OLDPAT'S PROFILE
Hi, I'm OldPat, an italian indie game developer. I'm trying to improve as much as I can, hoping to reach a professional level one day.
I also like to draw a lot and that's another of the fields I'm trying to improve. My English is still a bit bad, so I hope you'll forgive me if I make any mistakes.^^'
I also like to draw a lot and that's another of the fields I'm trying to improve. My English is still a bit bad, so I hope you'll forgive me if I make any mistakes.^^'
Karma Flow - The Prototy...
A Short 2D Noir Open-Stealth game. "Florien Kealborn is ready to do anything for her own family, even challenge Karma itself."
A Short 2D Noir Open-Stealth game. "Florien Kealborn is ready to do anything for her own family, even challenge Karma itself."
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[RM2K3] Whassup
What do you like or dislike about RM Horror games?
I was just editing my previous post with some more thoughts about QTE's as well (and I too mentioned David Cage. xD).
I'm always a bit slow when writing in English, you'll have to forgive me. (And I edit posts like a lot)
@Dragnfly: Yeah, I see what you mean and you're right. I too feel more immersed with a good character instead of a guy made from scratch. There are multiple ways to help the player feeling immersed in a game. First person view is one of those things if done correctly, especially when it comes to horror games.
For me: characters\story = best immersion. But when it comes to horror games what works best is always the atmosphere and how well you can make the player feel a sense of tension and danger. I think that story and characters should not have top priority in a horror game. If there is a good story and there are good characters it's great, yeah. Those should be in these games as well. But atmosphere comes first.
@Sooz: As I said, everything works if done correctly.
And, like you, I too have seen plenty of first person "horror" games that just failed. And that is also true about third person ones.
I'm always a bit slow when writing in English, you'll have to forgive me. (And I edit posts like a lot)
@Dragnfly: Yeah, I see what you mean and you're right. I too feel more immersed with a good character instead of a guy made from scratch. There are multiple ways to help the player feeling immersed in a game. First person view is one of those things if done correctly, especially when it comes to horror games.
For me: characters\story = best immersion. But when it comes to horror games what works best is always the atmosphere and how well you can make the player feel a sense of tension and danger. I think that story and characters should not have top priority in a horror game. If there is a good story and there are good characters it's great, yeah. Those should be in these games as well. But atmosphere comes first.
@Sooz: As I said, everything works if done correctly.
And, like you, I too have seen plenty of first person "horror" games that just failed. And that is also true about third person ones.
What do you like or dislike about RM Horror games?
First person view is highly effective, for me.
I think it really helped P.T. and Resident Evil 7 in creating tension and making the player feel more immersed, imo.
It depends on how the developers manage to get that kind of visual to work, I suppose. RE7 and P.T. have really claustrophobic and narrow corridors and rooms, so it's difficult to miss things that might happen while you're not watching. And you can totally feel the "claustrophobic...ness"(?) of the area you're in thanks to the first person view.
But third person and fixed cameras work too. I mean those old Silent Hill and Resident Evil games were scary as hell. My poor childhood.
Not to mention games like Rule of Rose. Brr.
Also nothing wrong with QTE if delivered in a good way. They help keeping the player more involved during things like cutscenes.
As LockeZ said, it would be best to create QTEs with keys that the player often use while playing normally. For example, a zombie dog that is trying to tear off your arm and you have to beat the crap out of him by pressing repeatedly the button you normally use to attack. That works.
QTEs like the ones in games like.... Beyond (argh) where you have to move the analog stick to dry yourself with a towel, well... wow. Just... wow. The tension, the gameplay... wow.
That kind of QTEs doesn't work so well, me thinks.
I think it really helped P.T. and Resident Evil 7 in creating tension and making the player feel more immersed, imo.
It depends on how the developers manage to get that kind of visual to work, I suppose. RE7 and P.T. have really claustrophobic and narrow corridors and rooms, so it's difficult to miss things that might happen while you're not watching. And you can totally feel the "claustrophobic...ness"(?) of the area you're in thanks to the first person view.
But third person and fixed cameras work too. I mean those old Silent Hill and Resident Evil games were scary as hell. My poor childhood.
Not to mention games like Rule of Rose. Brr.
Also nothing wrong with QTE if delivered in a good way. They help keeping the player more involved during things like cutscenes.
As LockeZ said, it would be best to create QTEs with keys that the player often use while playing normally. For example, a zombie dog that is trying to tear off your arm and you have to beat the crap out of him by pressing repeatedly the button you normally use to attack. That works.
QTEs like the ones in games like.... Beyond (argh) where you have to move the analog stick to dry yourself with a towel, well... wow. Just... wow. The tension, the gameplay... wow.
That kind of QTEs doesn't work so well, me thinks.
What are you thinking about right now?
author=Caz
Also fruit in cakes is a sin that mankind shall pay for in blood one day.
I will have no regrets.

What are you thinking about right now?
Painted Heart Review
I thought I was reading a review. Then, for a moment, it looked like some kind of random post to me, like a status update of some sort. Then I realized it really was a review. Well, uh... a strange review that is but it's fine, I suppose? Although I really don't know anything about the game, yet. Except the fact I could get stuck after 5 minutes in. That's...
That's all I know about the game after reading your review really. I don't feel like downloading the game after reading this. You gave an almost perfect 5 star without explaining why. Since you liked the game that much, the least you could do is explain WHY you liked it in order to convince whoever reads your review to play it.
Also what's up with the hidden posts? What am I missing? WHERE ARE THY POP CORNS?
That's all I know about the game after reading your review really. I don't feel like downloading the game after reading this. You gave an almost perfect 5 star without explaining why. Since you liked the game that much, the least you could do is explain WHY you liked it in order to convince whoever reads your review to play it.
