SAILERIUS'S PROFILE
Something happened to me last night when I was driving home. I had a couple of miles to go. I looked up and saw a glowing orange object in the sky. It was moving irregularly. Suddenly, there was intense light all around. And when I came to, I was home.
What do you think happened to me?
What do you think happened to me?
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post=210980
Not sure being very oblivious is a good thing :P
It's certainly not one of his more redeeming qualities. Just ask Auria.
Dialogue, Characters, and You.
post=210683post=210653What? Where?
The prevailing attitude in this community is mostly that writing is secondary and shouldn't matter.
I can't really tell numbers, but the impression I have is that the majority of games here are made so the gamemaker can "tell a story", and gameplay (and everything else) is left secondary (i.e. rtp/rips, default systems, etc).
The majority of the RM games which prioritize story over gameplay are completely ignored in favor of games which handwave story under the guise of being "oldschool." Granted, the majority of RM games which prioritize story are pretty horrible at both story and gameplay, but still.
Get Engaged: How A Partner Can Help
Yes, and it's even better if it's a person you talk to in person. I'm lucky enough to live in a dorm with >10 other game developers, so we often have long chats over dinner or into the night about games (both commercial and our own).
Craze's Let's Play! Topic
post=209768To be fair, if Craze isn't doing it without you demanding it of him, how can you expect any other player to know to do it?
Oh! I'll watch session 3 right now! Also, I've edited the dialogue you told me to and I'm uploading another minor update.
And D&D is a videogame... Baldur's Gate anyone? But I get your meaning. In all fairness I kind of had no idea what I was doing early on in Legionwood's development.
Also, might I ask why you have Legionwood listed as "completed"? Have you stopped playing it?
Please try not to be too upset by the dialogue. As I said, I'm rewriting it, but like you I have a life so it's taking a very long time so I'm forced to just release minor updates with dialogue intact in the meantime. I've got final exams in like a week.
Yes, the game does cater to stupid people. Believe it or not, one of my real life friends who tested it had no idea how to play an RPG and couldn't fight and kept getting lost and couldn't understand the story. When I was 16, I had a thing for trying to do overly dramatic writing, and you can see the results. Also, the game did originate on RRR.
Damn it, did I somehow get mixed up and continue working on an old version or not save changes? Grudge Holder is supposed to open with a move that kills you in the first turn. I should really make sure I save these things. Build 5 was supposed to have that change.
Hmm... The idea behind the "you read the waypost" comment is that it's meant to be something a DM would say. Kind of like in Fallout when messages pop up that say "you see..." or "you open the door" even though it's fairly obvious. Lazy eventing is why you can read the post from any direction. I swear you're nitpicking now, but it's helpful nonetheless.
I thought I killed that overlay. Checking... Damn, why the hell did I put two events to show it. Thus, I nuke only one and it remains. Stupid!
Pounding is a rather nasty move at the best of times... It hit Alexis so hard because she has low defense. You should have spent some AP on defense by now. Stupidly, I balance my enemies based on the strength of my party as I'm playing. I spent AP on defense. I might reduce the power of that move.
But... Why don't you actually buy armor and skills? No wonder your Defense sucks! When you get to the blacksmith, upgrade your armor! Buy Techs! /end mock rage
Seriously, if you're gonna rely on equipment you just find in chests, you won't have enough to go around. That equipment's mainly there if a.) spent money on skills and couldn't afford to upgrade anyone or b.) it's slightly better equipment you haven't been able to buy yet. Great job staying alive though! I seriously felt tense watching those battles.
An Undead dungeon's coming up and Crumble will be your best friend there. There's another in Chapter 3 and another in Chapter 4.
Tankentai sucks... Which is why the sequel doesn't use it.
I never encountered that lag though. No idea what that was.
I'll watch the rest of Session 3 tomorrow... I have some stuff to do right now.
P.S
Thought you all might like to know...
Why the character buffs are so expensive
I originally had them cost 3 SP each, but then I realised, that with me having spent all my AP on Thyrra's Intellect and Lann's Attack, a 25% stat boost was A LOT. Seriously, casting a single buff makes you overpowered in Legionwood. Think about it.
Vacant Sky Vol. 1: Contention
Act I Poll
post=207920
Honestly I would be more for making what's there tighter and more interesting, rather than just removing huge chunks away from what's already there. I think from the point you leave with Seri and Zaqris until you arrive at Barette could be cut down, the town/beach area NPCs could be squeezed in the first area(I suppose that would cause a few problems with an ACTIII scene but seems like something that could be worked around I think?).
Town to town to town works for the more open feel of Acts 2 and 3, but for the first act, it really makes for awkward pacing.
I've been trying to come up with a way since Act I came out to make that part more interesting. If you have a suggestion, I'd really like to hear it. The only reason I'm considering glossing over that part is because I can't for the life of me figure out a way to make it better.
