NEVERSILENT'S PROFILE

NeverSilent
Got any Dexreth amulets?
6299
- Silence is silver, speaking is golden -


Character Profile:

Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11


Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5

Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1


Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic

Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.


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Loyal Master of the Wind fan!



Mia & Amalie will save us all!



Obey the Tezkhra!



Damsels of the world, join the Mayhem!



Proud member of the Flowey Fan Club.

The Book of True Will
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.

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How do you feel about profanity in RPG Maker games?

It's true that the use of language can convey a lot about the personality of game characters, and swearing is one possible way of showing how they think. You all explained this well.
However, there's another aspect to this question: The player's viewpoint. The reason we even bother to talk about this is because profanity is what it is, and some/many people can feel offended by it. Now, I won't pretend I never use coarse language or something. But a noticeable "swearing is cool" attitude in a game can annoy players, especially if it seems overused. It is perfectly possible to create a game (even in a modern setting) where no swear words are used, and it won't necessarily be awkward. After all, when we write the lines for characters, we're not going for naturalistic or hyper-realistic dialogue. In reality, people make mistakes or utter incomplete sentences. In games these things are usually omitted, because it would be disturbing for the player. The same goes for profanity: If there is no good (in-game) reason to use it, then why use it?
What I'm trying to say is that profanity, when used at the right moment, can be of great effect for immersion, but if it's overused or used in a tasteless way, it can potentially cost you players.

GIRLS JUST WANNA MAK GAM.

We should put together an RMN album.
...
I'm doing this.

Edit: Here we go...

Let's meet the cast!

Ah, cool. So the lodite is definitely in the team now. Do you have a plan already on which characters will be seen in the demo?

World Remade

It's here?! Awesome! Subscribing right now. I'm very curious to see how "Project Kobold" is going to turn out. Good luck with this project.

What are you thinking about right now?

author=Gourd_Clae
@NeverSilent I wouldn't mind partnering up with you. Maybe not right now, but after I finish the game I'm currently working on. I'd feel even worse about taking forever to finish it if I took on another game before I was done.


Awesome! And I totally understand and actually think it's a good thing that you feel obliged to finish Razed Are the Powerful first. It's better not to rush into things. (Maybe I should work a bit harder on finishing my own current project, too...)
Also, I agree XP's mapping is very good, but in many other aspects, it is indeed a step backwards from VX Ace.

author=Ratty524
One type of event we probably haven't tried is one where you make the worst game imaginable, but that would be kind of a bad idea, since I'd beat all of you so easily.


Would this be funny? Sure it would. But let's be honest: Aren't there enough terrible games already? Shouldn't we rather use our time and energy to, you know, make some good ones?

Is it bad to add tons of custom stuff?

author=RyaReisender
author=NeverSilent
You have your points there, Rya, and I can understand them even if I strongly disagree. I, for once, would never lower a game's review score for using the RTP, but I would give games with custom assets a bonus to the score. From my perspective, this sounds fairer, although you have your good reasons to think differently, too.
But isn't that basically the same except that all your scores are 1 star higher than mine?
I'm rather strict with scoring, because for me 5/5 means that the game is perfect and there is not a single possible change that would have made it better. But when it uses RTP, there is a change to make it better: Not use RTP. So I just can't consider it 100% perfect.


Not necessarily, but this is probably where different preferences and priorities come into play. To me, gameplay, story (if existent), innovation and functionality are what matters most in a game. There are many ways to ensure their quality, but not all of these ways are mandatory.
But more importantly, I don't think there is such a thing as a "perfect" game. Every game has its flaws and imperfections. In my opinion, a game deserves a 5-star rating if its positive aspects are so numerous and strong that I feel the less positive aspects become insignificant in comparison and do not noticeably influence my playing experience. So, if the other aspects are strong enough, I think an RTP game can very well deserve 5 stars (although custom assets definitely help).

@McBick:
I agree stuff like custom graphics or mechanics can greatly enhance your game and help you define a personal, recognizable style. But if you want people to see you're not making a generic RPG Maker game, the most important thing to consider is: Don't make a generic RPG Maker game. If the premise of your game is interesting enough, people will recognize it. But a generic game "dressed up" with fancy assets is still a generic game. (I'm not accusing you of doing so, I'm just throwing in my thoughts.)

About everything else: What halibabica said.

What are you thinking about right now?

Sorry, seiromem. That was indeed rude.

And that sounds like a funny idea for an event, although I suspect the results' quality would vary a lot depending on which people have to work together...

What are you thinking about right now?

author=Gourd_Clae
author=NeverSilent
author=Gourd_Clae
I love mapping~ I think the eventing is what gets me. I have the skills to do it, I just never WANT to do it.
Gourd, we should totally join forces. I find mapping pretty tedious, but eventing is the part of game making I enjoy most - and it's also the one thing I like to think I'm good at.

I wish the same were true for scripting and art...
I'm actually decent at making art! By our powers combined, we are Captain Gam Mak~<3


Wait, are you just joking or are you serious about this? 'Cause I would definitely like to be part of a team effort.

Ask Xeno a Question, Get an Answer!

How about these:
1) How far back must we stand before we can see everything ahead of us? And... does that mean we must lose sight of what was closest to begin with?
2) Why don't you play RM games? You should, some of them are pretty awesome and inspiring. (This is no question, it's an order ^_^)
3) What is your favourite food?
4) How much experience do I get for killing the bard? (With greetings to Dyhalto. That's one big Smiley you got there!)

X-Noir Near Completion

It is always a good idea to take a critical look at your own work; But I think this blog post is overly pessimistic. Now that many of the initial flaws (the most famous example being the shooting through walls) have been ironed out, I really don't see what's fundamentally wrong with X-Noir any more. In my opinion, it still is a well-written and worthwhile game, and I've been looking forward to cases 5 and 6 a lot. I did give feedback on case 4 and will do the same for the following cases as soon as they're ready.
Please just don't feel like this game is not worth the effort. There are many people who are enthusiastic about X-Noir.