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Side Quests: Why?
Most RM games are extremely linear. Unless someone can prove otherwise, I'm sure that nobody here likes to jam optional sidequests into their game.
Here's the thing, though. I think deep down, as players, we need to create some sort of side quest when playing a game. I'm not talking about going to a guild and signing up for "KILL 30 RATS", but when that option isn't there, we will automatically create our own side quests (only if the game is enjoyable of course). If you think about it, treasure chests, shops, talking to npcs, reaching a certain level, and even fighting monsters visible on the plane can be side quests. There needs to be something outside of the main quest to mess around with. Sticking with one type of food to eat for the whole week isn't fun; there needs to be something to give you a rest from the norm. The storyline (at this point) isn't even relevant because this is more of a psychological thing, if you know what I mean. This is why achievements and trophies were made in our current console generation.
I'm just throwing that out there even though it doesn't answer your question. :)
Also Feld, you could plug in any other word to replace puzzles (battles, towns, cutscenes) and get a similar result. I would agree most are terrible, but that's only because the effort put into the puzzles isn't the same effort put into battles or any other mechanic.
Here's the thing, though. I think deep down, as players, we need to create some sort of side quest when playing a game. I'm not talking about going to a guild and signing up for "KILL 30 RATS", but when that option isn't there, we will automatically create our own side quests (only if the game is enjoyable of course). If you think about it, treasure chests, shops, talking to npcs, reaching a certain level, and even fighting monsters visible on the plane can be side quests. There needs to be something outside of the main quest to mess around with. Sticking with one type of food to eat for the whole week isn't fun; there needs to be something to give you a rest from the norm. The storyline (at this point) isn't even relevant because this is more of a psychological thing, if you know what I mean. This is why achievements and trophies were made in our current console generation.
I'm just throwing that out there even though it doesn't answer your question. :)
Also Feld, you could plug in any other word to replace puzzles (battles, towns, cutscenes) and get a similar result. I would agree most are terrible, but that's only because the effort put into the puzzles isn't the same effort put into battles or any other mechanic.
How do you guys set up Boss Battle AI?
One thing I do a lot are silent cues during the battle to indicate something is going to happen soon. Something that is off key and isn't necessarily a part of the players action or what the boss did, and if you don't catch on to it, you're going to get hit hard. Sound effects and animation are the best at this. There could be a room where it tints a certain color over the course of battle. Or a sound that is very faint in the beginning, but gets louder and louder until the boss does a powerful skill.
Also, it's better when the bosses have traits similar to the enemies encountered in the dungeon it's in. This is one reason why I don't really like the boss contest games, or even DE's little dbs entry. You're thrown into battle without any idea of what the pattern or strategy is going to be. The traits are good from a developer standpoint too, because you can start with some small tactics and traits that you're experimenting with, and build them up to their climax. This way, the monsters and dungeon characteristics can basically make the boss for you, rather than creating an all new (and unfamiliar) tactic.
Also, it's better when the bosses have traits similar to the enemies encountered in the dungeon it's in. This is one reason why I don't really like the boss contest games, or even DE's little dbs entry. You're thrown into battle without any idea of what the pattern or strategy is going to be. The traits are good from a developer standpoint too, because you can start with some small tactics and traits that you're experimenting with, and build them up to their climax. This way, the monsters and dungeon characteristics can basically make the boss for you, rather than creating an all new (and unfamiliar) tactic.
Lufia DS! Remake of Lufia 2!
Okay just go here:
http://rpgland.com/news/lufia-ds-full-scans-tons-of-images/
And let's be honest here. To those that don't like it being an action RPG, you do have to admit the battle system in the old Lufia games are pretty terrible. I like them for some nostalgic purposes, but this game isn't Final Fantasy or Dragon Quest. The game just wouldn't sell if they kept it the way it was. The old games were set up to be kind of actiony anyway, with the tools and all. It doesn't look all that great and the 3d look takes a lot away from the series IMO, but maybe it will be okay.
Also you will never find a jrpg with that old art style ever again for all eternity.
http://rpgland.com/news/lufia-ds-full-scans-tons-of-images/
And let's be honest here. To those that don't like it being an action RPG, you do have to admit the battle system in the old Lufia games are pretty terrible. I like them for some nostalgic purposes, but this game isn't Final Fantasy or Dragon Quest. The game just wouldn't sell if they kept it the way it was. The old games were set up to be kind of actiony anyway, with the tools and all. It doesn't look all that great and the 3d look takes a lot away from the series IMO, but maybe it will be okay.
Also you will never find a jrpg with that old art style ever again for all eternity.
Lufia DS! Remake of Lufia 2!
Video thread!
RMVX and you
This is like discussing if Game Maker 8 is better than Game Maker 7. It would be much better if you looked at it's capabilities rather than the games getting pushed out by 15 year olds. In other words, don't generalize things so much.
I like them all. ^_^
I like them all. ^_^
Lufia DS! Remake of Lufia 2!
Oh my god.
The only highlight of my day. I hope Yasunori Shiono will compose the music! I have dozens of music files that are remakes to the Lufia songs.
First Golden Sun and now Lufia. I wonder which game will take the throne for jRPG puzzles...
The only highlight of my day. I hope Yasunori Shiono will compose the music! I have dozens of music files that are remakes to the Lufia songs.
First Golden Sun and now Lufia. I wonder which game will take the throne for jRPG puzzles...
Ascendence
This is quite an ambitious project...can you...do it?
I would like to play a proper release, so please finish soon. This game looks too good, you probably have your hands full. I would tell you to scale things down a bit but...I don't know you that well. Don't be afraid to do that if you need to, though!
I would like to play a proper release, so please finish soon. This game looks too good, you probably have your hands full. I would tell you to scale things down a bit but...I don't know you that well. Don't be afraid to do that if you need to, though!