Gains a 50% chance to inflict Burn on the enemy when Attack is used.
2. Restores some MP to Rage when Attack is used.
3. Restores 5% HP to all party members when Attack is used.
Meaning, depending on which version you get, you're going to benefit from the upgraded Axe for different purposes in combat.
-Addition of passive skills that will replace Auras. They'll no longer be chance based in their activation, and letting you go with different playstyles on a character, depending on which you do equip on them.
-I'm trying to get a paid plugin request done to emulate the way FADE in RM2K3 plays like (minus the issues, lol) and some extras to improve upon it. If I can't find nobody to do it, I'll settle for the MZ default system, which honestly is an OK compromise to me.
All in all, I'm aiming to make the combat system way more complex, with a lot more depth. Offering different ways to play each character, both through randomised skill branching and letting you choose which passives to equip on them. Making the game replay-friendly with options to skip like cutscenes and stuff, so if you want to play through it one more time, you don't have to sit through everything again.
Where I'm going to cut corners is the world and the story. And yeah, I'm not doing it because I want to, but I came to realise my scope for the original FADE was getting far too big. What I've learned with RTP (my MV game) is that I'm better off not spreading out my focus too much. I want to focus a lot on the combat, but it'll be at the cost of the game's world and story.
I really hate mapping sadly. I like how my maps turn out when I do get to finish them, but I found them taking up far too much of my time and motivation each time.
That ended up being longer than I thought... I could go on forever, lol, because game making is always on my mind somehow. But yeah, a remake of FADE is in the works, but I don't plan on releasing any demos for it. If/when it comes out, it'll come out as a finished game. And it also won't be anytime soon. I've fleshed out a lot of the combat mechanics and skill sets, but I'm still figuring out how to tackle the overworld stuff. And also still looking for a plugin creator that's willing to take up my request.
Anyway, very long time no see, BGF. I had no idea you're still hanging out around here. You have no plans on returning to game making yourself?
FADE Review
Ah, so you did get around trying out FADE. And you had a pretty good experience with it, I see. You even found some of the game's secrets, impressive. (Actually, I don't know many people who battled the Lava Troll mini-boss on the volcano...)
You're right about the bugs, I did find those later on, but I've decided to drop the project because of issues I ran into with the engine and some other things, such as making the scope of the game far too big to manage.
I've been working on a smaller sized version of FADE in MZ, that I hope to release at some point (no demos, will be the full game once it goes up).
You're right about the bugs, I did find those later on, but I've decided to drop the project because of issues I ran into with the engine and some other things, such as making the scope of the game far too big to manage.
I've been working on a smaller sized version of FADE in MZ, that I hope to release at some point (no demos, will be the full game once it goes up).
BETA Review
author=TheRpgmakerAddictYeah, it plays a lot more like a traditional RPG, but with very much a similar tone as this game, the Saturday cartoon vibe, as you accurately described it, lol. If you liked this, I'm sure you'll enjoy it if you decide to give a try.
Yep. I have to try the demo of the sequel that looks even better from what I have seen!
BETA Review
Hey, thanks for the awesome review (found out about it just now). I'm glad you enjoyed it for the most part. For your criticism of a lack of structure, I can understand that. The game originally started out as a test project for me to learn the RPG Maker basics in, before I decided to turn it into an actual game. So it just had a bunch of random characters and events put together, without much cohesion, lol. That said, it's nice to hear you still got enjoyment out of it. :D