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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A Quick Look at RMN Ratings
I agree that review scores don't really help much at all. I think that the reason reviews are so helpful (and necessary!) is because they provide the developer with valuable feedback on how to improve their game, or how to improve their future projects.
That being said, the reason most people make games is because they want people to play them. Regardless of what we as developers think of the review scores, they're the single biggest factor determine whether Joe Random Lurker will download and play a game or not. We can keep saying how "oh, they shouldn't worry about the review score!" all we want, but it's not going to change the reality that the vast majority of the people that play our games judge which ones to play based on the score. When a review is submitted for a game, whether intentionally or not, it is directly affecting whether or not that game will be played.
That being said, the reason most people make games is because they want people to play them. Regardless of what we as developers think of the review scores, they're the single biggest factor determine whether Joe Random Lurker will download and play a game or not. We can keep saying how "oh, they shouldn't worry about the review score!" all we want, but it's not going to change the reality that the vast majority of the people that play our games judge which ones to play based on the score. When a review is submitted for a game, whether intentionally or not, it is directly affecting whether or not that game will be played.
Writing.... on paper
A class I was in this year required me to start maintaining a "design notebook", into which I was required to write any ideas I had for homework, projects, etc etc. The professor was himself a game developer and said on many occasions how it was one of his best resources in his career. Although begrudgingly at first, I fell in love with writing down every idea I got (whether it be for a game, character, story, sidequest, boss battle, or what have you), even if I had no use for it at the time. On more than one occasion, I would suddenly wake up in the middle of the night, possessed by an idea that I needed to write down.
Since then, I have to admit that it's become quite a useful tool. I write down the smallest things (like a mechanical concept) and sometimes, months later, while working on a completely unrelated project, I stumble across that note and get inspired by it.
Since then, I have to admit that it's become quite a useful tool. I write down the smallest things (like a mechanical concept) and sometimes, months later, while working on a completely unrelated project, I stumble across that note and get inspired by it.
Vacant Sky Vol. 1: Contention Review
Thanks for the suggestions!
1. I'm actually adding a consumable item that lets you escape from battle in Act III. I'll retroactively add it into Act II with the packaged version.
2. I'll try to put in an optional dungeon somewhere along the way.
3. Yeah, I'm planning to completely redo the writing in Act I when I revise it. It even makes me cringe when I play through it.
4. One feature from Act III that will make Act I far more stomachable is the ability to retry lost battles without having to sit through cutscenes again.
1. I'm actually adding a consumable item that lets you escape from battle in Act III. I'll retroactively add it into Act II with the packaged version.
2. I'll try to put in an optional dungeon somewhere along the way.
3. Yeah, I'm planning to completely redo the writing in Act I when I revise it. It even makes me cringe when I play through it.
4. One feature from Act III that will make Act I far more stomachable is the ability to retry lost battles without having to sit through cutscenes again.
Vacant Sky Vol. 1: Contention Review
comment=29540
I'm determined to play these after act iii is released.
But I'm a bit confused... are acts i-iii together part 1 of a trilogy? Or do the acts represent each individual part of the trilogy?
Yes, you're right. Vacant Sky is planned to be the first game in a trilogy. I know the naming is kind of confusing.
A way to differentiate reviews whether it's for the demo or the full game?
post=137028post=136956This.
Perhaps games can only have previews (as opposed to reviews) before they are completed/cancelled. These previews do not have formal ratings. Only once a game is completed/cancelled can it receive reviews that have formal ratings.
That's a great idea.
Vacant Sky Vol. 1: Contention Review
Thanks a lot for playing and for the review! I'm glad you enjoyed the game. It sucks that Act I drags down the enjoyment of the game as a whole. I'm thinking about revising it after Act III has been released. Do you have any specific suggestions for fixing it? Would introducing the bugfixes and balances from Act II help significantly?
