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
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Prayer of the Faithless
On the brink of the apocalypse, two friends struggle to find what is worth saving
On the brink of the apocalypse, two friends struggle to find what is worth saving
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[RMMV] Should I Make My Game Commertial?
Ultimately the decision is yours and yours alone to make, but you need to know exactly what it is you're getting into. You say the work you're doing now is extremely taxing? It's a weekend beach retreat compared to the amount of work you'd have to do to make it as an indie dev even as a side gig.
If you're in this for the money, I can tell you right now that you aren't gonna make a livable income on selling an RPG Maker game. If you're seriously thinking about having game dev as supplementary income, then you need to be in the mindset of developing games, not a game. You have to think long term about your path to success as an indie dev, and you should count on not seeing commercial success until you're a few completed games under your belt. In other words, the question you're asking isn't "should I make my game commercial," it's "should *I* go commercial?"
Everyone has different life circumstances, and anyone who assures you that there is a surefire way to success is lying to you. Commercial success is a gamble at best, and you have to be prepared to lose the pot.
If you're in this for the money, I can tell you right now that you aren't gonna make a livable income on selling an RPG Maker game. If you're seriously thinking about having game dev as supplementary income, then you need to be in the mindset of developing games, not a game. You have to think long term about your path to success as an indie dev, and you should count on not seeing commercial success until you're a few completed games under your belt. In other words, the question you're asking isn't "should I make my game commercial," it's "should *I* go commercial?"
Everyone has different life circumstances, and anyone who assures you that there is a surefire way to success is lying to you. Commercial success is a gamble at best, and you have to be prepared to lose the pot.
Don't click on any links I sent via Steam messages! 'twas compromised
Thrall
author=Strak
Level Requirements: So, there was a reason that equipping weapons was locked behind a level requirement. It has to do with the locker in the Keep. The one that allows you to move items between save files and playthroughs. Essentially, with that locker, you could put a level 99 weapon onto a level 1 character without the requirement. That said, I will admit it can be very frustrating to find an obviously better weapon only to find you can't use it yet.
I have a few questions about this:
1) If there is a level requirement for equipment, then isn't the idea of transferring equipment between save files already negated since anything I put in that chest will have to wait until my next party is already leveled up enough to use it? By the time I level up enough to use that gear, I likely would have found something just as good (or even better) for my party in my next playthrough since I can get lucky and get a high rarity item early on.
2) What exactly is the harm in letting players transfer high level gear in a subsequent playthrough? The chest can only store ONE piece of gear, after all, so it's not like you can completely deck out your party in OP gear in your second playthrough. Even if you could, I feel like anyone who would make use of this mechanic is to see the routes that that didn't take the first playthrough, and letting them use high level gear just makes it easier for them. If they wanted a subsequent playthrough to be fair and challenging, they would not make use of this item transfer mechanic at all.
I had a similar issue in Prayer of the Faithless where I added EXP decay once your party started to outlevel the enemies. I did this to discourage tedious grinding and to learn the actual battle mechanics. And yet I still got reports that some players would just grind anyway, EXP decay and all. Eventually, I just threw up my hands and said "fine. Make it easier for yourself. At least you've earned it."
Boss Fight: Ironically, I was trying to add additional gimmicks that fix the "damage sponge" boss that most RPG's seem to fall in to. Changing elements was the gimmick I went for with this boss. The HP bar changes color based on the bosses elemental weakness. Unfortunately, the only way to do that was to essentially spawn in a new enemy, which heals it. I can work on an alternative solution that maybe spawns it in at the HP of the enemy that was despawned. Shouldn't be too tough to figure out.
I feel like the underlined statement goes against your stated intention of accommodating colorblindness. I haven't checked, but what changes about the HP bar if you enable colorblind mode?
As for the slimes, those were included because of one specific feature: Kill skills.
That's a dangerous reason considering each character has 3 different skill trees and so the possibility of a party with no kill skills is fairly high. I stand by what I said during stream that the additional enemies need to make the boss fight itself interesting and not exist purely as trash mobs to annoy the player. Kill skills should be a reward for diversifying your party's skill set, not a requirement for beating boss fights.
