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This is probably your best game. It's the perfect challenge, and there's a lot of strategy involved at a surprisingly early stage. I didn't have any trouble with the bosses yet, but maybe I'm just too good! They are very well made, though. And your status effects were actually crucial to winning.
I had an issue with how the turn orders worked in the beginning. It would have been better if the next person to act was on the far left instead of the far right, since I think every game does that?
In chapter 3, I like this so far...other than the story.
I had an issue with how the turn orders worked in the beginning. It would have been better if the next person to act was on the far left instead of the far right, since I think every game does that?
In chapter 3, I like this so far...other than the story.
The dumbest idea you ever tried to make
citadel.png
What do you want to see in Final Fantasy XV?
Five Strategies for Better Game-Making
1. You should also hate your characters.
Not hate in the sense of writing for them, but for the actions they do in the world you created. I find these to be the most interesting characters, rather than the protagonist who can do no wrong.
I hope you do more articles...
Not hate in the sense of writing for them, but for the actions they do in the world you created. I find these to be the most interesting characters, rather than the protagonist who can do no wrong.
I hope you do more articles...
Why DQIX is more progressive than you
post=156292These are good examples. I don't see how you could bash this, since the first two are good examples of perks to have. They're a lot different than your basic statistic like ATTACK POWER, because I mainly associate them with their presentation (there are stats involved, but that's not the point). With a stat like attack power, there is no visual representation of its impact, so it's a lot tougher to gauge its relevance. The examples above just happen instantly, and the results happen in cool ways that are not monotonous like the attack command, where you see the same animation over and over for 20+ hours of gameplay . Their importance goes up, and their results make you want to have access to those abilities more often (this is so much different than variant damage). You could think of a million other abilities like this, I only see those first two as examples. They aren't the best examples, but they do a good job of thinking out of the box. How you go about giving these perks out is up to you, there are plenty of ways to control this. No matter how bad or good the idea is, it's all about balance.
-Spell criticals. There is a chance that spells - including healing spells - will "go haywire," doing about x1.5 damage/healing. The Mage skill path can grant a character a trait that raises this critical rate. It's really fun to see due to a shaking screen and bolts everywhere and yeah
-Block chance. Characters have two "negation" stats - their Evasion and their Block. Evasion is a chance to completely dodge any physical attack (including skills); Block is a chance to completely negate any damage in the game (including spells). It's really fun to see because the game goes slo-mo when your character blocks something
-Multi-action bosses. Some bosses get to move more than once per turn. This sounds simple but it is hella important and used quite well
The idea with multi-action bosses is also a nice idea (I use them). Bosses with reaction commands are good examples of this. If you're using a standard turn-based or atb setup, this does a good job of mixing things up. Rather than the standard "I go, you go" setup, things become a lot more complicated and make the player have to think on different terms. It doesn't just have to be the enemy team, you can apply these to your party as well. If the enemy wants to play dirty, so can you. =)
actually you suck Craze get out. -.-
Black Sigil for the DS -- it's like FF6 and CT had a baby
post=156291
So...did anyone actually buy/play this? Lol.
No one talks about it, anymore. I'm guessing that it didn't do so well...
It made enough for them to start production on another game.
Why DQIX is more progressive than you
You would have had more controversy if you put ff13 instead of dq9. Actually, they are both very progressive games.
Very easy to do those features in any dbs rm engine. But do continue. =)
I like touch encounters. Those are nice!
Very easy to do those features in any dbs rm engine. But do continue. =)
I like touch encounters. Those are nice!
JRPG or 3D rpg?
There are no game genres these days. And if you really want to cling to the fact that they still exist, it's getting much harder to define them. The latest Metroid, and I guess Mass Effect 2, are good examples of this. I think the settings and artistic style of a game are at the forefront of categorizing a game rather than how it plays.
*slaps dialogue tree and branching endings onto game*
Look, it's an rpg.
*slaps dialogue tree and branching endings onto game*
Look, it's an rpg.