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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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Mission Impossible: Stat Nation

I think part of your code borked

author=kentona
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FF12 remake. It's a... Thing?

Honestly, it really doesn't need a remake. Just release it in HD with the ZJS and achieves, and I'd gladly pay full price again for it (We already own the original and the ZJS version {with a burnt copy to play it in english}). If you look for it online, there are emulated versions running in HD, and it still looks as beautiful. The nice thing about later PS2 games was that the models themselves were clean and beautiful, the system just couldn't do them justice.

Creating a feeling of Healing Item Scarcity

You could make healing items require craftable resources, allowing you to make better ones require killing/harvesting rarer materials. That's actually what I'm planning to do with my game, though given the fire emblem-like mission setup, the actual materials will also be limited, so players will have to choose between crafting one time use healing items or something that gives a stat boost.

At the same time, my game allows you to restore the characters fully by not using them for one 'turn' of game time, so my scarcity is more to make sure characters are being rotated around, and not to necessarily increase the difficulty, so your results may vary. My amount of characters with actual healing abilities is very scarce as well.

Suikoden Series on PSN

The best hope for it would be something similar to what the Megaman and Castlevania creators are doing, the general 'auteur' movement in Japan, but I don't think there was one singular mind behind it, so that is less likely.

Suikoden Series on PSN

Do remember: Konami disbanded the Suikoden team. They released a Genso Suikoden game for PSP back in 2011ish, and it was terrible. So any more Suikoden games are likely to be just as terrible, especially with Konami's decision making lately.

If you want something similar, try Exit Fate, a beautiful game made in RPGMaker. Hell, make your own game inspired by it, its likely to be better than whatever Konami's gonna try to milk out of the name next.

What are you thinking about? (game development edition)

Debating on what to work on for my next release. It is currently a tossup between more characters, or finally working on my accessory-crafting system so I can finally introduce 'items' to the game. Sort of.

Favorite kind of battles/battle system?

author=Deltree
author=Sated
That there in the bottom right. That thing. More games should do that. Being able to visibly see how much you're delaying an enemy, and also seeing what they're preparing in advance so that you can try to slow-down/outright-cancel certain enemy skills was pretty damn amazing.
You should check out Child of Light if you have the means. It cribs this thing wholesale, and it's pretty much the only redeeming quality of the game besides some of the artwork. (Okay, so, don't pay more than $10 for it if you can help it).


In addition, the Penny Arcade RPGS, specifically 3/4, also do a similar bit. To beat it on the highest difficulties you practically have to master the action timing, as doing a delay attack right before they act shoves them all the way back to the end.

Game developers that don't... like making games...?

To compare it to my area of work, there are a lot of ESL teachers here who come here purely for the money, and don't care. They don't make good teachers, obviously, they just worry about getting to the end of their contract and not getting screwed out of a paycheck. The same falls on some schools here, since they just want to cram as many students in class as possible, and make the parents happy so they keep paying. These would both be the equivalent of 'I'm in this industry for the money, not for the games'. I'm sure it happens in every industry, its just more apparent the quality difference in teaching/game design, since they do require a bit more care than just making cars, but I guarantee all jobs where they only approach it with 'more money, don't care otherwise' also suffer in customer satisfaction.

Of course, you also have the people who came in caring, and the industry just ground them to the point that they're numb. Teachers who came to Korea thinking they're going to teach and be amazing...and have the school owner tell them they couldn't care one bit if the students learn, just keep them in class for an hour and keep them happy. Don't you dare challenge them, because then mommy complains. Same would go for game designers, why did you make that piece of art game? It barely sold! Make shooter clone#417. Again, I'm sure similar industries (animation, movies, etc) have similar stories.

Favorite kind of battles/battle system?

The SMT Nocturne and IV, as well as the games with the similar 'press turn' system (Persona 3/4, DDS) personally are my favorite turn based systems. You have to think of each move, and know your enemies so you don't screw up and lose turns, and can take advantage of the free turns you get. This turns 'turn based' from just hammering attack to a constant strategy and adjustment of skills/current party.

(For those who don't know, the press-turn system rewards you for hitting weaknesses and getting criticals by giving you extra 'half' turns, while punishing you for missing/getting a null attack by losing two turns, or if you really screw up and get reflected/absorbed, losing all your turns. It works for both sides, so you can abuse enemy weaknesses to get extra turns, just like they will hammer yours)

[RMVX ACE] How do I make random numbers truly random?

Do remember: Our minds like to play tricks on us, we like to see patterns everywhere. If you're rolling random numbers with the computer, its effectively as random as you are going to get, barring using the radiation noise of the universe like some things do. Your mind will always make patterns though, and having two back to back same results doesn't mean its not random. Remember, random means that each result is independent of the next. While rolling the same thing 15 times is unlikely, its still possible.