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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Dungeon Crawling

For me, the best part of a dungeon crawler is the rewards, loot, and progress. The game has to have a lot of cool items with unique effects. There is nothing more addicting than the rush of beating a previously impossible boss, getting a huge reward, and unlocking the next area.

I really like it when games show your progress. Things like what percent of enemies defeated, items found, and dungeons beat. It just makes the game feel so much bigger and encourages you to keep playing.

Screenshot Sesame Street (40th Anniversary Edition)

I'm almost finished with Dego, so it's about time I added a proper title screen:

Thanks to Ashingda for drawing the image!

How do you guys set up Boss Battle AI?

For my one VX project, I had it so every dungeon boss had a gimmick that could reduce its HP by at least half. For the ice boss, there were three icicles over the ceiling, and the boss would move every other turn. If you hit an icicle with a ranged weapon/magic spell it fell down, and if the boss happened to be under it at the time, he took a huge amount of damage. The player had to wait and choose his targets carefully; if you used an attack all skill, all the icicles fell and you missed out on a ton of damage.

In addition to dungeon bosses, every storyline boss had a gimmick. It wasn't a very serious game, so one boss challenged you to a round of rock, paper, scissors every turn. Whoever won got to attack that turn. Another boss froze all but one person from your party, and who the one person was changed each turn. This meant the player only got to use 1 random party member per turn, so action selection become much more important.

As for my current project, it's an action rpg not made in RM, so I can do a lot more with boss AI.

I hope I helped you think up some new boss AI ideas!

How long have you been working on your game?

I don't know how you guys spend so much time on a single project. I've just passed the one year anniversary of my project, and I feel like it has taken way to long. The whole point behind the development and design of my game was to get it out as quickly as possible.

Halloween Short Game Contest

This is a neat idea! Short time frame, small game, no heavy work requirement. I'll probably enter this.

Dego

I was going to release a second demo but decided against it. I only have about 3 dungeons left to make, so the full game should be ready within a month or two, depending on how much time I can find to work.

The "You might also like..." RMN Gamepage movement

This is an awesome idea! I just can't think of any games similar to mine... I guess it's time for me to go and play some more games.

The Catacombs

Yeah, I like the vampires myself. They suffer 4x damage in bat form, but move really fast and evasively.

Dego

1. No idea. I'll try and recreate the bug, but I've never seen that one.
2. Yeah, I found that shop bug while playing with a friend, and I've already fixed it.
3. That one has been reported a lot, and I've added a collision check to item drops
4. You can't really fit four players on a key board. The game has joystick support, or you can use a program like GlovePIE.

Sorry it took so long to respond and thanks for the comments!

Participation in the Game Making Community

post=99648
Suggestion 1: Large teams making games instead of individual people. Fact is, the game would be dramatically better, period. Let me ask a rhetorical question. Why should I play every amateur RPG, when they often aren't that great, and there's so many of them? If every game was programmed by 6 people, then there might be 1/6th as many games (all right, I know that's not necessarily true), and each game would be quite playable, instead of not-so-playable. Would I have more faith that a game's worth my time if it had a great team instead of a random individual? Yes I would.


I don't think you have much experience with indie teams. Typically, the more people on a project, the lower the quality and the longer the development time. It's very rare to put together a competent indie team :(