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Thanks, but it's not made by me! The script and menu is by modern_algebra on the RMRK forums, I'm using it as I'm hopeless at scripting! :)

Does negative feedback deter you?

I see negative feedback as an important part of pretty much anything you do. When it comes to creative things, constructive criticism is often the best way to improve whatever you're doing. Even if you don't agree sometimes, it's still a good idea to try and see WHY somebody thinks something's not good- when you've been working on something for weeks you start to get attached to it, not wanting anyone to say anything bad about it.

However, negative feedback can be a bad thing when someone just says 'it's rubbish'. People like this who don't really explain their reasoning, should probably be ignored- it's hard to improve if you don't know what's wrong.

On White Wings

@Sana: Hehe, I didn't want to change his name, it just felt like it fitted him too much!

Love in games

I was thinking today about the role love plays in video games. Most of the games I've played involve some sort of side- if not main quest arc involving two characters falling in love. But is it actually necessary? I think that it can be a powerful tool to evoke emotion in the player, but only if it's executed well.

Another thing I thought about was this:

Same-sex love stories.

I have NEVER seen this in a game, but I don't understand why not. What are your thoughts on this appearing in games?

Number of Characters?

Thanks a lot for all the feedback guys! You've all made valid points, particularly LockeZ's point about how many are mandatory. Bearing that in mind, I'll probably lower the cast to a more manageable number -maybe 20- and include more backstory to the characters, in the form of episodic quests. How would you feel about that?

On White Wings

author=BareGamer
Looks promising. When the demo gets here, I'll try it out and give some feedback.


Thanks a lot! Getting feedback means a lot to me.

Number of Characters?

When I started to make my game 'On White Wings', I decided I wanted it to have a large number of hidden characters, so I set it at 50. Apart from the difficult task of creating 50 unique characters, I'm now worried that that's too many, and that finding them all would make the game outstay it's welcome.

What do you think? Should I reduce the number? I was thinking maybe 30 or even 20 would suffice, but I need opinions of the people that are, potentially, going to play my game.

Music Composer Free and Ready to Work!!

Really liked the music, will definitely be sending you a PM later tonight.

Whatchu Workin' On? Tell us!

I'm working on my first (technically second- my first I made when I was 10 and it was horrible) full-length RM game currently entitled 'The Sword of Serenity' (I'm trying to think of a better title).

It plays like a tradtional RPG with elements like quests and synthesis, but I hope people will see the story as not fitting the usual RPG cliches, though it might not seem so at first.
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