RODEN'S PROFILE
He/Him
Artist, Game Designer, Furry, Rat-Dog
Working on a game project in RMMZ since 2025.
Artist, Game Designer, Furry, Rat-Dog
Working on a game project in RMMZ since 2025.
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Screenshot Survival 20XX
I am setsuna
Looked uninteresting. I'll pass.
I mean, Chrono Trigger was nothing that special, so why would I blow money on a CT look alike?
I mean, Chrono Trigger was nothing that special, so why would I blow money on a CT look alike?
Screenshot Survival 20XX
Whatchu Workin' On? Tell us!
No one is coming to my 4yo son's birthday party :'(
Should a game tell you about upcoming 'turning points'?
I feel like games should try to be as open as possible, in that optional content shouldn't become locked off to the player if it's at all preventable. That being said, I do believe that it's fine for content to become locked. Sometimes you just have to make concessions for the sake of something more important. There's no hard and fast single "right" way to do anything in a game, after all.
If there's going to be a point of no return, I think the game should tell the player, but, when talking about RPGs, in a way that doesn't break immersion or seem too mechanical. I don't like it when a big message pops up saying "YOU CANT TURN BACK". I've found, in my own experience, that when characters involved in the plot make warnings about "we won't be able to turn back after this" I believe them, as it's a conduit for the designer to reach out to the player and warn them.
I guess it's a similar principal to the designers warning the player about boss battles via save points and art design/imposing doors/corridors/keys etc. There are ways to give your player more subtle hints that you recommend something, and to me they're preferable to system messages and the like.
If there's going to be a point of no return, I think the game should tell the player, but, when talking about RPGs, in a way that doesn't break immersion or seem too mechanical. I don't like it when a big message pops up saying "YOU CANT TURN BACK". I've found, in my own experience, that when characters involved in the plot make warnings about "we won't be able to turn back after this" I believe them, as it's a conduit for the designer to reach out to the player and warn them.
I guess it's a similar principal to the designers warning the player about boss battles via save points and art design/imposing doors/corridors/keys etc. There are ways to give your player more subtle hints that you recommend something, and to me they're preferable to system messages and the like.
Clinical Depression: "Hey there! I see your project is almost done.But I'm back, buddy!"
Screenshot Survival 20XX
The left trees actually use three colours. You're right, too, popular opinion says the three colour trees are best, so they're what I'm going with.
Thanks though!
Thanks though!
Screenshot Survival 20XX

Looking for some feedback on which amount of colour looks best on these conifer trees. I never know what to do with conifers. Any help would be appreciated.
















