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RINE'S PROFILE

Game designer hopeful. Have designed several tabletop RPGs, and have long wanted to start into the video game space.

My focus when designing is to create challenging experiences that force the player to make difficult choices, and change the paradigm when someone thinks of an RPG.
Binding Wyrds
A modern fantasy game, delving into the shadows of the supernatural.

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Copyright laws

Most companies are more worried about brand dilution than anything else. There's a reason Pokemon GO has such a wonky combat system. They are worried if you can get your Pokemon fix in a free to play game, people won't buy the original (probably nonsense, but a legitimate concern).

Fan-games fall right in there, and most only avoid problems by being small and going unnoticed.

Make no mistake: Under current legal precedent, you do -not- have any right to make a game with characters that still fall under copyright. You have some rights under Fair Use to use them in certain very limited contexts (Usually just footage for critique and the like), but even that is an affirmative defense, not an outright 'right'. It sucks that currently copyright extends for basically forever, but it does.

If it falls into the public domain, you can use it all you want though, as long as you don't infringe too much on someone else's more recent take. (Cinderella is fine, Disney's Cinderella isn't).

Besides, never understood the urge to just copy someone else's character. Getting inspired, sure, but use your creative juices to design something that's -yours-.

Remix, don't reuse.

Copyright laws

The first one is still far too similar, everyone can tell its Mario.

The best way to do homage is making them an expy, meaning basically use an original design with an overall theme that is very similar to the original. Probably the best example I can think of is Sentinels of the Multiverse. Every single hero is a reference to a super hero, but with X. So Legacy has the powers of superman, but he gets his passed down from his family (hence the name) instead of the sun. Wraith is female batman, but with a more obvious ninja theme and no animal imagery. Tachyon is female scientist flash (But honestly, much better designed).

Like they said previously if you cling too close to the designs, credit them, and don't sell it.

[RMVX ACE] Detecting Death of an Actor

Was trying to not get into too much detail about it for fear of leadening the mechanics with the broader implications but...

The game is going to have a lot of interplay between various mechanics, and I need to keep track of whether the player has recruited a character/actor, if they are currently recruited, and if they have died. The recruited/not part is important for various dialogues and mission availability, the dead part is important to character interplays and character events that will allow them to grow.

In example, a pair of characters are recruited together. All their story events are available normally, except the last one, which requires the other one to be dead, which finishes their story, and unlocks a new ability to replace the one thats useless due to their lack of partner.

[RMVX ACE] Detecting Death of an Actor

Needs to be a variable at this point, besides a myriad of other reasons, The characters will have multiple states. 'Not recruited' 'recruited' and 'dead'. Need to keep track of them because various events will trigger or not depending on the character states.

Creating Politics and Governments

I think it helps to think of politics in the people aspect, as opposed to the big abstract we've built up in life. In games, we don't need to represent the weird interplay of numerous topics that build up political parties, but we can use those sorts of topics to help inform on human motivation. This helps us create more complex characters, and sympathetic ones who side with people we are against, but in an understandable way.

In a short example, you have your typical evil empire, and your rebellion. You need a reason for a rebellion, so we say that the empire enslaves a certain race and is militaristic. Cool, players can easily get behind taking down a slaving/warring empire. But now we run into one of their generals, who is overall a nice gal. When brought up, she says she's against slavery, but she was a skilled soldier in another realm who was held down by nobility being the only ones allowed to lead. When the empire came in and her realm lost, she was offered a promotion based on her skill, as opposed to her lineage. Thus, she sees the empire as rather egalitarian (skill based promotion as opposed to family), and yet there are inconsistencies in her beliefs that can be leaned on to show depth and character.

This encompasses several ostensibly 'political' topics (forced labor, racism, aggression vs other nation-states, merit based governmental operations, nepotism), but because part of it is in our understanding of the world (how the empire works visa vis why its bad), and the character herself (her motivations relative to other ways it works) we can have a far more nuanced understanding of the world in a more grey as opposed to black and white view.

