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REYNARDFROST'S PROFILE

I've worked in the Game Industry for about three years now as a Quality Assurance Analyst.

Projects I've worked on:

Disney Think Fast! (PS2, Wii) (US/Europe)
HSM Sing It! (PS2, PC) (US/Europe)
Hannah Montana The Movie Game (Wii) (US)
G-Force (PSP) (US/Europe)
Disney Sing It! Pop Hits (Wii) (US)
God of War: Collection (PS3) (US/Japan/Europe)
God of War 3 (PS3) (US)
Toy Story 3 (XB360, PS3) (US/Europe)
Epic Mickey (Wii) (US)
Uncharted 3: Drake's Deception (PS3) (Multiplayer) (US)

Feel free to ask me any questions related to Game Development.

"My hate is general, I detest all men;
Some because they are wicked and do evil,
Others because they tolerate the wicked,
Refusing them the active vigorous scorn
Which vice should stimulate in virtuous minds."
~ Alceste in Le Misanthrope

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Ruins of Rydos

author=Liberty
Oh, no that was aimed at me.

Neat about the camp, just make sure that you give enough money that you're not always saving for items - a bit of cash overflow so you can save up some money.


I will definitely keep this in mind, thanks!

Ruins of Rydos

author=DBAce9Aura
Okay, question time:

* How will the camp expansion system work?
* Is leveling up the only method of gaining new techniques and skills?
* Will there be much of a difference between choosing one of the two leads outside of dialogue?

I'd ask more, but that podcast you and Despain are doing have probably more or less have it covered.


Camp:
It'll be fairly simple. The further you progress in the dungeon, the more upgrades that are made available. You spend money on the upgrades and new things to purchase are available, the aesthetic of the camp changes (stalls eventually become buildings, etc.) Nothing too fancy, just another reason to spend money from killing monsters.

New Skills:
As of now, higher levels are the main way to get new skills and abilities. There will be other ways to get very powerful skills, but that is something I'd rather someone discover in-game.

Character Choice:
It's a purely aesthetic one. Different choices are available, different dialogue is presented. Gameplay-wise you still have access to both characters in the party, so whoever you choose is purely to see the story from their perspective.

Thanks for your questions!

As far as mini-modding goes, I'm not mini-modding. I didn't demand anyone to stop doing anything. I merely asked people to please take it elsewhere as I didn't like it going on. If it had persisted even after I had asked, then I would have sent a report and gotten mods involved. I figured making a simple request for it to be taken elsewhere would be perfectly acceptable behavior.

Ruins of Rydos

If you would be so kind as to take this argument to PMs, I'd greatly appreciate it. Thanks.

Ruins of Rydos

author=Link_2112
author=MarkusT
Where is the commercial information? how much it costs, and where to go to get it? I've been away for a few days so maybe I'm missing something about this new commercial business. or were you making this before and now that you can, you are making it commercial, so you don't know those things yet?
The commercial information is that the game isn't complete, it's being developed. I plan on releasing an updated demo (and likely an updated one after that) that features the first 1/4 or 1/5th of the game so you can get a feel for the story and experience core gameplay. That way, if you enjoy it and wish to keep playing you can just buy the game for a cheap price (which I'm not going to bother trying to estimate until the game is actually complete).

Thank you for your interest.

Ruins of Rydos

author=StarSkipping
What would really help is for you to release a demo or perhaps use the blog to discuss the finer details of your game in order to portray a clearer picture for constructive feedback. At the moment three screenshots and a barebones description isn't really useful. No offense but it's does come across as "just" another ace game but with 8-bit graphics. Then again, it's still early days to come to that conclusion.

On the topic of nostalgia, you do have to take in account that retro rpg's are a hot favorite for indie developers. And making the choice of diving into that particular genre, you do have the risk of being drown out by every other game if there is nothing special about it. It is 2012 after all :P

Already released a demo in July for NaGaDeMo, but it doesn't reflect the current state of the game at all (it was a prototype at the time). Folks really enjoyed it however, so I plan on finishing it. I will release an updated version of the demo and include it when it is complete. As for now, I'm just looking for feedback on what I've shared. I have received some good feedback (and some not so good ;p ), so I'm going to wait until I've actually finished making the changes based on that feedback before I update this further.

As for being drowned out, not really something I'm concerned with. Some people enjoy my game, and others felt that the finished product would be worth buying, and encouraged me to sell it. So I will. My main priority here is to make a good game.

Ruins of Rydos

Actually, I haven't deflected any constructive criticism. I've thanked people for it and have proceeded to make changes. All you've said is, "I don't like this type of game." Which is fine, but it's not relevant to me. I have no interest in catering to someone of your tastes if the idea of an 8bit RPG doesn't seem to appeal to you. To put it simply, if you don't like cake, then get out of my bakery. :) (I love food metaphors).

Ruins of Rydos

I'm 26 and I've worked on AAA games (God of War, Uncharted). So I don't really see the point of your post. Yes nostalgia is done a lot in games. However I'm doing this as a personal challenge to push the NES standards to their potential (not reflected in current screenshots). If you don't like this type of game, that's fine. You're entitled to your opinion. However, this isn't the place for you to vent your frustration about nostalgia being overused in indie games. Take that to a discussion topic on the forums. If you wish to discuss ways to improve the game (while sticking to the aesthetic) that's greatly appreciated. Thanks :)

Ruins of Rydos



Clareain essentially hit it on the head.

Ruins of Rydos

It's less about nostalgia and more about creating a game with bare basics and proving it can be fun without extensive graphics and huge gameplay feature lists. Taking it back to the basics. Also I prefer old school 2D RPGs. Hence why I'm making one. Make what you enjoy. But that's alright if you don't like it harmonic, my game isn't really intended for people like you.

Also: I originally made this as a simple project for NaGaDeMo and an 8bit RPG seemed the perfect idea to churn out in 30 days. People liked the prototype I had going, so I decided to pursue it to a full game. :)

Ruins of Rydos

author=alterego
On that regard, It's nice when people try to pay homage to a certain game era, but I wish it were done in a more outside-the-box fashion. I mean, yeah, "Nostalgia" we get it. But your game doesn't have to follow that era's limitations to the 't'. If it does you're probably not thinking on our own, you're not thinking what's best for YOUR game, you're just copying stuff...


What I'm trying to do is give myself those limitations and see how far I can push them to make something fun. An exercise in simple game design to let folks know that a game doesn't need to be a huge elaborate feature-fest with high end graphics in order to be fun.

It has been pointed out to me though that I've been going about this without actually adhering to any limitations (aside from using the palette) so I'm going to try to draw something different that actually follows the limitations and see how it pans out. As Ronove has said, I want to try to capture the feel of old school games without being a blatant rip off. My major sin here (due to my inexperience with spriting) was that I relied too heavily on what I was using for a reference. This crutch ended up tripping me up in the long run. Fortunately, the game is still in development so I can just draw new assets with what I've learned (and will hopefully continue to learn).

I'd like to thank everyone for their feedback (be it harsh or friendly :) ) and I hope to hear more of it. I got a little defensive at first, but honestly the sentiment behind even the harshest of feedback was, "Don't be lazy, make a good game. You can do better than that." which is what I tell people all the time. Time to follow everyone's and my own advice.

So, thanks again!
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