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Shinan
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I'm Shinan.
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How to encourage players to use their items
Inventory limits. They are annoying as fuck but when you can't pick up an item because you're at your limit you learn to use them up.
Dialogue choices in games
I think more recent games have had kind of fun with dialogue choices. Disco Elysium is a game where I really wanted to roleplay. I don't know if the game actually does this (it probably doesn't) but occasionally it felt like I didn't want to ask too many expositionary questions because the character I'm talking to might actually think I'm mad and think less of me for asking stuff like "why is the sky blue?"
I also liked the idea of the inner voices essentially forcing you down certain paths (occasionally against the player's will) and the classic where stats open up new options (but the subversive thing Disco Elysium did was that it opened up new options that were actually bad. Usually in a game a high intelligence will get you a "smarter" question to ask but I noticed a couple of times in what I played of Elysium that the unlocked option was actually you being a terrible smartass without any regard for the emotions of the other character (for example))
I also think that time constraints such as the ones you found in the Telltale style games where you can ask a number of questions but eventually the game will move on and a "timed" event will happen. You can only ask so many questions before the bus arrives and you have to get on.
Of course generally the idea is that cutting people out of content is a bad idea. This is why RPGs in general are a bad idea because roleplaying sort of necessitates the freedom not to do something and not just to always do something (in the telltale games not saying something was as valid as actually saying something. And in the later games' Quick Time Events choosing to not press the action button was as valid an action as performing the action in question.)
Not doing an action is also quite powerful. I remember that my favourite moment in Mass Effect 3 was a moment where I could save a character by using an interrupt. The interrupt came up four times, basically the game was asking "are you really, really, really sure you will let this happen?" and it was incredibly satisfying to just let that go to the very end. Telltales' Game of Thrones game had a similar scene where you had to "bend the knee" and every time you didn't they basically beat the shit out of you. Game of Thrones being known for offing characters left and right, choosing to constantly stand up after being beaten came with a real chance that maybe the game would off a character because of my defiance.
Of course this is for roleplaying and I've found that I quite like roleplaying in roleplaying games these days. Realizing that I don't have to accept every quest or talk to every character (in Pillars of Eternity someone looked shifty as fuck, but had a character portrait but I just decided that "no, I don't want anything to do with you", turns out I missed out on one of the major quest chains by telling that guy to go fuck himself :D And it felt great)
There is of course something to be said for games not having to be roleplaying games and just have pregenerated characters that banter. Nothing is saying that you can't take the battle systems common in RPGs (tactical battles or whatever) and have a bunch of cool pregen characters bantering and not have a "Player Character" that is just an empty husk while the other dudes have all the fun writing.
I also liked the idea of the inner voices essentially forcing you down certain paths (occasionally against the player's will) and the classic where stats open up new options (but the subversive thing Disco Elysium did was that it opened up new options that were actually bad. Usually in a game a high intelligence will get you a "smarter" question to ask but I noticed a couple of times in what I played of Elysium that the unlocked option was actually you being a terrible smartass without any regard for the emotions of the other character (for example))
I also think that time constraints such as the ones you found in the Telltale style games where you can ask a number of questions but eventually the game will move on and a "timed" event will happen. You can only ask so many questions before the bus arrives and you have to get on.
Of course generally the idea is that cutting people out of content is a bad idea. This is why RPGs in general are a bad idea because roleplaying sort of necessitates the freedom not to do something and not just to always do something (in the telltale games not saying something was as valid as actually saying something. And in the later games' Quick Time Events choosing to not press the action button was as valid an action as performing the action in question.)
Not doing an action is also quite powerful. I remember that my favourite moment in Mass Effect 3 was a moment where I could save a character by using an interrupt. The interrupt came up four times, basically the game was asking "are you really, really, really sure you will let this happen?" and it was incredibly satisfying to just let that go to the very end. Telltales' Game of Thrones game had a similar scene where you had to "bend the knee" and every time you didn't they basically beat the shit out of you. Game of Thrones being known for offing characters left and right, choosing to constantly stand up after being beaten came with a real chance that maybe the game would off a character because of my defiance.
