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[RM2K3] Simple song request
[RM2K3] Simple song request
A friend of mine is making a little, short game in the vein of good old arcades. We've been looking for one particular song which would fit Chinese theme of the game. Said song is I love Beijing Tiananmen (yes, a reference to the infamous HK97!) but sadly, there's no MIDI of it on the 'net. I hope someone around here will be willing to do a MIDI sequence based on this song :D
Looking for tips to make a horror game that doesn't suck
And let's take a look at one exceptionally famous scene from Metal Gear Solid 2. But hey - it's a stealth game, isn't it? And here's the catch. When I played MSS2 for the first time I didn't expect the Colonel will go crazy and start spewing random, odd sentences, like the famous "Scissors 61" or telling me to quit playing. Not to mention his face turning into a freaking skull, complete with spooky ambient music playing. I thought that my PC (yeah, I played the port, not on PS2) was getting possesed by the game or even that game corrupted the reality. Shit was so scary...
The best thing? MGS2 is no horror game, yet this part scared the crap outta me. Just because I didn't expect something like that in a stealth game. So don't label your game as horror, tell the players that this is their everyday adventure/RPG/whatever. They're gonna be surprised big time.
The best thing? MGS2 is no horror game, yet this part scared the crap outta me. Just because I didn't expect something like that in a stealth game. So don't label your game as horror, tell the players that this is their everyday adventure/RPG/whatever. They're gonna be surprised big time.
RPG cliches
Dragging a dead comrade along you in your party. Seriously, this is ridiculous, especially when your main character is dead/knocked down/whatever, and you still see him moving around in the field. There are few options to adress this cliche:
- Game over if at least one of party members is dead by the end of the battle. Seems good at first glance, but can be frustrating when you're out of items that can bring fallen comrade back. On the other hand this is easy to make and quite realistic (for an RPG) at the same time.
- Death is permament. Once character's HP pool is depleted, he/she simply remains dead for the rest of the story. This one is hard to pull off, as you have to consider all the dialogues in the game and make a truckload of complicated events with conditional branches. Unless your characters are mere pawns with some statistics and don't talk much.
- Regeneration for the win! If your game doesn't feature inventory (as seen in "The Way"), you can make the whole party regenerate after each successful battle.
Looking for tips to make a horror game that doesn't suck
author=Max McGee
In most shit horror games I've played, all of these things were obviously given FAR too little thought by the creator.
This. One shall design the game on paper/text file/whatever before hitting the "Create New Game" button and making any maps 'n stuff. I can tell that from my experience. Any game without proper design and preparation will most likely suck, regardless of genre.
Looking for tips to make a horror game that doesn't suck
Here are my tips, based on my friend's short game "Gakkou" (Japanese for "school"):
-Do NOT use music, make use of sounds instead. A continuous rain sound effect combined with random ambient sounds is more spooky than "oh-noes-scary-music" playing. I still can't forget the moment where my character had himself locked up in a storeroom and the footsteps were more and more louder, as if something was to come there and kill the poor guy.
-If the game is short, get rid of the save ability. Do you save in real life? I think not. Lack of the save feature will increase immersion slightly.
-Make things disappear for no apparent reason. For example: you came across a dead body of your colleague, then moved several tiles away... and the body is gone, as well as blood. You can also invert this, and make things appear for no apparent reason.
-Do not be predictable. So as you have mentioned - no jump scares, no creepy copypastas, because people already know this stuff, and it won't be shocking to them. Unpredictable, unknown things are scary. Maybe it would be a good idea to release the game as your everyday happy adventure game, while it will slowly turn into extremly creepy horror halfway.
-Do NOT use music, make use of sounds instead. A continuous rain sound effect combined with random ambient sounds is more spooky than "oh-noes-scary-music" playing. I still can't forget the moment where my character had himself locked up in a storeroom and the footsteps were more and more louder, as if something was to come there and kill the poor guy.
-If the game is short, get rid of the save ability. Do you save in real life? I think not. Lack of the save feature will increase immersion slightly.
-Make things disappear for no apparent reason. For example: you came across a dead body of your colleague, then moved several tiles away... and the body is gone, as well as blood. You can also invert this, and make things appear for no apparent reason.
-Do not be predictable. So as you have mentioned - no jump scares, no creepy copypastas, because people already know this stuff, and it won't be shocking to them. Unpredictable, unknown things are scary. Maybe it would be a good idea to release the game as your everyday happy adventure game, while it will slowly turn into extremly creepy horror halfway.
Most tripping features on an RPG?
author=bulmabriefs144Show'em, either here or send to me via PM. I'd like to have some useful reference.
I've done glitchy tilesets
Speaking of glitches, I've done an event that actually crashes the game after displaying a picture with a glitch mock-up and playing unbearable noise. Yes, you have to bring up the task manager and shut RPG_RT.exe process down, because F12, F4, F5 and Esc won't work at all! On top of that the player will be lured into this trap by an arrow indicating the "broken" door as the right way, whilst the actual exit from the map would be elsewhere. I do realize it may be frustrating, but that's the point - to mock the player who blindly follows hints, Call of Duty style.

To make this mock-up I looked at several NES corruptions with misplaced and miscolored sprites/tiles. Then I took random images from my game - be it chipsets, facesets, system graphics, just anything. Finally I messed with colors to make it appear as in said NES glitches. I will do the same with actual chipsets, as the game will become more and more "corrupted".
author=JosephSeraphSome time ago I sent this song to a friend of mine. He told me it's quite disturbing, and would fit well for maps that turn into mindscrewing mess.
also that glitchy music is cool
Most tripping features on an RPG?
Maybe make the game appear as glitchy at certain moment?
Currently I'm working on a little game, which is set... ... inside a failed hard drive, where I personally revisit my unreleased or otherwise crappy projects, armed with a SMG to tackle anything from these games. At one moment, the game will start simulating glitches in the NES fashion - randomly distorted graphics, corrupted music (from SNES Doom, see below) and sound effects, even font switching to unreadable one or maps collapsing into glitchy void! After the game is "corrupted" to the bone the screen will instantly fade to black after few seconds, leaving the player in a pitch black abyss.
Isn't that trippy, or even creepy?
Currently I'm working on a little game, which is set... ... inside a failed hard drive, where I personally revisit my unreleased or otherwise crappy projects, armed with a SMG to tackle anything from these games. At one moment, the game will start simulating glitches in the NES fashion - randomly distorted graphics, corrupted music (from SNES Doom, see below) and sound effects, even font switching to unreadable one or maps collapsing into glitchy void! After the game is "corrupted" to the bone the screen will instantly fade to black after few seconds, leaving the player in a pitch black abyss.
Isn't that trippy, or even creepy?
"Invoke Chi":Just What Is That?
And a custom battle system to it? Oh no, I'm not into this kind of stuff. CMS and CBS requires a lot of work, which is too much for me. And I don't need separate item menu in main game menu, but in battle...













