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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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Whatchu Workin' On? Tell us!

Working on a Perudo/Liar's Dice gambling game

Violent_Endeavours.png

Where are these battlers from? They look awesome.

Screenshot Survival 20XX

author=Gretgor
Also, Ramshackin: Yes, I can clearly see how to enter those houses (the grassless paths towards their entrances). There's a problem though: I was actively looking for those entrances, since you told us to. There's an off chance that a player would simply assume those buildings have no entrance due to the lack of an explicit door. Maybe, if you added some "light" in the entrances, as though it was coming from the buildings' doors, that'd help. Or better yet, make a cutscene in which a character enters a house through one of those entrances once, and asks the player to follow him/her. That will teach the player that he/she can enter the buildings through those in a "show, don't tell" manner.


There isn't a cutscene where a character enters one of those houses, but the NPCs all have there own schedule and will walk in and out of those buildings on their own. So if the player follows an NPC or happens to be in the right place at the right time, they'll see an NPC walk in.

I like the idea though. Maybe I'll cook up a scripted sequence of a player following someone inside.

author=Gretgor
I think I should make the green one darker. Agreed?


Agreed!

Screenshot Survival 20XX

Is it clear how to get in these houses?



I realized every building in my town has the entrance facing south.

Question regarding leveling up and stat increases.

author=BadLuck
Are you saying that if you put any limitation on choice, then you shouldn't be given any choice at all?

Not exactly. The difference is between limiting choices and removing an option entirely.

For example, "each increase is more expensive" vs "can only raise attack 5 times every 10 levels". The first option encourages diversity by having different optimal choices based on the situation, but the player can still save up everything for ATK. The second approach encourages diversity by removing the choice the player wants to make and forcing them to pick another.

Screenshot Survival 20XX

+1 for fences that are actually sqaure
+1 for angled roof pieces looking awesome

Where'd you get that water mill graphic? I was planning a similar scene.

Question regarding leveling up and stat increases.

author=Craze
if you don't want players to min/max, then don't give them the option or system to in the first place.


This is the simplest option. Don't give the player a choice to make bad stat builds.

author=BadLuck
This isn't inherently a problem, but it does encourage players to build their characters in ways that are sub-optimal. I don't mind if players do build their characters this way, but I don't want them to be encouraged to build this way.


Another option is reworking how the stats function so that the difference between sup-optimal and optimal is much smaller. Then the player can choose what they want without being punished.

author=BadLuck
Every stat is useful for every character. Increasing your Magic pool causes you to regenerate more per turn, for example. All damaging abilities scale much more with INT than with ATK.


Does the player know this? If players have a description of the stat benefits while choosing, they can make better choices.

author=BadLuck
What I'd like to do is make a generalizable system so that you can only raise a stat so high as regulated by some level cap. For example, maybe if you're <= level 10, your ATK can only be raised a maximum of 5 times, and <= level 20, a max of 10 times, etc.


This goes back to what Craze said. Why even give the player the choice if the game is going to force them into making the choices it wants?

Whatchu Workin' On? Tell us!

Been building a monster gauntlet minigame with a twist, the player is the one choosing the monster groups and placing the traps. It's similar to FF My Life as a Dark Lord, which plays like a tower defense where the player is the villain placing monsters to stop waves of heroes.



There are 4 rooms with 3 spaces each for monster placing, and between each room is a space for traps. Heroes will enter a room, exchange blows with all the monsters, then move to the next room.

As you fight monsters and bosses in the core game, they will drop miniature figures which will unlock that monster as a placeable type in this minigame.

Screenshot Survival 20XX

@Gretgor - nice job on the cliffs! They fit very naturally into the tileset. Can't even tell they're edits, which is a good thing :D

Whatchu Workin' On? Tell us!

Let me know how you do it! It can be tedious to choose between pull or push every time the player interacts with a rock, and I wasn't sure about adding an extra button whose only functionality was to pull rocks.