Of course this is for roleplaying and I've found that I quite like roleplaying in roleplaying games these days. Realizing that I don't have to accept every quest or talk to every character (in Pillars of Eternity someone looked shifty as fuck, but had a character portrait but I just decided that "no, I don't want anything to do with you", turns out I missed out on one of the major quest chains by telling that guy to go fuck himself :D And it felt great)
There is of course something to be said for games not having to be roleplaying games and just have pregenerated characters that banter. Nothing is saying that you can't take the battle systems common in RPGs (tactical battles or whatever) and have a bunch of cool pregen characters bantering and not have a "Player Character" that is just an empty husk while the other dudes have all the fun writing.
Where is Gam rpgmaker.net??
Where is Administration rpgmaker.net??
My first Dating meet
What are good game engines for making a Card Game?
author=kory_toombsI'm not saying it's easy or recommended to recreate MTG in rpgmaker but I am saying it's counterproductive and silly to say that only Unreal or Unity could deal with making any card games when one of the first projects in my high school introductory programming class was making a card game in visual basic or something.
I look forward to being proven wrong when someone makes a RPG where your random encounters use a similar rule set as MTG using RPG Maker. I believe in you Shinan!
(Some of my dead projects are card games made in AGS (and one I even made in Flash back when that was a thing that existed), the problem with those was not that they weren't easy to make (they were) the problem was that it was difficult to make the card games fun and interesting.)
What are good game engines for making a Card Game?
author=kory_toombs
Unity or Unreal Engine are the only answers to this question. You will need to do coding to actually have a feasible card game like MTG or Yu-Gi-Oh! Maybe someone will make an engine for this one day.
This is just factually incorrect. Card games rely on such simple rules that you can essentially make them in any gamemaker.
Kind of a shame that the IRC channel no longer exists. I've never made a Discord account and I never will.
author=LibertyFor some servers you have to connect a phone number to your discord account as an extra precaution against spammers (the idea being that it's harder to fake phone numbers than e-mail addresses). Basically a bunch of 2FA stuff that discord strongly encourages (while also harvesting all the data they can obviously :P)
I don't think discord needs your phone number, dude. XDDD
What are good game engines for making a Card Game?
Just about any game engine can make a card game. Though if it's supposed to be a single player game I'd consider trying to design it as such because it'll be easier on the AI (The Resident Evil Deckbuilding Game Marrend talked about is a fairly okay basic system of a semi-co-op card game)
Though in the end I know nothing about the game (I can't really remember how triple triad worked.) There are so many different ways cards can be used in a game. Sometimes they are units that fight, sometimes they are modifiers to attacks, sometimes they are just because cards are cheaper than plastic and cardboard counters.
I played a bit of Gloomhaven which also has a pretty okay AI system (simple enough to be manageable in board game form but still fairly complex for being managed by players rather than a computer). It is also a heavily card-driven game (cards determine enemy actions, cards determine player actions).
All you need to gamemaker a card game is a database to put all the cards in and some simple way to use them. Hell I'm pretty sure a visual novel maker could do a card game fairly easily. I haven't used them myself but from the visual novel genre I feel like it probably often deals with characters (cards) that you can easily manipulate through databases and probably has support for something like dragging and dropping items onto the play field.
Though in the end I know nothing about the game (I can't really remember how triple triad worked.) There are so many different ways cards can be used in a game. Sometimes they are units that fight, sometimes they are modifiers to attacks, sometimes they are just because cards are cheaper than plastic and cardboard counters.
I played a bit of Gloomhaven which also has a pretty okay AI system (simple enough to be manageable in board game form but still fairly complex for being managed by players rather than a computer). It is also a heavily card-driven game (cards determine enemy actions, cards determine player actions).
All you need to gamemaker a card game is a database to put all the cards in and some simple way to use them. Hell I'm pretty sure a visual novel maker could do a card game fairly easily. I haven't used them myself but from the visual novel genre I feel like it probably often deals with characters (cards) that you can easily manipulate through databases and probably has support for something like dragging and dropping items onto the play field.