Narrative: I agree that you don't really get to spend enough time with any of the characters to develop any sort of emotional attachment to them, but I'm not entirely sure how to fix that, to be honest. Something tells me that making the prologue an hour long isn't the solution. I'm open to feedback, and I'll do some thinking about that myself, but I don't exactly have a solution right away.
You're right in that making a longer prologue isn't the answer. Depending on what you want to emphasize to the player, there are a few ways to address this:
1) Punch up the dialogue that is already there. You can use tutorial messages and other flavor text to help expand on the character's personalities more. Mel, for example, has absolutely no personality to work with at all. You can do pretty much anything with her dialogue and it would be an improvement. Brutus is alright, but pretty one note with his anger issues. I get that he's a Berserker (though not angry enough to actually Rage in the middle of battle, I guess), but the current dialogue leans so hard into it that it's his only character trait. Lionel is the group leader, but all he does is give orders and boss people around. He's done nothing (from my perspective) to earn the loyalty and trust of the rest of the team. All he did is bark orders and shut down any dissent. Why did he split the team up the way he did? What does he know about each one to know that they would work well together? Damian is... alright, actually.
2) Give the characters their Action Skill right away. As I mentioned on stream, most of the fights in the tutorial area were just "press space to win" fights. It wasn't nearly enough to give me an idea of how each character played (which is what I thought the point of splitting the party up in the first place was). Since you can guarantee that certain party members will be in certain places, it's the perfect opportunity to design enemies in such a way to make use of your character's Action skills. Making physical resistant enemies to encourage uses of Mel's Bursts, or poison/burning inflicting enemies to make use of Lionel's Aura skill.
Anyway, glad to help and glad to see the stream helped you! I'll give the next release a playthrough too with a different party setup and see what I missed.
Thrall
I gave the demo a try on stream yesterday. Overall, I enjoyed the game once I got past the intro. The loot system was interesting and kept me engaged throughout the whole run of the Bloodstone mines. It's great that each piece of equipment wasn't just a straight upgrade or downgrade, but allows for more in-depth customization of your party, and finding new pieces of gear forced me to adapt to new strategies.
That said, having some knowledge of the basic stats would have really helped my decision-making. Most of them were pretty obvious, but with accuracy, crit, and evasion being listed separately, I wasn't sure what the DEX stat did. If I have to make decisions to sacrifice DEX for DMG or vice versa, I'd like to be perfectly clear on what kind of alterations I'm making to the characters. Since so much of this game's mechanics are custom, I don't want to assume all stats work exactly the way they do in default RPG Maker.
I don't really have much to say about the narrative since I don't feel like it was much more than a framework to tie the dungeon-crawling together. The only hangup I really have (and this isn't really a big one tbh), is that selecting one of them to leave behind wasn't much of a choice. Not because they were all interesting and I didn't want to leave one behind. Quite the opposite, actually. I didn't spend enough time with any of them to get to know their personalities well enough or even their gameplay styles since they don't learn their Action skill until right when I was done playing as them.
Anyway, the loot system is fun and addicting, and the enemies were difficult to necessitate constantly changing equipment. I'm looking forward to seeing what comes next!
That said, having some knowledge of the basic stats would have really helped my decision-making. Most of them were pretty obvious, but with accuracy, crit, and evasion being listed separately, I wasn't sure what the DEX stat did. If I have to make decisions to sacrifice DEX for DMG or vice versa, I'd like to be perfectly clear on what kind of alterations I'm making to the characters. Since so much of this game's mechanics are custom, I don't want to assume all stats work exactly the way they do in default RPG Maker.
I don't really have much to say about the narrative since I don't feel like it was much more than a framework to tie the dungeon-crawling together. The only hangup I really have (and this isn't really a big one tbh), is that selecting one of them to leave behind wasn't much of a choice. Not because they were all interesting and I didn't want to leave one behind. Quite the opposite, actually. I didn't spend enough time with any of them to get to know their personalities well enough or even their gameplay styles since they don't learn their Action skill until right when I was done playing as them.
