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Final Fantasy IV (DS)
So who wants to open the books on how long it'll be before we get FFV DS then FFVI DS?
And whether the FFVII remake will be for PS3, PSP, DS, or all of the above?
And whether the FFVII remake will be for PS3, PSP, DS, or all of the above?
Gimme Boss Gimmicks
author=GreatRedSpirit link=topic=1142.msg17112#msg17112 date=1211236239Man, that's bunk. There are all sorts of reasons for transforming bosses besides the Dragonball Z issue. You've basically ruled out all were-creatures, shapeshifters, body horrors, and even something like a larval creature you have to destroy before it turns into a big bad. All of these can have some pretty major impact storywise. Not to mention multi-phasal bosses which gameplay-wise are identical.
I personally hate any sort of transformation gimmick. It reeks of "That was only a fraction of my power. Now I'll show you my true power/suffering/poorwritingskills!" It hurts my brain and it gives me another reason to quit playing (doubly so if there some stupid villian monologue while doing so, the process takes five minutes, and I don't get a chance to use items since the party had their heads stuck up their own asses during the intermission)
But even besides that, the whole "holding back" thing isn't even inherently bad on its own. It's generally executed poorly, but there's no reason someone couldn't do it in a good way. I can't think of any good ways, but that doesn't mean there aren't any. But yeah, just writing off a whole mechanic like that because it reminds you of Dragonball Z is silly.
Annoying Ruts
Wow. I always assumed that agoraphobia was, like was said earlier, essentially the opposite of claustrophobia. So I'm a borderline agoraphobic, not a borderline hikkikomori! Hoorays.
The biggest problem for me is when I hit that point where I can't go any further without doing something that's going to be a major paradigm shift from the previous phase of development--if I'm doing heavy programming, moving into the resource/art making part, or if I'm doing the resource/art making part, moving into the writing part, or something like that. I'm pretty heavily ADD, so even when I'm working on one aspect I'm thinking about the others, but dedicating all your resources to one when they're already all in another...
...the obvious solution is to work in teams and delegating, but I've tried before, but my teams have a habit of falling apart.
The biggest problem for me is when I hit that point where I can't go any further without doing something that's going to be a major paradigm shift from the previous phase of development--if I'm doing heavy programming, moving into the resource/art making part, or if I'm doing the resource/art making part, moving into the writing part, or something like that. I'm pretty heavily ADD, so even when I'm working on one aspect I'm thinking about the others, but dedicating all your resources to one when they're already all in another...
...the obvious solution is to work in teams and delegating, but I've tried before, but my teams have a habit of falling apart.
Gimme Dungeon Gimmicks
I don't have any suggestion for specific gimmicks, just make sure to read this article on TV Tropes before you make any water level: http://tvtropes.org/pmwiki/pmwiki.php/Main/DownTheDrain.
Basically you want to avoid a big shift in gameplay or forcing a player to trudge through any dungeon for too long, especially if it involves a lot of backtracking and other stupidity.
Basically you want to avoid a big shift in gameplay or forcing a player to trudge through any dungeon for too long, especially if it involves a lot of backtracking and other stupidity.
Is this illegal?
author=myersguy link=topic=1132.msg16755#msg16755 date=1210895054In a sane world it would be fair use because you're using it in the context of an educational program which has paid for the right for students in that program to use it in that context. However, this isn't a sane world, and yes, it's probably illegal because various lobbies have made sure that Fair Use doesn't really exist in the year 2008. But I doubt anyone's going to jail or getting sued over it.
...What makes it fair? Is it because the school owns the program?
Discuss: Elements
I like that collection of attributes, Craze, I just wouldn't describe it as an elements system to the player. I wouldn't even acknowledge the existence of attributes, actually, I'd just let the player know that different types of weapons deal different damage to the same monsters and be done with it. If there's a scan feature, beastiary or just NPCs who might tell about enemy weaknesses, that's cool, like "Our hunters who use boomerangs have the most luck against Cabbage Men," but with that many different things available I'd avoid asking the player to remember everything on their own. And item descriptions, of course, like you said. "Resists fangs" or whatever.
My main thrust is to make everything as transparent (and wherever possible, logical) to the player as possible so that playing the game is less about remembering the rules and more about figuring out new ways to exploit them.
My main thrust is to make everything as transparent (and wherever possible, logical) to the player as possible so that playing the game is less about remembering the rules and more about figuring out new ways to exploit them.