[RMVX ACE] Detecting Death of an Actor

Hey all,

So I've been mulling this issue for a while, since its a major roadblock between me and a release of a build that's not balance-only.

I need a way for the game to A) Realize that an actor is dead (easy enough, parallel event that detects dead state), B) Remove them from the party (again, easy enough), and C) Let me know -which- actor died. (The hard part), and finally D) Change a variable specific to that actor.

The brute force way of doing this is a giant If chain check, if(actor1) then change (variable for that actor). I keep brute forcing things though and finding much more manageable things later, so I thought I'd toss this out if anyone has any ideas for a better way to implement this.

(Obligatory death of a salesman joke here)

Thanks in advance!

Duet System -- Help me design ability combos!

From prior experience in games with lots of experimentation to discover things like combos, after a point players will tend to find a good combo that works for them, and stick with it through the entire game unless something forces them to change. It may not be the most efficient, or fastest strategy, but its easier than trying to experiment to find something slightly more optimal. I can easily see a player with your system experimenting until they find a pretty good attack combo, and pretty good heal combo, and just using them until the game ends. It isn't bad players, its just what we tend to do (Known as first order optimal strategies, like e. Honda's hand slap in street fighter), easy to do, works very well for a while. If nothing forces them to change up or grow their strategies, they'll use that the whole game.

On another point, it looks like your combo system is designed to make combining both characters moves into one useful thing. Be aware that basically limits optimal play to either 'attacking' or 'healing' in one turn, as splitting it will be less effective.

Balancing battles

Its not even that hard really, once you think about it. Admittedly I might be a bit guilty of it in my current build, but you have a baseline (Regular attacks), and anything different the player wants to choose must have a cost/benefit relationship.

Regular attacks (usually) cost nothing, so they should be the baseline, and always useful, but not strategically interesting. If you have a skill that does less damage, it should have some benefit. If it does more damage, it should have a cost.

This is pretty easy with MP systems, in that you can make more damage = more MP (Though that is incredibly boring). It is also why I've been trying to avoid MP systems outside certain character types, so I can force myself to be more creative with balance. Having high damage attacks require buffs to use (thus the cost of the turn), or being super-slow (shoving you to the end of the turn), cooldowns for the abilities, or giving the character debuffs for using a powerful attack.

The important thing in balance is making sure your choices are balanced, but don't feel mathematical. If there is always a numerically superior option, players will do that. Its why you never use Fire in a FF game after you get Fira or Firaga, even if the cost is lower there is very little usefulness in the lower damage output.

Also remember balance wise: A turn is a cost, because it raises risk to characters and thus potentially costs supplies. A way to reduce 'cost' to players is to give them obvious 'safe' turns during boss fights. "BIG ATTACK....boss needs to take a breath" lets players know they can use that turn to recover and prep without consequence.

Balancing battles

Probably because making sure its balanced requires testing, and then, more importantly, caring enough to fix it. Its not limited to RPGMaker games, I've played so many games where the developers didn't test balance enough and you either break it really quickly with a first order optimal (big fancy words) strategy, or if you're not playing it 'right' its wall-banging hard.

Balancing battles

A fair thing to remember for balance, which is really hard for creators, is that -you- know how your game should be played, but your players won't necessarily know how to do it, especially if you aren't hand holding them through it. So when testing balance, it is important to also test it for sub-optimal things. This is important, because while you may say 'Well, you're just not doing it right, so its fine', your players may not know they're doing it wrong. This turns a battle you found super-easy into frustration incarnate because they did something wrong.

So when testing for balance, make sure you also test for sub-optimal things. Come at the boss fight after not picking up a few items that are easily missable. Pretend you don't like a certain optional character that would be really good for this fight and don't use them, etc etc. You want to make sure there are enough signs that players did something wrong when they hit the brick wall -or- they can muscle through with more effort instead of getting frustrated.