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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Whatchu Workin' On? Tell us!

Nah, more like my wife pressuring in the 'We have a stable job, and steady income, and low stress, if you're going to do this, best do it now'

Whatchu Workin' On? Tell us!

Finally stepped back into development with some pressure from family/friends, and finished the update that had been sitting on my PC for a full year. Four new missions, all of them testing my horizons on them, along with a complete redo of my hub. All still RTP of course, but I'm trying to avoid letting the lack of cool art keep me from working on the bones/meat of my project.

Gonna try to keep myself to weekly or bi-weekly updates.

The Bonus Dungeon is the Final Dungeon?

I'm personally in the camp where I enjoy it when the optional boss have some effect on the story if you beat them. I think the 'man-behind-the-man' effect that some games use (Tohou for example), where the bonus boss is the instigator of the events and also needs a whooping works. I also like Disgaea's approach, where some of the optional dungeons you can unlock which are much, much harder than the main story (as is most of the game actually...) actually lead you to different endings, like invading earth or the like.

Could lead to a situation where your character does a sidequest that is far more difficult, finds the man behind the man behind the big boss that they thought were inconsequential/good, and takes them out, but overall for worse results, or in the 'screw destiny' route.

Which also brings to mind Soul Nomad, where there is an entire alternate story, much much harder than the main one, where you character goes 'Fuckit, I'mma be evil', and is by far one of the most fucked up storylines in an RPG. It's essentially a full bonus difficulty story.

How much should one crank up the difficulty before it's too much? (Game difficulty balancing)

I will take a bit of a side-step to the whole discussion and mention one important thing about challenge: If it is really challenging and difficult, and the player is likely to fail, make the iterations exceptionally short as well. A lot of what Dark Souls and other games do right is that there is no long drawn out sequence or cinematics you have to watch back through to get back into the action. You die, you restart. FFXIII I think did this really well as well, since you can just restart any fight you lose from the start.

Of course, that goes for really any game, there is no excuse to force players to sit through stuff they've already seen because they died. Let them retry without even going to game over!

How much should one crank up the difficulty before it's too much? (Game difficulty balancing)

Just a warning since I've seen several posts about the low health high damage enemies: Be careful not to dip too much into rocket-tag gameplay (Gameplay where everyone tends to go down in one or two hits). That will make it extremely hard to balance bosses and enemies, since players will want to take enemies down as fast as possible, and bosses as well, tending to pull out nukes at the drop of the hat. I have a bit of a problem with that right now in my game, but its tempered by the fact that long term, recovery between missions is limited (once that is implemented anyway).

Also, enemies with really high damage and low stats tend to just grind away character HP and resources. If you want encounters to be fairly lethal, make sure you give the player ample resources to deal with it without just nuking every random encounter (tank characters with recovery mechanics, useful buffs that last for multiple fights, etc).

[RMVX ACE] Boss design tips

My main issue so far has been balancing making interesting boss fights with making some that players can reasonably take down first try. So far, most of my bosses haven't been that much more powerful than the players (some are just the character the players get when they recruit them) plus some minions, with the difficulty coming from being worn down from the prior enemies. No easy/cheap recovery options means I tend to go for whittling down my players.

So I feel I have to give players plenty of warning so they can use abilities, and not blindside them with obscenely high health enemies or the like, or abilities that are far out of the norm. Self-limitations not helping matters, but so far it has just limited my epic challenges from being Final Fantasy/SMT level 'prep everything perfectly' challenging, and instead being normal enemies+

[RMVX ACE] Boss design tips

I know myself, and I know my tendency to over-design things and make them more complicated than they should be, so I'm asking here first before I redo the wheel:

Does anyone have some base level tips for boss/complex monster designs? I've taken a look around the monster design framework in ace, and it seems the most control you have is when they use certain skills, ie at a certain health level, after a turn number, and how often they use them. I know we can make skills call events and the like, but I want to limit the amount of scripting I do in the game. So some basic design tips and tricks that people have picked up that can make for interesting fights would be nice.

(I am limited in my current game on how much I can design them given its intended that any boss can be taken down first try without trial/error and being a danger in only that the game has perma-death, but more complex tips would still be nice for later use.)

Thanks in advance.

Best RPGMaker for MMO

I worked on a MUD as well for a while, and one thing people always underestimate when doing multiplayer RPGs is how -fast- people go through content. If I released an area, and it wasn't particularly complicated, it would sometimes be finished the same day by the players who were consistently on. Everything about the area would be dissected after some time, people would find the ideal manner to go through it (sometimes not even the way you intended), how much of it was actually useful to do, etc.

Never underestimate players ability to optimize everything, especially in an MMO. In a single player RPG, you basically have a nice straight line for everyone to go down (to varying degrees depending on your story). In an MMO, everything is a calculation, and if a particular dungeon isn't worth it more so than just grinding further, or doesn't have an acceptable risk/reward ratio, it won't be touched but by a few people. The MUD I designed for had been around for decades as well, and there were hundreds of areas...of which maybe a dozen or so got touched regularly. Players would find the best place to farm gold, exp, with/without certain classes, and hammered those areas. The ratio of work done -> used content is much lower in MMOs than in single player RPGs.

Sepia Beach

Yeah, I would like to have expanded it further with some actual gameplay, right now it really is just Pizza's awesome spritework with a bit of my story glommed on top :P

Swap in the Middle with You~

Now Ratty has to retire from RMN entirely, its official.