Anyway, the loot system is fun and addicting, and the enemies were difficult to necessitate constantly changing equipment. I'm looking forward to seeing what comes next!
Dev Log #5: Progress Goes On
Finishing the optional dungeon and all non-boss enemy sprites is a huge accomplishment! Congratulations!
Progress and More Sprites Galore!
Yeah, making everything yourself sounds great on paper, but actually doing it is incredibly time-consuming and difficult. Good on you for choosing to taking the hybrid approach! The new maps look good, too!
Character sprites also look great. My favorite of the bunch has to be Neoma. I love the shading style and color choice that make up the shine on her bones and armor.
Character sprites also look great. My favorite of the bunch has to be Neoma. I love the shading style and color choice that make up the shine on her bones and armor.
junescreenie2.png
Anyone that tangled with Darkloft and came out the other side has earned a little more confidence, lol.
Maps looking good as always!
Maps looking good as always!
What do you look for in games that you want to play?
While I am typically a narrative over gameplay kind of guy, I tend to be drawn towards games that enable some form of player expression. Whether that be via the story in a more narrative driven game or through gameplay, I want to be able to leave a mark on a game that can be different from the next player. If the story is linear and the gameplay doesn't invoke at least some kind of creativity, then I can get bored pretty quickly.
From a story perspective, player expression doesn't come just in the form of dialogue trees. It can be like choosing who to hang out with in a Persona game, or deciding who to marry in Story of Seasons/Rune Factory, or even hidden choices like how Silent Hill 2 handles endings. You can still have a linear story with only one ending while allowing various forms of expression in the moment-to-moment gameplay, and that's enough for me to stay engaged even if the gameplay is uninspired.
Gameplay expression is also important. Even linear narrative games like the Tales series achieve player expression because not only are there several party members with unique playstyles and move sets, but strong system mechanics like Vesperia's Overlimit or Arise's Boost Attack can let you take approaches to combat that are limited only by your creativity. Devil May Cry 5 is one of my favorite action games because of its massive list of weapons and skills that can be employed to vary up combos and look cool doing it. "Going for style" is not only possible, it's encouraged. No two people will play DMC5 the same way, and it's amazing because of it.
But even linear stories with limited gameplay tools can still leave room for expression as long as the system mechanics allow for more decision-making. This video by Leon Massey does a better job of explaining it than myself. You don't have to enjoy fighting games to understand the points being made in this video:
TL;DR: Resources with multiple uses allow for smart decision making and player expression.
From a story perspective, player expression doesn't come just in the form of dialogue trees. It can be like choosing who to hang out with in a Persona game, or deciding who to marry in Story of Seasons/Rune Factory, or even hidden choices like how Silent Hill 2 handles endings. You can still have a linear story with only one ending while allowing various forms of expression in the moment-to-moment gameplay, and that's enough for me to stay engaged even if the gameplay is uninspired.
Gameplay expression is also important. Even linear narrative games like the Tales series achieve player expression because not only are there several party members with unique playstyles and move sets, but strong system mechanics like Vesperia's Overlimit or Arise's Boost Attack can let you take approaches to combat that are limited only by your creativity. Devil May Cry 5 is one of my favorite action games because of its massive list of weapons and skills that can be employed to vary up combos and look cool doing it. "Going for style" is not only possible, it's encouraged. No two people will play DMC5 the same way, and it's amazing because of it.
But even linear stories with limited gameplay tools can still leave room for expression as long as the system mechanics allow for more decision-making. This video by Leon Massey does a better job of explaining it than myself. You don't have to enjoy fighting games to understand the points being made in this video:
TL;DR: Resources with multiple uses allow for smart decision making and player expression.
Whats everyones favourite aspect of game design?
I'm big into narrative design. I love figuring out ways to blend the story and the gameplay together into one coherent package. RPGs are the best way for me to scratch that itch by designing gameplay styles unique to characters and lore.
Permanent Price Cut!
Soul Sunder is still up on RMN and very playable: https://rpgmaker.net/games/5751/













