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What annoys you in a game?
I believe he talked about treasure allotment in his article. There was a brief part about monsters, but I don't think he covered exactly that.
But I agree 200%, bosses having experience points distributed rather than a good item isn't good design. If somebody dies, you can't gain the levels the other team members received. It is basically a gamble that the player did not ask for, with the potential to hurt them more than reward them. Unless your battle system is designed to give experience points no matter what condition the character is in, it is not a good idea. Awesome stuff, Craze.
I don't care who has done a reward article, make one now. >:(
But I agree 200%, bosses having experience points distributed rather than a good item isn't good design. If somebody dies, you can't gain the levels the other team members received. It is basically a gamble that the player did not ask for, with the potential to hurt them more than reward them. Unless your battle system is designed to give experience points no matter what condition the character is in, it is not a good idea. Awesome stuff, Craze.
I don't care who has done a reward article, make one now. >:(
So I completely hate puzzles.
Walk, fight dungeons are in almost every RPG. They are almost all guilty of this, but some find ways to disguise this so things at least play slightly different, which I think is important. It's also important to do this because RPGs can be pretty long, so there needs to be some way to switch things up other than making your dungeon look different (this time you go to a sewer instead of a cave!).
Yeah and no battles when figuring one out, unless the puzzle is done gradually throughout the whole dungeon. If it is just one room though, it doesn't make sense to have battles because they take the focus away from the task at hand.
author=Craze link=topic=2834.msg54320#msg54320 date=1231292534Lufia 2 is probably one of the first RPG games to have some good puzzles (you can find the ridiculous ones on youtube). And Wild Arms is pretty much a mild version of that game. It's also no secret that some of these games even steal ideas from other ones, but you can't blame them. It's pretty difficult coming up with unique puzzles. But overall I think those two games, as well as Golden Sun, give you a pretty good idea on how not to make them suck.
Also, Lufia 2 masters the stereotypical kinds of puzzles (push push push) really well. FF4 has interesting dungeons that fit the theme (Brick has an article on this site covering that).
Yeah and no battles when figuring one out, unless the puzzle is done gradually throughout the whole dungeon. If it is just one room though, it doesn't make sense to have battles because they take the focus away from the task at hand.
So I completely hate puzzles.
RM dungeons are the most boring shit I've EVER played. Most of them are walking from one side of the map to the other with slow walking speeds. Most people have no idea how to create good dungeons, it's really bad.
The idea is to create a dungeon with interactions that support the environment you're in. Puzzles are a good way to do that, as long as they're not the most generic thing ever. They also have to fit into the gameplay, and not feel tacked on. Also, there absolutely HAS to be a reward for completing a puzzle, it can't just be there to mix things up. An example of this is having a treasure chest in sight right across the room but isn't accessible until you complete a certain task or figure out the right way to access it. Alundra and Wild Arms are pretty good at this because in Alundra you could obtain extra life points by figuring the dungeon out, and Wild Arms had areas in the dungeon that were not accessible until you gained more Tool abilities. Metroid games also do this very well.
Basically the idea isn't to just put SWITCH PUZZLE in the middle of a dungeon that feels tacked on and offers no reward other than having you progress deeper into a dungeon. Give them some motivation by teasing them with that purple colored treasure chest across the room, or that Heart Piece to boost their health.
The idea is to create a dungeon with interactions that support the environment you're in. Puzzles are a good way to do that, as long as they're not the most generic thing ever. They also have to fit into the gameplay, and not feel tacked on. Also, there absolutely HAS to be a reward for completing a puzzle, it can't just be there to mix things up. An example of this is having a treasure chest in sight right across the room but isn't accessible until you complete a certain task or figure out the right way to access it. Alundra and Wild Arms are pretty good at this because in Alundra you could obtain extra life points by figuring the dungeon out, and Wild Arms had areas in the dungeon that were not accessible until you gained more Tool abilities. Metroid games also do this very well.
Basically the idea isn't to just put SWITCH PUZZLE in the middle of a dungeon that feels tacked on and offers no reward other than having you progress deeper into a dungeon. Give them some motivation by teasing them with that purple colored treasure chest across the room, or that Heart Piece to boost their health.
