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What have you redone the most?
What part of one of your games have you had to remake, fix, scrap, or tinker with the most?
For me it was my Last Boss. It was one of the earliest things I made It had two stages to it and both were way too hard to predict in order to dodge.
So I completely scraped it.
Next I had an idea that I would make the Last Boss kinda like a bullet hell type thing but that mostly stayed as a concept also got scrapped.
I eventually came up with a 6 stage final boss which later got cut down to 5 stages.
The first four stages tasked the player with using the 4 elemental spells they learned during the game. Then they got a chance to save and the final form let the player use all the spells to their advantage.
So that's the version I went with when I released my game but every time I re-released the game I kept tinkering with this boss to make it easier, largely based on the feedback I got from my play tester, RedNova.
Not sure if I'll tinker with the Last Boss again in the next update. It's pretty good now but who knows I do like to tinker.
So, what thing in your game did you have to constantly work on?
For me it was my Last Boss. It was one of the earliest things I made It had two stages to it and both were way too hard to predict in order to dodge.
So I completely scraped it.
Next I had an idea that I would make the Last Boss kinda like a bullet hell type thing but that mostly stayed as a concept also got scrapped.
I eventually came up with a 6 stage final boss which later got cut down to 5 stages.
The first four stages tasked the player with using the 4 elemental spells they learned during the game. Then they got a chance to save and the final form let the player use all the spells to their advantage.
So that's the version I went with when I released my game but every time I re-released the game I kept tinkering with this boss to make it easier, largely based on the feedback I got from my play tester, RedNova.
Not sure if I'll tinker with the Last Boss again in the next update. It's pretty good now but who knows I do like to tinker.
So, what thing in your game did you have to constantly work on?
Sooz Arts aww yiss
Slices of Pizza
Gosh Dang it - Crusty old books
author=suzy_cheesedreams
But... more than a considerable part of college is to study multiple resources to get a comprehensive understanding of a chosen topic... so I'm guessing RedMask noticed the inconsistencies because they had already studied the masks? :/
Indeed.
Another example from the old book is that the mask which is proudly displayed on the front cover is described in this way: A very powerful mask with projections from the face and also from the head (probably a hairdo)
It says PROBABLY a hairdo.
Why is it so uncertain?
I know full well it's a hair style because I can flip open my newer book "The Royal Arts of Africa The Majesty of Form" and see a photograph of a king with that exact same hair as the mask. Same headgear also.
And to go further a famous painting by King Njoya shows a lineage of kings many of whom are wearing that headgear and have that exact same hair style.
So again I ask why is the old book "Masks of Black Africa" so uncertain?
Anyway, what I read from that old book wasn't a complete waste. It had some interesting stuff about philosophy but when it comes to specific facts its not a good source compared to modern books.
Edit: Also that's a very vague description for the mask that's on the cover of the book.
It doesn't explain it's ritual use or even say the name of the mask.
Gosh Dang it - Crusty old books
So I recently was given two books about Africa. Which is awesome! Free books about my favorite subject; whats not to love? I been reading one that was specifically about masks and at around page 24 I started noticing something wrong. There were some inconsistency with what I'd learned in college. For example it was trying to say that a Bwa plank mask represented the god Dwo. The plank masks represent the ancestors not Dwo. Dwo is represented by a grassy Rafia costume with a conical mouth and a crest made of bird feathers.
So then I checked the date of the book it was made in 1976.
New things are learned about the world all the time so I guess the lesson is always check the publish date of your history book.
Oh well the books still have some use to me atleast from an art perspective.
So then I checked the date of the book it was made in 1976.
New things are learned about the world all the time so I guess the lesson is always check the publish date of your history book.
Oh well the books still have some use to me atleast from an art perspective.
Removing Dead Ends in Games
Yeah I agree with emmych and Rine, I see most of those spots you highlighted in Narshe Mines as decorative areas to make the cave look nicer. Only a couple of those could be seen as dead ends but they are all very short so no big deal.
The one you highlighted on the bottom right seems the most dead-end-esq to me and one could argue that sure it wouldn't hurt to throw in a treasure chest there with a tonic or something. But it's still short enough for that to just be decorative as well.
The one you highlighted on the bottom right seems the most dead-end-esq to me and one could argue that sure it wouldn't hurt to throw in a treasure chest there with a tonic or something. But it's still short enough for that to just be decorative as well.
Removing Dead Ends in Games
Good points Rine.
Dead ends could also be used for a story line purpose. For example you could have an alley way in a town that seemingly leads to just a dead end but a dialog sequence could be triggered there if say one of the characters in the party had something happen to them there or perhaps has something to say regarding the location and etc.
Dead ends could also be used for a story line purpose. For example you could have an alley way in a town that seemingly leads to just a dead end but a dialog sequence could be triggered there if say one of the characters in the party had something happen to them there or perhaps has something to say regarding the location and etc.
Any character's death = game over
That should be easy to program
I imagine it'd be something like:
Common Event
Parallel Process
Conditional Branch
If
Player A is status effect K.O.
Then Game Over
Else
Nothing
Conditional Branch
If
Player B is status effect K.O.
Then Game Over
Else
Nothing
Conditional Branch
If
Player C is status effect K.O.
Then Game Over
Else
Nothing
Etc you get the point I didn't test this but it'd probably work
I imagine it'd be something like:
Common Event
Parallel Process
Conditional Branch
If
Player A is status effect K.O.
Then Game Over
Else
Nothing
Conditional Branch
If
Player B is status effect K.O.
Then Game Over
Else
Nothing
Conditional Branch
If
Player C is status effect K.O.
Then Game Over
Else
Nothing
Etc you get the point I didn't test this but it'd probably work
Removing Dead Ends in Games
So while working on an update, I recently filled in a dead end with treasure because it always annoyed me that nothing was there. It was a curled peninsula that looked nice but had no function. It was part of an area that had a lot of events so I didn't want to burden the map with more stuff potentially slowing it down. I wound up cutting off the normal point of entry to this area and instead made it accessible from a different map thus allowing me to put in more events without worry of slowdown.
This got me thinking. Is there ever a good way to include a dead end? I remember Final Fantasy II (Japan version of II) had doors that led to empty rooms. The only thing of note is that those rooms had a higher enemy encounter rate. So you could argue that those dead ends served as a punishment but personally I found them to be pointless.
So what are your thought on this? Also how long must a path be to be considered a dead end to you? Obviously a path that is say 10 tiles long with nothing at the end would be a dead end but what about a path that's say 3 tiles long? Is that perhaps just a decorative alcove in your mind?
For me, if there is a direction a player can go I try to have something there for them. But I'm curious to see if anyone can justify a purpose for a dead end.
This got me thinking. Is there ever a good way to include a dead end? I remember Final Fantasy II (Japan version of II) had doors that led to empty rooms. The only thing of note is that those rooms had a higher enemy encounter rate. So you could argue that those dead ends served as a punishment but personally I found them to be pointless.
So what are your thought on this? Also how long must a path be to be considered a dead end to you? Obviously a path that is say 10 tiles long with nothing at the end would be a dead end but what about a path that's say 3 tiles long? Is that perhaps just a decorative alcove in your mind?
For me, if there is a direction a player can go I try to have something there for them. But I'm curious to see if anyone can justify a purpose for a dead end.














