RED_NOVA'S PROFILE

Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
RMN's Most Humblest!




Prayer of the Faithless
On the brink of the apocalypse, two friends struggle to find what is worth saving

Search

Filter

Luxaren Allure is Now on Steam!!!

Congratulations on the release!!

Steam Release coming April 14th!

Hyyyyyyyype!

Common Items in Rogue-likes

I know nothing about your game, so I can't list anything specific. Instead, I'll just take a step back and be a bit more broad. Since it's a roguelike, it's importantly that each run have slight variations to keep players from getting bored. Consumable items should be designed with the intent of adding variety to the moment-to-moment gameplay so that no two runs are exactly the same.

I've been playing RE4Remake and they added an interesting system in the form of equippable charms that grant a bonus to one of the player's existing skills, such as increasing returns for crafting certain types of ammo, increased healing with either herbs, eggs, etc. You could apply that effect to your roguelike by implementing consumable items that temporarily increases capabilities of one of the skill sets of your party, such as more physical damage, more magic damage, or increased pharmacology.

spriting is hard why didn't anyone tell me

Hey kentona!

spriting is hard

I hate white mages

Strak just spent a turn casting revive on this thread. The humiliation of a healer taking a turn to revive a thread about why I hate healers is palpable.

Anyway, I'm eager to see how the Crusader works out, too! The class sounds cool on paper, but balancing it sounds difficult depending on how much investment is needed before sharing half of a character's regen becomes viable.

I think there's nothing wrong with having a dedicated healer, but the question becomes, how do you prevent healing skills from being the optimal turn order?


Dropping the hyperbole that my original post implies, having healing skills being the optimal action for a turn isn't really a problem. The problem is when healing skills becomes the only option for a healer. Sounds like your Crusader fixes that problem!

spriting is fun why didn't anyone tell me

nah ur just da vp

Dev Log #4: The Second Half

Don't be too harsh on Progress Chart Lock. Otherwise it might come back with a vengeance and become a boss character later...

Great to see progress still going on in this game!

ScreenshotIzNew1.png

Looks great! I love the parallax work on the back. I can't wait to see this scene in motion.

spriting is fun why didn't anyone tell me

Hey kentona! Did you know that spriting is fun?

J*PG

author=Shinan
I think I saw Jim Sterling's video on this. There's definitely something to think about, but the interesting thing is that places like this have not really used the term in a disparaging manner (except for me but I also say "anime" disparagingly.) so I don't even know where the negative connotation comes from (except from the part where they are anime games and all anime is shit)


I'd be shocked to see anyone on this site refer to JRPG as derogatory, lol. Outside of niches like RMN, I see this a lot more often. Even now, I still get weird looks from people when I mention I'm into "that Japanese crap."

I definitely think examining all this is worthwhile at least to some degree, but it may be hard to change much at this stage. There are people who have disliked the fact that "Metroidvana" as a genre is basically just named after two games and have wanted it changed for years, but it's an easily recognized label that is quick to grasp and that people still use. Much the same, the name JRPG is now deeply entrenched, used as tags on Steam and elsewhere, so I'm not sure it's going to be changed so easily.


Yeah, that's pretty much my thoughts in general now. Even if we wanted to change it, it likely won't happen. If I took command of all terminology for a day, I'd remove both JRPG and WRPG from everyone's vocabulary and instead stick to gameplay mechanics to define genres like Turn-based RPG or Action RPG.

But I'm can't, so....

this quote is entirely being taken out of context here, and you should actually read the original interview and what he's saying there:
(time stamped for clarify)


Appreciate the better source, but I think my points still stand. Of course Japanese devs don't go into the process thinking they're going to make a "JRPG" because, from their perspective, it's just an RPG. Of course Yoshi-P recognizes that nowadays it's not used as a derogatory term. It doesn't change the fact that it was a derogatory term in the past, or that it's strange that a genre of games is defined by its country of origin rather than its gameplay mechanics.