OCEAN'S PROFILE

Ocean
Resident foodmonster
11991
Freelance pixel artist, RPG designer, and hungry... for fooood.
Fragments of Mind
Play as a Mage and a Detective who try to solve a murder

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The Screenshot Topic Returns

@alterego:
It is a test map. It's actually been size reduced since I noticed that as well. I did make it slightly empty still because I need the player to be able to run around, no use having very cramped spaces with encounters chasing you. I will see if I can tighten up the spaces a little but I don't want to squeeze it too much.

The Screenshot Topic Returns


Working on the 7 day roguelike thing.

finsterling05.png

Why should he?

Your Top Features in Games

I don't understand the hate for random-encounters. Most systems that replace it give you the illusion of being able to avoid battles, and fruitless "running away" from monsters is more tedious than actually fighting the battle in the end (since 90% of you end up fighting the battle anyway, except now you are running along the edge of the map trying to avoid them like some dingus, instead of going in a straightline. The possibility of a random battle also cranks up the tension in the game).
Actually it's not about the "avoiding encounters" so much as it is being able to clear out a dungeon for me. So if I kill a monster, there's less monsters around to bug me. Clear all 10 (for example) and I can go around the floor without having to worry and just take my time to look around. Or just have the satisfaction of having cleared the dungeon.

Random encounter systems can do this too, like say you have an encounter gauge and when you fight enough encounters, it fills up and you stop getting into encounters (unless you use an item to bring them back or if you leave the area). But a standard random encounter? The monsters will be there always and will continue to bug you and make you just want to get through the place instead of checking it out.

Seven Day Roguelike 2012

I'm trying to get my plans and concepts all together so when the time comes, I can just work in the editor and hopefully get it all out. I hope I can get it done in time!

Seven Day Roguelike 2012

March 10th? Interesting, would have to take a look into it and plan something up. I'd be interested in doing something for it!

HP 30 / 30
Food 0 / 100 (Ocean ate it all)

ChaingameForest.PNG

Thanks! Ah yeah, but I'm not sure if we can really get that to be much better. I think it'll probably stay, plus we really just want to get the game done by now!

Chain of Retribution

Fixes are made, we still have additional battle animations we want to add first and then a final test and then for open beta. I'll let everyone know when that happens! I feel bad since we had to delay the game so long but it really is very close to release time!

Skippable combat?

author=kentona
I somehow knew you wouldn't see the value in it.

Okay, so I have now died on the battle 15 times and no matter what I do I can't seem to beat it. What now?
Play it for 30 hours until you get better at games!! Because everyone has free 24/7 to be playing the same game for 60 hours until you beat it.

Also for people complaining: Difficulty levels.

Good Stats for a one-character game?

All I really needed was a realistic stat curve, though.
Each game has its own stat curve, so there isn't one "realistic" stat curve. I mean, compare Terranigma, where the last boss has like 1000 HP, to something like Secret of Mana where it has 9999 HP, and Seiken Densetsu 3 where it has over 50,000 HP.

Have you played any of the Paper Mario games? If not, go and play one. You start off doing 1 damage to the enemies. At the end of the game you end up doing... 4-8 or so. You can really do whatever scale you'd like. Plus, I don't think the RMVX default monster stats are good indications to go by, especially since it lacks monsters so it just rises up really quickly.

I do agree with the learning by experimentation! Every game is different. If it doesn't work, then you learned something. If it does, then... great! You would want to playtest your own game too to see if it's not too bad or if the enemy is taking too many hits or something along those lines, or if you're dying too quickly.