RPGCREATOR'S PROFILE
RPGCreator
10
My real name is Joel. I´m at the moment of writing 25 years old, part-time employed at a cleaning company. In my spare time, I mostly play games, write stuff and create things in the different RPG Maker programs. I mostly just create. I haven´t released anything in a complete state since just tinkering with the editor gives me joy.
I have a special project ongoing for longer than I thought though. It´s called "The Lost Discovery". You would find the game page on the site.
I´m from Sweden, so my primary language is unfortunately not english, so my grammar can be really bad at times. One of the minor setbacks when you want to create games and release them to the international crowds.
More is to come later on.
I have a special project ongoing for longer than I thought though. It´s called "The Lost Discovery". You would find the game page on the site.
I´m from Sweden, so my primary language is unfortunately not english, so my grammar can be really bad at times. One of the minor setbacks when you want to create games and release them to the international crowds.
More is to come later on.
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Not saving giving a better reward?
Oh my god (or random powerful creator). I'm sad to say that I'm actually sticking to removing the whole idea (even though LockeZ suggestions were interesting). On another note, I'm wonderfully amazed at how big this whole discussion could get at the end. I've read all posts now and it's interesting to see how deep you can get down into a suggested concept. Yay for the theories of game design!
Anyhow, even though this thread contains a lot of really good advices, ideas and debating, I have to say it's a shame it all came down to naught since I removed the idea. However, it's kinda sad to see this discussion totally removed. :)
Anyhow, even though this thread contains a lot of really good advices, ideas and debating, I have to say it's a shame it all came down to naught since I removed the idea. However, it's kinda sad to see this discussion totally removed. :)
Not saving giving a better reward?
author=Marrend
I think there's a few games that give a better end-game score (or whatever) the less often you save. Vagrant Story definitely, but I think Breath of Fire Dragon Quarter does this too? They can be completed in 20-ish hours (which is relatively short), and, to be honest, I'm not sure how much effect "number of saves" determines the end-game score.
However, just because these games did something with save count doesn't mean you should as well. I merely wanted to point out that games where save count matters exist.
I guess you're right. Just because some does it, it doesn't mean you should follow. Anyway, I removed that "feature" now. I think I'll be going with puzzles (especially in dungeons) and since this actually is an RPG, this idea could be pretty hard to accomplish if I want it to be liked by the players.
Not saving giving a better reward?
The game itself is pretty linear and most of the fights are actually planned into the story of the game, so in a sense I think it (the puzzles) would be seen as a "balanced" break from the linearity of the game even though it is included somehow in the linearity.
Not saving giving a better reward?
You know what? This may make sound stupid and all, but the more I think about this, the more I actually hate this. However, Your suggestions about giving the player some side things to do may be a good thing here. I can think of some things to add without having it destroy the mission itself.
For example, giving the player a puzzle (a puzzle in a dungeon!? Who would have thought?) and a chance for them to solve it on their own or look up the answer. Rewards given based on how you acted. Pretty much like Lords of Shadow did it.
For example, giving the player a puzzle (a puzzle in a dungeon!? Who would have thought?) and a chance for them to solve it on their own or look up the answer. Rewards given based on how you acted. Pretty much like Lords of Shadow did it.
Not saving giving a better reward?
Hmm... Seems like I forgot that obvious point. But to go along with what you said, how about a checkpoint in the middle of the missions? The missions aren't really that long. Think those in FFVII: Crisis Core. Sure, some of them are a bit long, but I'm not gonna punish the player really by making them far too long.
Not saving giving a better reward?
So, I'm working on something for the moment where the game is divided into missions (instead of chapters and so on). For every mission you will get a mission briefing telling you why you are there and what's need to be done. However, before every mission you have the chance to save your progress. The save option will return once again as you complete a mission. That's when it hit me. A really annoying feature for some maybe. How about, if you decided not to save, you would get a better reward at the end of the mission than if you would save? The player will know that not saving his/her progress will give off a better reward at the end, but the player can still choose. I'm just gonna ask what you think about this "optional reward system".
I understand that it's a feature which will be greatly hated by some, but still. I thought it to be somewhat interesting and would like to hear your thoughts.
EDIT: I'm talking about the moment when you save at the start of the mission and not the end of it.
I understand that it's a feature which will be greatly hated by some, but still. I thought it to be somewhat interesting and would like to hear your thoughts.
EDIT: I'm talking about the moment when you save at the start of the mission and not the end of it.
Logical connection?
Okay. Thanks a lot for the feedback.
I'm not entirely sure I will use it, but I'm looking into it. It's a nice idea at least if it would come to that I choose to use the RMXP-style one.
While I'm at it, I would like some mapping feedback as well. Is there ways I could improve it to a "more forest-y" feeling or are they both shaping up nicely anyway?
I'm not entirely sure I will use it, but I'm looking into it. It's a nice idea at least if it would come to that I choose to use the RMXP-style one.
While I'm at it, I would like some mapping feedback as well. Is there ways I could improve it to a "more forest-y" feeling or are they both shaping up nicely anyway?
Logical connection?
Well. I actually have a problem here which I caused upon myself since I thought it would fit the next area better, but I would need another person's perspective on it.
What I'm talking about is how well these two areas connect to each other. The one with the tower is the first screen as you may have guessed and the player is meant to move south unto the dark forest.
Would it be okay to have it like this? A lot of trees bundled together like the first screen and in the next you enter this place where everything is dark around you and the forest is a bit more square-ish. How much of an annoyance is this to you as a gamer?
I hope you understand what I'm asking and I really hope this is the right forum for it.
What I'm talking about is how well these two areas connect to each other. The one with the tower is the first screen as you may have guessed and the player is meant to move south unto the dark forest.
Would it be okay to have it like this? A lot of trees bundled together like the first screen and in the next you enter this place where everything is dark around you and the forest is a bit more square-ish. How much of an annoyance is this to you as a gamer?
I hope you understand what I'm asking and I really hope this is the right forum for it.