MILENNIN'S PROFILE

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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A lighthearted, quest-driven RPG

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[RMMV] Paid Gig for Mixing Battle Animations

I wouldn't mind giving it a try. Send me a PM with some more information.

Not Sure if anyone's noticed...

Having seen the gameplay video, I can't say I'd disagree with the criticism. That tutorial section right at the beginning combined with the super cluttered UI is godawful. How did anyone working on that game think any of that was a good idea?

(For the positives, at least the art look nice.)

How do you design your dungeons?

For my main game, I kind of try to stick to this formulae:

Think of a theme for the dungeon and design enemies around that.

With maps, I like to have a fairly obvious main path to follow, that may split up here and there, with most of the optional side paths being smaller. There must also be at least a few hidden passages that are harder to spot if you're not looking for them. For side paths, if possible, there should be made shortcuts back to the main path, to minimise backtracking.

Along the main path, there will be a few story-related events or short cutscenes.
The side paths will have mostly generic loot, while secret passages have unique loot. There will be one optional puzzle or out-of-combat challenge that is related to the theme of the dungeon, followed by a mini-boss that also rewards unique loot.

The boss always has a connection to the story or the world, so it's not just some random thing waiting in the depths of the dungeon.

New Yu-Gi-Oh! Series.

A sad reminder that I still need to check out the previous anime. Heard it was pretty decent, but haven't watched a single episode of it yet...

Have you played Final Fantasy I? Why not?

I played the GBA version, Dawn of Souls, many years ago. I don't remember any specifics, but overall, I had a pretty good time with it. I thought FFII was better, though.

How do you design your battle system?

I suppose, the most important thing for me when making the battle system in my games is having some sort of MP management system. I hate potions, they're boring to me. I want my characters to be able to take care of themselves without needing potions to cast spells. And so, I like having all sorts of things help regenerate MP throughout battle, so players can plan turns ahead and formulate strategies around spending and regaining their MP.

Secondly, I abolish the elemental weakness system and make every type of skill work equally on every enemy. I don't want my fire guy's skills to feel useless just because we are in a fire dungeon, up against a fire boss.
I want character skills to be effective in a lot of different situations, usually through giving them secondary effects or just making it so their conditions are met frequently in encounters. This also helps keeping a character's skill list relatively small without making them feel boring to play.

Other things I like is having characters that can do more than just one thing. Like, I don't want my healer to be able to just heal. A tank should be able to do more than just absorb damage. Each character should have more than one way to play them effectively.
I always have a very minimal focus on the use on items. At the most, I'll have items that can revive a downed character or a few simple restoration items as a safety net for players who aren't doing well. Even then, I like to cap my items (max. 5 of each), so players can't just hoard a bunch of them.

Tutorials: Yay Or Nay?

I don't mind tutorials if they're kept short or fun in some way. But I don't like being treated like an idiot, like, when I'm being told how to move my character or about selecting attack to hurt an enemy. I don't think optional tutorials are always the best option because I prefer to skip them, but that can backfire in games that have mechanics you don't normally see in regular RPGs. Then I have to backtrack and still go through them just to understand what I'm doing, and it's just not really fun to me.
I prefer tutorials that aren't really obvious about being tutorials. Something that teaches me how the mechanics work through simple gameplay, rather than text. Or if tutorial pieces are written like dialogue between two characters, with one explaining it to the other (as long as it doesn't drag on).

How are we doing? A survey to help us improve RMN

I never really had issues with the site. Keep doing what you've always been doing.

Describe the best boss you've designed

Lol, it's the one you helped me design some years ago. Volcano serpent Savancaya is probably my favourite boss from my game, FADE, made in RPG Maker 2003.

Regardless of the state of the battle, and aside from attacking, Savancaya will always attempt to summon Lava Slimes each turn, summoning a random number between 1-5, with a much higher chance of summoning 3 or more when below 50% HP. Lava Slimes themselves do nothing and die against anything in 1 hit, but they need to be taken out fast.
Savancaya will always initiate battle with a heat wave skill, which lasts for 5 turns. It restores Savancaya's HP, and damages the player party, depending on how many of its minions are alive at the time. When it expires, it'll be cast again.
Between that, it has a regular attack, which isn't that impressive, but every few turns, it'll cast Meteor Crash, dealing massive damage to a single character. This happens more frequently in its second stage.
Additionally, the number of Slimes kept alive each turn add to a counter, and when that counter hits a certain number, it'll activate Savancaya's shield. In the first stage, the shield will protect from any kind of magic skill for one turn, while in the second stage, it'll protect from all auto attacks for one turn.

It's basically not that difficult to beat, as long as you keep down the number of Slimes to a minimum each turn. Two of the actors in the party have access to multi-damage spells at the time you get to this boss, and as long as you fuel their MP with one of the other character's MP regeneration skill, you can keep the number of Slimes down every time Savancaya summons a whole bunch of them while making progress to finishing him off.

Game 'Publisher' PM Spam

Avalanche Studioz is the guy's other company. For whatever reason, he has two companies; he said it was to get more exposure for games, or something like that, when I asked him about it.