(Tau)Will map for booze and boredom!
Tau, you should post larger maps. Your samples are beautiful, but it's hard to judge true quality when all the maps are 20x15 in size. Speaking of larger maps, you should probably ask what size you want their map to be, so you don't go overboard with it.
Just some suggestions. :)
Just some suggestions. :)
CODING HELP: Making a Super Bar?
You can track damage using the default skill handling. After every action (turn), just set variables to each heros HP and if there is a difference in HP between the current turn and the last one, you would put whatever code you needed in there. The only issue is that status afflictions that decrease your HP every turn would also count. So you can't really track it through actual monster skills (except switch skills), only through battle events.
It probably couldn't work the way Feld would want it though, because battle event pages happen before the damage is actually dealt. So it wouldn't recognize how much damage was dealt until the next player took action. That could be fixed by making custom skills for the monsters, but that's a hassle.
It probably couldn't work the way Feld would want it though, because battle event pages happen before the damage is actually dealt. So it wouldn't recognize how much damage was dealt until the next player took action. That could be fixed by making custom skills for the monsters, but that's a hassle.
Featured Games
author=WIP link=topic=2630.msg53771#msg53771 date=1231002921Alter A.I.L.A. Genesis.
ANYWAY LET US STOP ARGUING AND SUGGEST MORE GAMES FOR FEATURED
Featured Games
It doesn't matter, the core of those games (Professor Layton, Puzzle Quest) are puzzles. The gameplay is almost completely puzzle based. You could also say that the Adventure games like Tomb Raider are better when they are part of something more (PUZZLES!). Perfectly valid.
But yes, most of those games are interactive puzzles. You can't really compare them to the games I said because they play very differently. So yes, they are in more than just RPGs (oh no, you got me).
I'm done though. I don't feel like continuing this.
But yes, most of those games are interactive puzzles. You can't really compare them to the games I said because they play very differently. So yes, they are in more than just RPGs (oh no, you got me).
I'm done though. I don't feel like continuing this.
Featured Games
author=Fallen-Griever link=topic=2630.msg53755#msg53755 date=1230998349Puzzle Quest, Lumines, Loco Roco, and Professor Layton are absolutely fantastic puzzle games and are on the top list for games to buy on a handheld.author=Archeia_Nessiah link=topic=2630.msg53750#msg53750 date=1230995094
Then what do you call Tetris/Pong/bejewelled/*states more Here*
Boring. And Pong isn't a puzzle-game.Puzzle games are as legitimate as any other kind of game.
In your opinion, perhaps, but not in mine. As for growing up, I fail to see what is immature about my opinion that puzzle games are "illegitimate". An unpopular opinion, maybe...
Also games that should be part of another game? What? What genre includes puzzles other than RPGs? You CANNOT get a puzzle game inside of another genre that is as deep as the games I just mentioned. Don't even try to prove me wrong because you can't.
Sure it's your opinion, but really...how do you even say that's a fair and valid one?
RmXP: 1.2 million downloads; RmVX: 95,000 downloads
-It's the first option when searching for "RPG Maker", so naturally a person will click on the first link.
-Has a slightly higher User Rating on the site
-Has "XP" in the name, VX sounds weird so that is a possible reason.
Most people are not 'in' the community as much as us, so the issues you guys are talking about probably only apply to a very small minority of the people downloading.
-Has a slightly higher User Rating on the site
-Has "XP" in the name, VX sounds weird so that is a possible reason.
Most people are not 'in' the community as much as us, so the issues you guys are talking about probably only apply to a very small minority of the people downloading.
Featured Games
author=Fallen-Griever link=topic=2630.msg53674#msg53674 date=1230936631How could you say that? Do you realize what you just said?
Personally, I'm pissy that the Featured Game isn't an RPG and is instead what would pass for a minigame in said genre... Although I'm sure it is a decent puzzler to have been made the Featured Game.
Yes, let's ignore all good games that are not RPGs. No matter how good they are, they MUST NOT be featured.
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