Also what's up with the hidden posts? What am I missing? WHERE ARE THY POP CORNS?
Not Sure if anyone's noticed...
Sometimes, developers can't fix everything in time for their games' release date. Remember that there are humans working on this kind of projects. When it comes to today's games, a lot of work is required to guarantee a certain level of quality, and also a lot of money are spent in the process. There are tons of variables at play here, a lot of things that could prevent your development schedule from going the right direction all the way to the end. I don't know if... I'm managing to explain myself properly with my broken English.^^'
It's only natural that sometimes things can't be fixed in time. The "fix it later" mentality isn't necessarily a bad one. It's a sign of respect, an obligation towards your customers. That's why I've applauded the developers of games like The Witcher or the amazing Divinity Original Sin (great games) for releasing their Enhanced Editions.
I don't blame developers for releasing games that may be flawed, because no one is perfect, as long as they take their time to fix them with free patches in order to guarantee a good experience for their customers. That's respectful, something that every single game company should do.
NTC3 made some good examples over there.
It's only natural that sometimes things can't be fixed in time. The "fix it later" mentality isn't necessarily a bad one. It's a sign of respect, an obligation towards your customers. That's why I've applauded the developers of games like The Witcher or the amazing Divinity Original Sin (great games) for releasing their Enhanced Editions.
I don't blame developers for releasing games that may be flawed, because no one is perfect, as long as they take their time to fix them with free patches in order to guarantee a good experience for their customers. That's respectful, something that every single game company should do.
NTC3 made some good examples over there.
Not Sure if anyone's noticed...
author=Liberty
FFXV got a story add-on after NON-PROFESSIONAL fans were upset over the game story. Good. It's changed the game and enhanced it for future players. As it should.
Actually, I'm sure SE was already fully aware of all the missing plot points. Having played and completed FFXV, I can say that the story is a mess. Full of unexplained things and missing stuff and things that doesn't make sense... Square already saw that one coming, because something went horribly wrong during the development of the game. FFXV suffered from bad planning all along. The fact that they are adding things now it's simply because they couldn't make those in time for the game's release.
Ok, that's besides the point.
This particular case aside you're right, even big game companies fixes things, why can't we? The Witcher is an example. CDProjekt always listened to its fans and even provided Enhanced Edition of their games, that were FREE for those who already owned them. But yeah, not everything can be fixed.
If there's a major flaw within the game's structure, if the story is bad\not good enough, if you have poorly written characters, if the gameplay itself right to its core needs to be rebalanced... then a fix is highly unlikely to happen. You can just take note and do better next time.
author=Kylaila
You've done a great summary and important contribution for everyone to be happy as they walk away hahaha.
That's good to know! xD
What do you like or dislike about RM Horror games?
I always thought that, the majority of people, takes the horror genre into consideration when creating a game with RPG Maker because they think it makes the game simple to make.
Which, yeah, from a programming point of view, it is. You just need the bare minimum in terms of gameplay. Exploring, puzzle solving, some shooting paw paw the end. Of course, it differs from game to game but the only thing that makes an horror game stands out is always its atmosphere. And a lot, A LOT of developers FAIL in that aspect, delivering downright bad horror games. Horror games are not about dark environment and random monsters coming out from nowhere.
I wouldn't rely too much on jump scares. It's difficult to render those well with RPG Maker and also, they're overrated. Atmosphere and tension, that's what you need.
I've recently played RE7. That game doesn't have a lot of jumpscares, and most of the time it builds up tension and hype only to not have anything happen on screen. And that's the beauty of it. You have to work well with your atmosphere and mapping and make players expect something that most of the time won't happen. And when it happens, it will surely have much more impact. Clausthrophobic locations, a grottesque, but realistic (that's what makes everything scarier: grottesque things that happen in a realistic context) environment and lore and voilĂ . You've got yourself a good horror game.
I highly suggest playing Taut, don't know if it has been uploaded here. A RPG Maker horror game with an amazing atmosphere.
Which, yeah, from a programming point of view, it is. You just need the bare minimum in terms of gameplay. Exploring, puzzle solving, some shooting paw paw the end. Of course, it differs from game to game but the only thing that makes an horror game stands out is always its atmosphere. And a lot, A LOT of developers FAIL in that aspect, delivering downright bad horror games. Horror games are not about dark environment and random monsters coming out from nowhere.
I wouldn't rely too much on jump scares. It's difficult to render those well with RPG Maker and also, they're overrated. Atmosphere and tension, that's what you need.
I've recently played RE7. That game doesn't have a lot of jumpscares, and most of the time it builds up tension and hype only to not have anything happen on screen. And that's the beauty of it. You have to work well with your atmosphere and mapping and make players expect something that most of the time won't happen. And when it happens, it will surely have much more impact. Clausthrophobic locations, a grottesque, but realistic (that's what makes everything scarier: grottesque things that happen in a realistic context) environment and lore and voilĂ . You've got yourself a good horror game.
I highly suggest playing Taut, don't know if it has been uploaded here. A RPG Maker horror game with an amazing atmosphere.
Progress Report #1: Title screen
author=Liberty
I'd like to suggest that her hair move as well when the clothes do, so it looks like an actual breeze is blowing. It'd make it look better, I think. Otherwise, it's looking great so far.
Thank you for your feedack, Liberty! And that feature too, wow! *_*
Yeah, I was thinking about animating her hair as well. At first, I thought about animating only a few of the things that were there, in order to not overdo it so much. But yeah, I've animated her shirt, her eyes, the city, the radio... at this point, it's strange not to see her hair animated as well. xD I'll surely do it.
I'm glad you like it!














