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RAMSHACKIN'S PROFILE

Notes From Province
There's a lot of good in life. You just have to look for it.

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Notes From Province

Glad to have another subscriber :)

demonclawswamp.png

I can confirm, living in the swamp is a terrible idea. But which bar the crow frequents is a mystery that can only be solved by playing the game.

Screenshot Survival 20XX

author=Frogge
I honestly love the variety of all the dungeons you have shown ram. Each location looks consistent yet different at the same time. Also I wonder what purpose that hand serves.


Thanks for the support :)

I hope the time spent on each dungeon's theme ends up being worth it.

author=Red_Nova
Well, that's a demon claw, and it certainly looks like a swamp, so I think you're on the right track!

Other than the claw, the right sludge pool looks a little barren. Maybe put some more trees/claws there to break the monotony more?


Good catch! I felt the same and originally had a tree out there, but it was a bit much. I'll come up with something else to put there.

Screenshot Survival 20XX

Trying to nail down the look of a new dungeon, Demon Claw Swamp.

Screenshot Survival 20XX

Good work on the new trees. They fit stylistically with the rest of the graphics a lot more than the previous trees.

Screenshot Survival 20XX

Working on a mini dungeon. It's intended to be a vertical, sinkhole style cavern where you descend deeper by finding gears to fix a janky elevator.




The second pic is meant to be a layer below the first, which is why the structures are so similar.

Shop System - Item Buyback question

I'm probably in the barely notice camp. It's a feature I've used in games before, but wouldn't notice it missing.

Skill Design - Forget mathematical balance, balance the feelings instead

I believe it. It's amazing how satisfying a nice skill animation with juicy sound effects can be.

Skill Design - Forget mathematical balance, balance the feelings instead

@narcodis - thanks! Glad you got something out of it :)

@Link_2112 - the example written was chosen because it was an easy way to convey the idea of the article, not for realism. I'm definitely with you that actual battles have more interesting choices about which enemy to kill first, and probably more than one party member to help with the job.

author=Link_2112
Any moderately skilled RPG player would not be wow'd by big numbers and avoid other tactically valid skills simply because the numbers aren't as high. I would never use a skill based on how it feels. I would use it based on what it does and what I need to get done.

I'm lucky to have access to some pretty hardcore RPG players to test and give feedback. They fine tune party equipment, analyze enemy group composition and attack patterns, and develop a counter plan. But there are certain "dud skills" that never make it into that plan, despite being the mathematically superior option for the situation. After digging into why, the answer is simply those skills don't feel good to use.

Discovering synergies and combos between party members feels awesome. Building off of skills used on the character's previous turns feels awesome. Getting a bonus from a well timed use of a situational skill feels awesome. Turning a skill's downside into it's strength feels awesome. Flat damage skill that does like 20% more than all those other options? Just not as cool.

Screenshot Survival 20XX

@narcodis - I like your color palette. I wouldn't mind seeing more of your tilesets!

@Frogge - love the look of your new maps. They're dripping with atmosphere that makes me want to explore.