SAUCE'S PROFILE

Neo Jado
Practical Ridiculous Action

Search

Filter

Favorite RPG story and why?



60% of game content in Dragon Age and Mass Effect is spent in dialogue and dialogue options. I'd say someone's tried.

How would you handle multiple learned languages?

Oh man, 13th Warrior. Classic. Lo there do I see my...

I mean... I would use colored text for language. I can't remember exactly, but I recall FFX used pinkish text. The idea is to EXPLICITLY tell the gamer that that particular color is for that particular language. Without voice acting, there's really not an easier way that I can think of.

And learning the language, that's rough. The Al Bhed language was incredibly lame, pretty much set up exactly with an inverted identical alphabet so you could learn it one letter at a time. While it's a more entertaining process picking up the letters one at a time, learning the language over story time would come across much cooler.

Going commercial?

author=Allen Hunter
No one with an IQ over 80 would want to pay a single penny for an RM game, no matter how less-sucky it is compared to its contemporaries

I would pay for a completed Rise of the Third Power. I would pay a lot of money for it, as a matter of fact. It's much better than many, many commercial rpgs.


Visual appeal vs other content

Oh bother.

author=Snodgrass
As far as game design, there's no such thing as visual appeal vs. other content.


Not the way to open up on a thread about "visual appeal vs other content."

author=Snodgrass
Sometimes the more horrible your graphical design is, the more it gets praised and sometimes the more you try, the less people it appeals to.


No.

author=Snodgrass
Game world randomness trumps working on a singular factor like the quality of the character's graphics all the time.


It doesn't. That's why I made this thread.

author=Snodgrass
Oh and Sauce, no offence but I replied to your Visual Content vs. Other Content thread. I don't say this to insult you but until you prove otherwise, I'd hold back on claiming who can or can't manage to stay in one stream of consciousness.


Where do I get off topic without the direction of a respondent?

Some people start talking about writing styles, I respond about writing styles. Some people start talking about commercial vs indie, I respond about commercial vs indie. Some people start talking randomly about food, I respond with something about food.

Conversely, you jumped from visual appeal criticism to Jay Leno comedy, without any provocation by another person. The immediate connection exists in your head but not with everyone else.

Anyway, enough of this. Author requesting lock, please? Argh, why can't I do it myself...

Any RM games/prototypes with a purer grappling combat system?

author=Biggamefreak
Snodgrass, There is a lack of coherence in all your posts.


Yeah, and first of all, multi bar battle systems have nothing to do with grappling. That's entirely two different concepts, and you'd get much better responses if you kept them separate instead of mashing them together into one topic.

And don't bother writing an essay on why they're related. They're not.

Any RM games/prototypes with a purer grappling combat system?

@Snodgrass, no. There's two bars in my minigame. Not one. Endurance and momentum. You lose if either endurance runs out or momentum swings to the opponent.

Like I said, even if you want 3 or 4 or 5 or 6 or 1000 variables, it's very possible. It's all a matter of making a game with reasonable difficulty or learning curve.

Anyway, that's my answer to your topic. Yes, multivariable grappling exists. Of course the rest of your posts have nothing to do with your topic.

Now... is the question about actual programming of an idea or just the theory?

Because the only reasonable response to the theory is "be creative." Programming, people can help with.

How does debugging actually work?


It's not the length. You can't manage to stay in one stream of consciousness within one of your posts.

Any RM games/prototypes with a purer grappling combat system?

author=Snodgrass
I decided that for rpgmaker's design, a 2 bar combat system would be ideal but it just wasn't enough.

The 2 bar system is basically a dual tug of war system where you can lose not just if your HP goes down to 0 but if the other bar goes down to a 100 even if your HP is at 100%. The games I saw this in used the 2nd bar as a lust meter. Maybe there have been other systems that uses that but I can't remember any example that is as notable or opens up such diverse gameplay strategies.

You mean something like this?



It's not difficult. However many 'tug of war' bars you want isn't limited. I have two here, you can have 20 if you want, it's just more work. Just remember learning curve. You can't have 3, 4, 5 mini game variables for the gamer to remember the first time they play it.

Favorite RPG story and why?

author=Max McGee
Restricting myself to commerical RPGs? Probably Vagrant Story, on the basis of the quality of the writing alone.


Vagrant Story had another thing going for its story: great directing.

Btw, you don't have to limit yourself to commercial RPGs.

+++ DynRPG - The RM2k3 Plugin SDK +++


Man, demeaning Cherry's work by stating that people shouldn't be using 2k3 anyway is idiotic.

People use 2k3. Lots of people use 2k3 still. They have their reasons, even if those reasons aren't good enough for you.

The point is, if Cherry's stuff helps those 'stubborn' peoples, good work Cherry.