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LockeZ designs a boss battle for you

Much appreciated.

I have through of a conceptual question for non-linear/open-world games: how to increase boss difficulty?

Say you could fight all 5 bosses, but not the final boss, in any order and point in the game you choose. How would you recommend adapting the difficulty?
I have planned to include different move-sets depending on the player's party level, some puzzle aspects such as the respawning grunts with buff/debuff etc.

I'm also considering requiring a boss to be defeated with a weapon/armour/skill gained in another non-boss dungeon or in a town. But without the blatant "step by step explanation" since I'm trying to retain a lot of the exploration components and include only subtle "step by step" guides to the player.

If you have any insight to grace me with that would be appreciated. Or if I need to explain this more clearly I can do that.

Thanks and have a great day,

-SP

Cashmere wants to review your games

The Sky of Time is just a demo, at a place I am currently satisfied with, but I would appreciate more outside critiques to help it get better and better since this is my first game and I'm trying to do a lot in it.

Thank you, have a great day

-SP

How often should a work in progress update the demo?

Good stuff and I'll take it into account.

How often should a work in progress update the demo?

I'm curious about uploading a (polished) demo/prototype where say the game's story is given a foundation and, for an open world/multi-path game, the player can see the beginnings of several major decisions they can make.

To me as the developer it seems to deliver a significant taste of the game's core components and flavours: combat, quests, story, ways to affect the in-game world, and the world itself.

Would it be best to deliver more In a demo and call what I listed above as a prototype?

And with regards to an open world where I'm aiming to create a fluctuating world (people and towns change over time and how you interact or don't etc):
Would people really prefer screenshots, blog posts, and videos of minor pieces over time or a new demo after a long wait with a wide swath of new material all at once? As of now I feel the more of the smaller pieces may dilute the experience.

Any input on this?

As you might be able to tell I'm new and still getting my feet wet in game design.

Thanks and have a good day,

-SP

LockeZ designs a boss battle for you

I'm new here, just read this and wanted to say you've made some really interesting ideas for me to... "Politely adapt"...to this game I'm working on. It's open world and I wanted some variety of boss favours other than difficulty scaling, and this is the jackpot.
If I have any questions about bosses I found my first stop.

Once again, really nice work here and I appreciate having this be an open forum to sample.

-SP

The Sky of Time (Summer 2015)

Hello,

I appreciate all the feedback given to me over this demo. I am currently designing more story, plots, decisions and working on bettering the themes on top of learning how to do more complex events/stores/interactions etc.

Thank you all for downloading and playing,

-SP

Good Day

Thank y'all,
when I started this I was also trying to make a submission but now it was stopped because the mapping was not to standard. So I'm off to make some updates.

Good Day

Good day folks,

If I'm here I'm probably new, eh.

So I've just begun to wrap-up a demo for this game I'm working on using RPG Maker VX Ace. The game is supposed to be somewhat free-form, no holding the player's hand, no blatant classic tutorials etc. In part because the role you take on is crashed onto an unknown land and you have to explore as you see fit.

Current external dl link: http://www.mediafire.com/download/pf48rdzmn65dusy/The+Sky+of+Time-Proto.exe


If you're interested in a longer write up, here ya go:


Intent: This game is designed to have a bunch of decisions, paths, and optimal variety of choices to explore. This game does not tell you what to do, does not hold your hand, but because of constraints there are of course only a select number of paths. Nearly everything that can be interacted with influences the game to at least one degree, many things are hidden with no sign telling you what to do, you are thrown into a new world as though you had no comprehension of the things around you. Explore as you wish to (in most all cases, later regions will be more free form, gotta set up the story first ya know).

Gameplay: Made in 'RPG Maker VX Ace' so it has that classic turn-based combat system, 2D effect, dungeons, and classic RPG elements. There are several dozen decisions to make in this demo alone with loads of replayable options. One standard-path playthrough I did (the person who knows the ins and outs) to the current demo end took 1 hour.

Story: You, in the role of Riri, land on an unknown land. Find your way around. I ain't telling you how to, that's your choice.

As a prototype there may be issues and glitches. Hopefully few because I've done many playtests and it seems good.
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