NTC3'S PROFILE

Nihilo
A throwback to the 90s Post Apocalyptic/Cyberpunk era. Nihilo follows protagonist Estes and his party as they journey to uncover the truth behind The Calamity.

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[RMXP Blizz-ABS Game] 'The Game' Demo

Honestly, I thought real-time random encounters were quite unique & pretty cool; better then the regular room battles (especially given their respawn). There could've been more improvements, sure, but now I do wish for a full game with a similar system, even though I usually dislike real-time combat in RM.

Fear and Hunger

author=Dragnfly
Random Number Generation or Random Number Generator, depending on context.


Random Number God as well.

Nihilo

author=Darken
Welp, good luck my dude. Hope life stuff improves.


Thanks!

Tumbling Apart

author=SoftestKitten
A game about time travel,not that many here.


Have you already tried A Hint of a Tint?

Nihilo

author=Darken
How game doin?


Well, long story short, both me and Giznads have important things going on in our lives, so it's on hiatus until we can give it the attention it deserves. Right now, neither of us wants to rush it to completion just to have something out there.

Back to Felix

Will this be updated to reflect the last month's controversy?

The Holy Whale

This means that the rooms will all be designed by hand, but will be connected differently to each other to ensure that all playgames will be different. This way I avoid level problems like Spelunky,The Binding of Isaac, Shiren the Wanderer, which all are good games, but terribly bad when it comes to level design.

That...is exactly the approach The Binding of Isaac uses.

Ruphand: An Apothecary's Adventure

author=DocSpacebar
It's been just under a month now since the last update and I'm feeling like writing out a status report.

While college work is more frequent than last semester, I've still found plenty of time to add to the Barrier Wood. It'll connect to three different parts of the world map- a port town, the Scaldmont region, and the Frozen Reach are all going to be connected to it, and it'll have another village inside it with a quite unusual population!

In the meantime, I've also done a little work on the Castle Town and a dungeon connected to it, as well as squashed a few bugs (mashing confirm at a certain point in the opening sequence currently causes Brill's sprite to fall through a wall and take four more points of damage before snapping back to the right position; the next version will fix this bug).

And I've worked quite a bit on something called the Challenge Tower, a continuous battle arena where you're given a separate inventory and three samples per run to fight waves of different monsters that slowly get tougher as you climb; most likely, the Challenge Tower will be the first thing I finish, and will be released as soon as possible. There are a variety of new mechanics for enemy attacks in the Tower- watch out for enemies that reflect specific elements, take hits for allies, linger at 0 HP to get in one or two more moves, and other tricks- and doing well in the Tower will net you Tower Points that can be traded in for extra crafting ingredients and unusual equipment.


This all sounds quite promising! I think I might review that next build once you get it done!

THE BOOK OF THREE

author=AnimeGirl
Are there more Screenshots?


If you check out the reviews, then yes. Otherwise, I don't think any will be added, given that the creator of this has more-or-less quit the RM stage around a decade ago.

We All Fall Down

author=InfectionFiles
author=NTC3
author=InfectionFiles
author=Trihan
Yeah, the game over was because I ran out of water. You should really put in a warning or something. :P
That's something I used to have but it was a sort of frankenscript and got in the way more than it was worth. The water/hunger used to have a HUD on screen at all times but it messed with cutscenes really bad. There's something I can try to make it simple like the characters stating they need X or something.

It's in the main menu, which I know is a bit of a pain to always check. :(
Perhaps approaching the point of being low on food/water would also affect your other stats as well? Just to make this all more interesting and realistic. Although, I guess it'll then make eating/drinking till you go way past the maximum even more of a priority tactic then it is right now. :)

Another question: is food/water consumption a constant, or are there any factors affecting them?
There actually is something like that but I found it way too harsh, since if you're in dire need of food or water it becomes even more unattainable. Which is real lol but I found less fun.

And there's no outside influences at the moment. They are both set up differently and there's a good deal of options you can do with it. But it's a constant atm :)


Well, from my experience there's not really a problem with the food/water supplies so far in the demo - almost the opposite, really, so this would help them matter a bit more. And like I said before, you can get both bars past full state.

And I think it would be interesting if walking consumed less of either resource then the current constant, but running increased it relative to it. Moreover, water level would go down really slow in the bunker, slower than now in the buildings, same when outside but in the shade, and much faster when out in the open sun.