Although I don't think Act III will be as much of a jump as Act II was, I'm confident that it'll bring a lot of welcome changes to the table. I'm aware that a couple of the Act II characters (Vanquish being the prime offender) didn't get a chance to really stand out yet, and that's something I made sure to fix. Do you have any other suggestions for Act III, especially in the area of gameplay and battle?
Although I don't think Act III will be as much of a jump as Act II was, I'm confident that it'll bring a lot of welcome changes to the table. I'm aware that a couple of the Act II characters (Vanquish being the prime offender) didn't get a chance to really stand out yet, and that's something I made sure to fix. Do you have any other suggestions for Act III, especially in the area of gameplay and battle?
newshop.PNG
A WIP of the new shop UI. It now displays the changes to all stats when selecting new equipment to buy.
A way to differentiate reviews whether it's for the demo or the full game?
This is something I think should really be looked into. It's especially important in the case of episodic games, game series using a single gamepage, and compilations of multiple games. Perhaps a new box could be added to reviews where you can select between Full, Demo, Beta, et cetera. In order to avoid having to conceive of every possible tag a review could have, perhaps developers can create a few review tags to their game somewhere in the game manager.
For example, say there was a game called Super Fantasy Anthology and it was a compilation of three different games, Fire, Water, and Earth. The developer could add review tags for Fire, Water, and Earth. Then, when a reviewer is submitting a review, he can select which the review covers, as well as a few generic, universal tags such as "Demo" and "Completed".
For example, say there was a game called Super Fantasy Anthology and it was a compilation of three different games, Fire, Water, and Earth. The developer could add review tags for Fire, Water, and Earth. Then, when a reviewer is submitting a review, he can select which the review covers, as well as a few generic, universal tags such as "Demo" and "Completed".
Games and Why You Make Them
1. Since around 2004. That's when I started making pen and paper RPGs. It was around 2005 that I started making software games.
2. To be honest, I haven't considered not making games anymore since I got serious about it 2-3 years ago. About a year ago, I made the choice to pursue it as a future career, and I've never changed my mind since. Even if I can't get a job as a game developer, I want to continue making indie games on the side.
3. In spite of the fact that it's so much work and mental strain, it's because when it comes down to it, making games is fun. That's like asking "what's your motivation for writing?" or "what's your motivation for painting?". To me, it's an art form that feels satisfying and liberating to express myself with.
To give a less philosophical answer:
I started out making pen and paper RPGs to play with some of my friends. I really got into GMing because I enjoyed making them laugh or get excited or have fun. They were enjoying themselves and I enjoyed creating a situation in which they would enjoy themselves. Although in a less direct manner, the same thing still applies now. I like to make games that cause people to get enjoyment. It's fulfilling for me to know that people enjoy my work.
2. To be honest, I haven't considered not making games anymore since I got serious about it 2-3 years ago. About a year ago, I made the choice to pursue it as a future career, and I've never changed my mind since. Even if I can't get a job as a game developer, I want to continue making indie games on the side.
3. In spite of the fact that it's so much work and mental strain, it's because when it comes down to it, making games is fun. That's like asking "what's your motivation for writing?" or "what's your motivation for painting?". To me, it's an art form that feels satisfying and liberating to express myself with.
To give a less philosophical answer:
I started out making pen and paper RPGs to play with some of my friends. I really got into GMing because I enjoyed making them laugh or get excited or have fun. They were enjoying themselves and I enjoyed creating a situation in which they would enjoy themselves. Although in a less direct manner, the same thing still applies now. I like to make games that cause people to get enjoyment. It's fulfilling for me to know that people enjoy my work.
Midsummer - RMN Community Project
post=135705
I thought what might be a cute idea is that you have a group of people trying to organize the Midsummer festival and you play from different perspectives
That's actually a pretty cool idea. What would the gameplay be like, then? The first thing I thought of while reading that is that you have a list of tasks you need to accomplish and a limited time in which to accomplish them.