Here's an update at what I'm thinking of doing now:
After the Virad prologue, you gain control of Auria, Zaqris, and Seri when they arrive in Banivia. The game progresses as before until you meet Ray, at which point Auria retells the story so far to him. As she retells the story, the player plays the flashbacks (East Naven, the Void, possibly a short segment in Alibaas).
Craze's Let's Play! Topic
post=207388Whichever you're willing to do. The LT format is very helpful for getting feedback, but I understand that's a lot of effort, so I don't mind if you choose to just play it and do a writeup.
Sure. Do you want me to LT it, or just play it and give you feedback?
Dark Gaia: I'll respond more later today, but it's definitely better. I told Karsu that I'm actually enjoying myself.
Craze's Let's Play! Topic
post=206763
afsdklnsak I'm too tired to answer fully right now, but maybe try having Real Dungeons (aka Real Gameplay). Yeah, make East Naven just the night sequence (keep the Virad mask and stuff), make the prison a battle tutorial, and add some travel dungeons with bosses in the game. Maybe there's a run-down checkpoint that has to be navigated, or a deep tunnel shortcut that just so happens to be home to an ogre and its goblin minions. Basically, stop making the game TOWN TOWN TOWN TOWN TOWN CAVE TOWN TOWN TOWN TOWN TOWN
I did some thinking and chatting with other team members and I have an idea on how I'm going to approach this. The downside is that it's going to be a lot of work.
The way I picture it now, it'll go from the prison to Banivia and progress from there. At certain points, Auria will pause to retell the events leading up to her death, which will be playable montages (a brief run through East Naven, then the Void). This makes Seri and Zaqris more interesting to the player since they now know information that is directly relevant (i.e., what's happened in the story so far).
I don't think I'm going to go as far as to make another dungeon. Acts II and III have so many in-depth dungeons that it put me off from RPG making for a while.
By the way, once I incorporate a few updates from Act III into Act II, would you be willing to try it out? Act II is some of my best work and I really want to make it as good as possible. I assure you it's far more enjoyable than Act I -- it actually has a central hub, a nonlinear story, and several dungeons, along with twice as many party members.
Craze's Let's Play! Topic
Ugh, that's really annoying (about the videos). I'm glad you at least liked the last part--that was all completely redone in Act I+ and reflects the quality and style of the rest of the game (although it gets less linear), especially the writing.
I really wish it was as easy as just cutting out Alibaas and Barette but unfortunately, they're critically important in Act II and without proper introduction, a lot of what happens in Act II would seem to come out of nowhere. Specifically, I'm referring to the exposition about the Blackguards and Barette, along with the tribes in Alibaas. I mean, I guess NPCs could just talk about those plot points, but it feels to me like it would be much more effective to see the places yourself.
Also, at least seeing East Naven is important. If it has to be minimized even more, it could start at the night portion (when you have to go to the train station to leave).
-I had actually thought early into your videos that I might just start everyone at level 3, when they start getting techniques. Glad we're on the same page.
-I'll decrease the number of encounters. It was a previous complaint that there were far too few, so I guess I went over.
Theoretically, if I were to fast forward through to Mortagne, it would probably be expanded a lot because of the number of hints I need to drop to cover skipped areas. How do you suggest covering the skipped parts? It seems like it would be frustrating if the characters referred to events that Auria knows but the player didn't experience.
I really wish it was as easy as just cutting out Alibaas and Barette but unfortunately, they're critically important in Act II and without proper introduction, a lot of what happens in Act II would seem to come out of nowhere. Specifically, I'm referring to the exposition about the Blackguards and Barette, along with the tribes in Alibaas. I mean, I guess NPCs could just talk about those plot points, but it feels to me like it would be much more effective to see the places yourself.
Also, at least seeing East Naven is important. If it has to be minimized even more, it could start at the night portion (when you have to go to the train station to leave).
-I had actually thought early into your videos that I might just start everyone at level 3, when they start getting techniques. Glad we're on the same page.
-I'll decrease the number of encounters. It was a previous complaint that there were far too few, so I guess I went over.
Theoretically, if I were to fast forward through to Mortagne, it would probably be expanded a lot because of the number of hints I need to drop to cover skipped areas. How do you suggest covering the skipped parts? It seems like it would be frustrating if the characters referred to events that Auria knows but the player didn't experience.
What do you want to see in Final Fantasy XV?
They got it down pretty well with 13. Ideally, I'd like to see a game with the exploration elements of 12 and the interface, fun factor, and storytelling from 13. Let's see another setting as interesting as 13's was. How about something Victorian? Or steampunk? Or in space? Or horror? That could be cool.














