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Paper Mario: Color Splash Trailer!
Soma Spirits
While it's probably not worthy of a blog update, the finalized title screen/gamepage image is done and uploaded :3
What are the most simple battle systems that still work well?
Given the choice between playing turn-based Dragon Quest games for the rest of my life or playing Unlimited SaGa once, I'd take the former in a heartbeat.
The simplest battle systems end up being the most lasting.
The simplest battle systems end up being the most lasting.
Mutually exclusive... treasures? And progress report!
Ah, don't you worry. I had only intended for there to be one or two of these per dungeon, with more of the regular small chests scattered throughout.
I also want a few of them to be an "easy vs hard" sort of thing. For example, if one chest's counterpart is more difficult to access than the other, then it would have a better reward than the easier one.
I also want a few of them to be an "easy vs hard" sort of thing. For example, if one chest's counterpart is more difficult to access than the other, then it would have a better reward than the easier one.
I`M SOO HAPPY RESONATE WAS FEATURED <3 <3 <3 SWEETHEARTS YAY
Crystal.png
What are you thinking about right now?
author=Craze
also just name every character butz
Well I mean playing FF5 and not naming him butz is one of the worst things you can do as a person.
How do you go about creating a game?
I keep a plan, but more of a loose and flexible one. I generally jump all over the place for the first few months, until I have a strong base from which I can assemble a full game from later on.
What I do is create everything I need for the first 10-15 minutes worth of the game. That is, all the visuals for that portion of the game, the scripting that I need to implement and get done, the general gameplay that I want to pursue, etc. Then I playtest it, release that as a demo for feedback and if everything is good*, THEN I go more toward's Housekeeping's strategic plan: do all of the visuals, then all of the maps, etc, until the game is finished.
* = I don't condone using a public demo as a means to test whether or not a game is worth finishing. Do your best to use the feedback you get to make a stronger game, no matter how harsh that criticism is.
What I do is create everything I need for the first 10-15 minutes worth of the game. That is, all the visuals for that portion of the game, the scripting that I need to implement and get done, the general gameplay that I want to pursue, etc. Then I playtest it, release that as a demo for feedback and if everything is good*, THEN I go more toward's Housekeeping's strategic plan: do all of the visuals, then all of the maps, etc, until the game is finished.
* = I don't condone using a public demo as a means to test whether or not a game is worth finishing. Do your best to use the feedback you get to make a stronger game, no matter how harsh that criticism is.
Mario Maker's impact
I don't think anyone can really predict lasting power, or what ultimately makes a game timeless. In fact, it seems to happen on accident most of the time. You either need incredible foresight or be very lucky.
Of course, there's a big difference between a fad and a milestone. Who the heck is still playing Angry Birds or Farmville, for instance?
Of course, there's a big difference between a fad and a milestone. Who the heck is still playing Angry Birds or Farmville, for instance?














