RADNEN'S PROFILE

I like to make video games, especially action RPG's.

I make games slowly. Call me slow. But quality is always better than quantity!

Moo.

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A Look At 2D Action RPGs

I like the SoM style or Zelda style of ARPG. I like swinging a sword around and cutting things like grass and hurting enemies. Its fun, it's combat on the main map.

What I think is fun and what I'm trying to focus on in my game is the environment. Fire propagation, and other environmental things can be cool additions that help you use your skills in a creative way.

I like to think of weakness as a strength. As in, you play a character who has no super powers, who has little in the way of strong skills, but has a creative mind and a knack for using the environment to his advantage. Its things like this that adds more immersion, and makes it fun for me.

I didn't quite answer the question. It may seem I'm doing very well, as because I'm not using RPG maker. I've been using Sphere, but that's still not going to make it easy. I use Sphere because I can script the system to my liking. I think you could do this in VX or XP given if you know Ruby.

It doesn't matter which way you slice this pie, ARPG's are the hardest to do, but are easier in a more malleable game maker. Plus, you'll need a good grasp on technical game design skills. ARPG's are designed top-down, while most other RPG's are designed bottom-up, for example.

Hiding the HUD

Hudless systems can also take more work. Fable III's sanctuary was not as easy as making a listed menu for stuff. They had to draw upon more art assets: mannequins, pedestals, and adornments that make the sanctuary a reality. However, a listed menu will have to suffer game state management, whereas a sanctuary would not need to.

I think there's no real answer here. HUD or not, it just depends on the style of the game. People want to know which is faster and which is more effective (or efficient), but they all seem to agree that neither method does any better. The sanctuary in Fable III can take just as long or longer to equip the player, it is also going to be just as cluttered.

When it comes to health bars, I think that for RPG's there must be some indication. Health is easy enough with screen tinting, but what about mana? If there's a texture (say mana lines on a Fable character), they could get hard to see or are not always easily representable. What about stats like speed agility (Oblivion like stats) that get damaged? A Menu is just about necessary. Otherwise a real-world implementation would have you going to a doctor to see what's wrong with you. And that's just not feasible in the context of a battle.

HUD's indeed make games feel more "gamey" by streamlining the process and gifting you with info that would otherwise be harder to obtain on a perfectly realistic and hudless system.

RMN, wanna help rescue horses in Atlantic Canada?

post=Darken
lol everyone will vote for kentona's baby in a photo contest but then the wellbeing of horses go into ethical questioning


Same reason why a skate park won over this. :P

Sorry I couldn't get to vote. Horses are awesome, but I've never been around them long enough to care.

What are you working on now?

post=Craze
I am not a fan of when the description for a longsword is "a long sword."


It's uhh... The descriptions were written fast and lame, I was just testing. I was going to type "text text text text", but thought better to write something.

My current task: Create ring menu as a state object, and string menus together.

That Final Stretch

I'm going to give the player an ethical choice if whether or not to destroy all of life including yourself or save everybody because some very superior and intelligent entity who seeded all of the worlds asked you to. (He'll either destroy everybody and start from scratch or keep everything as is). As you play the game you see the shittiest shit mankind (or other kind) offers, yet also the joys and wonders. Then you as the player gets to balance this fact. You may question your own moral compass, because it ain't going to be easy. This in place of a (final) boss battle, but there may be a couple semi-bosses before this - a kind of "trial" the player goes through to be "awakened" by a "sea spirit". The setting is deep under the ocean of some planet, where tidal forces fuel the entities life (it has practically connected itself and rooted itself into the planet).

screeny2.png

Wait, what? I don't get it... Who said it was breast milk? Get your mind outta that gutter.

Why DQIX is more progressive than you

re: enemy,

Why not: "The enemies are defeated!" "enemies" is the plural form of enemy. While "the enemy" may refer to a group, the point to be made here is what use of this word as a plural seems less contested (and if so, use it).

While you can regard a group of people as the enemy: "Let's attack the enemy!", when they die, and they don't die at once (as a collective in which they were formerly regarded as) we should use the plural "enemies", as because "enemy" will no longer pertain to a collective, but as an individual instead. If you do happen to kill them all at once, then you can say "The enemy has been defeated!". Notice of the use "has been", "defeated" is an adjective in the past-tense, and is therefore modifying the object who changed state of "being". Also notice past tense doesn't tell you if whether or not you did kill them all at once, this is because the moment the past tense was narrated, every enemy was presently deceased. You do not say "The enemy are defeated" regardless of what some dictionary tells you, because it violates the English rule (born into english speakers, but not quite fully understood by foreigners):

"You shall not use "are" with the collective-singular-noun such as "enemy", followed by an adjective or verb, use "enemies" instead."

These rules are hard to sometimes understand, English speakers live by them everyday. This is one of the many reasons why English is such an awkward language and is notorious for some weird <--- like this word, exceptions to certain rules and other weird <--- like this word, rules.

Lowering your standards and finishing your game

@gerkrt: I've made a topic about your problem (which I guess relates to this topic) the problem with a game that takes 5 years to make is how do you know that in 4 years from now you won't be interested in something else? Plus in this age people change their computers at least once every five years, or they at least become largely superior.

I don't want to take no more than 2 years tops on my games.

What are you working on now?

I've been working on a kind of mouse based equipment system:
.

I wanted everything keyboard based, but it was taking too long. The mouse was easier to use. My next task is to have a stat comparison on the bottom right. Like green arrows indicating a stat increase and red arrows indicating a stat decrease.

Lowering your standards and finishing your game

post=213640
You're all completely backwards if you think a majority of this community is dead set on originality. Conventional is good.


You are completely backwards for not expanding your comment. ;) No one says a sentence and just leaves it there! You may have a great idea going, but we/I won't know if you don't share.

I might think I want to disagree with you, but its hard when you speak so generally. Maybe there is a good reason, or maybe not.

I can see conventionality as an argument for a tried and true approach to game design. But without some originality your game can get old fast. I look towards clichés as a conventional story element, and one that can be remedied with a bit more creativity. I endorse creativity.

I also did not speak in terms of the community, I haven't been here that long to judge this, and it would not be in my place to do so. 0.0