Final Fantasy IV (DS)
author=kentona link=topic=438.msg16494#msg16494 date=1210776735And a movie is just, when you get down to it, an array of pixels. Just so happens there's a bunch of them. There can be quite a few points in a model, not to mention joints, bones, and dozens of maps telling it, for example, which joint to put stress when each joint moves (that's one map for each joint, by the way), as well as various influence objects (and each joint gets its own map for each influence object, as well) that change how the model moves even more. Throw in textures (and even low res textures tend to be fairly big for image files) and it can add up quick, especially given the sheer number of models needed for an RPG. You've got to figure there's one for each PC, NPC, and monster in the game. Maybe palette-swapped monsters can get away with just using a different texture and the same model, but you're still looking at well over a hundred individual models, I'd imagine. And on a tiny DS cart (What are they, 250 MB max?), that can be significant. Definitely a bigger hit than MIDI music would be, though a bunch of compressed WAVs like MP3 or OGG (I have no idea what codecs work on the DS, audio-wise) would probably be bigger.
meh, a model is just an array of points.
I forgot about textures - yeah, they can take up a lot of space, too. Especially in the system's RAM. Most of the memory in your video card is filled with texture data.
Final Fantasy IV (DS)
author=kentona link=topic=438.msg16486#msg16486 date=1210773568Eh. It's very possible to lose a ton of space on models and textures, too. I doubt they use high-res textures on DS, but the models look pretty good given the system (I'd stack them up against just about most anything on PS1, for example) and could be pretty high poly....more likely though, they're low poly and use bump mapping or something. I wonder how much of a hit to the DS's processor bump mapping would cause?
Actually, the only thing that takes up a lot of space is music and cinematic cutscenes.
Animations are just mathematical computer models (a small set of points) manipulated with an algorithm.
Discuss: Elements
In general, I feel like it's sort of not good to come up with more "interesting" names for the same old elements. I understand the reasoning: it makes the thing feel slightly more unique and makes it stand out a bit from the Final Fantasy clones...
...but the thing is, the mechanics are almost always identical to begin with, though the amount of bonus damage might change. As such, using different names than the player is used to only serves to confuse them, rather than actually making the elements feel any different. Most players are probably still just going to refer to "Firmament" as "Air" because they're used to it (even though Firmament is an awesome word). If you're going to copy a system wholecloth, I'd say it's better to rely on the audience's familiarity with it as a starting point, and branch out from there if at all possible.
With a system as familiar as elements, I say strive to make it simple (not necessarily easy, but simple) for the player. Use logical and time-honored interrelations, like Water > Fire > Plant (Pokemon starters!), because there aren't many benefits to making it Earth <-> Fire. It'd only frustrate players and make them feel like you were trying to irritate them. Keep the number of elements relatively small. Four and Five might be traditional in the real world, but three is probably the number to shoot for here (RPS, remember?). Three elements means A -> B -> C -> A, which is the smallest and most elegant way of allowing a player to trump attacks, doesn't require the weird option of having an element be both strong against and weak against another element (Fire <-> Water is annoying.) and offers plenty of depth to gameplay if done right.
...but the thing is, the mechanics are almost always identical to begin with, though the amount of bonus damage might change. As such, using different names than the player is used to only serves to confuse them, rather than actually making the elements feel any different. Most players are probably still just going to refer to "Firmament" as "Air" because they're used to it (even though Firmament is an awesome word). If you're going to copy a system wholecloth, I'd say it's better to rely on the audience's familiarity with it as a starting point, and branch out from there if at all possible.
With a system as familiar as elements, I say strive to make it simple (not necessarily easy, but simple) for the player. Use logical and time-honored interrelations, like Water > Fire > Plant (Pokemon starters!), because there aren't many benefits to making it Earth <-> Fire. It'd only frustrate players and make them feel like you were trying to irritate them. Keep the number of elements relatively small. Four and Five might be traditional in the real world, but three is probably the number to shoot for here (RPS, remember?). Three elements means A -> B -> C -> A, which is the smallest and most elegant way of allowing a player to trump attacks, doesn't require the weird option of having an element be both strong against and weak against another element (Fire <-> Water is annoying.) and offers plenty of depth to gameplay if done right.
Indiana Jones 4
author=trance2 link=topic=1099.msg16366#msg16366 date=1210719118This is why George Lucas shouldn't be allowed to direct, and it's the reason Indiana Jones 4 has a chance of not being the sort of crap that the Star Wars prequels were. There has to be someone there keeping Lucas from indulging his milieu entirely, because unfiltered George Lucas is as likely to make you go blind as pure alcohol!
Wait till you hear how George Lucas wanted the story to be. There's a little bit involved with those boxes that say "Roswell, NM" on them. :x













