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To protect or not to protect, that is the question!

AGS protects its stuff by default. And I don't mind it at all. Though it's mostly to hide my horribly inefficient coding that I really don't want people to look at. But if people would like the resources I use they just need to ask and I'll give them to them (or alternatively link them to whereever I found them)

I actually like the "ask and you shall receive" method generally though. While it's simple to just steal and credit it's always nice if people ask before using something you made. (or at the very least say something like "I used your stuff" once they've released the game. Provided there's an easy way to get hold of the creator that is. But oftentimes there is.)

After mastering RPG Maker, which engine would you suggest using

Yeah I'm guessing moving onto the next generation of rpgmakers is probably the best bet. Unless you're tired of RPGs then something like gamemaker is probably a good idea. Or other maker catered to the specific genre you want to make. (I'm sure there are plenty of genre-specific "makers" out there)

Out of content - Time to restart, right?

post=138503
To most people in this topic:
<chaos> so let's discuss a popular thing in games; there are plenty of people who want to keep playing with a cool game's systems after the final boss, and (EDITOR NOTE HERE:) NG+ especially is almost an absolute "must have" from what I've seen of modern RPG fans on SA and NeoGAF
<RMN> FUCK YOU there is no reason to let people enjoy a game more

Well the fact is that it's the very term "postgame" that sort of bothers me. if the game ends... Then... postgame is what happens after you've stopped playing. What I am against it not to let people enjoy a game more but letting people who "just" finish the game feel like they missed out on content. ("oh did you know that if you play this game through five times you'll get all kinds of awesome stuff and extra puzzle content. But first you have to trudge through the game four times")

Basically I just think that new game+ shouldn't have any more effort put into it than easter eggs. Because it's not really part of the game. It's the... POSTgame... (Where I guess easter eggs are the meta game :D)

Dolla dolla bill, y'all.

In a tabletop RPG I once used a monetary system of "levels". Instead of having to keep track of exact amounts of money the characters were stuff like "piss poor", "some cash", "decent moneyflow" and things like that. And that more or less determined what you could buy. So going into a store with some cash would let you buy stuff that required some cash to buy.

I don't know how something like that could be implemented in a video game though and I guess it's also fairly useless since the levels system was just a way for me as a lazy GM to not have to prize everything people could buy and I guess a video game can keep track of that a lot easier.


I have to admit I like giving free stuff away if it makes sense storywise. After all if you're the chosen one out to save the world I'm sure everyone who knows about it would either give you all the help they can or at least have some decent discounts. And if the players are soldiers equipment should probably be given out on a mission to mission basis and the military should probably provide that equipment too. (with all the arbitary "you don't need a tactical nuke on this village peacekeeping mission")

I also like if there's lots and lots of useless stuff to buy. Going into a store and picking from fifteen brands of cola does have its charm (as long as the menu selection doesn't suck balls because then it can be a pain to browse the stuff)

Out of content - Time to restart, right?

post=138464
Seems simple enough to me. Why aren't you giving your player an incentive to stick around after the curtain call, if they so choose?

I'd say my reasoning is basically "The game's over, time to move on to other games". I'd say that post-final quests are pretty useless. You beaten the final boss. There shouldn't be anything more to accomplish. I know that strategy games tend to have the option to continue once the time has run out but even then I rarely do it. Because, after all, what's the point? I've either succeeded or not and no matter how much I concquer the world it's already over. In RPGs the story won't progress after the final boss. You've saved the world and the game is over. Of course one could potentially write in a wrap-up epilogue into the game. But that shouldn't be something that happens after the end of the game.

I have to admit I never really got the New Game+ option either. The only time I've tried it was in RE4 where I wanted fifteen minutes of killing zombies with my uberweapons. Of course if people are REALLY that into your game it probably can't hurt to throw something like that in but essentially I'd say that new content after the game is over is a strict no-no. Basically it's a waste of time and effort and could potentially take resources from parts of making the game that should have been used to actually make a better game.


With all that said I don't mind unlockables (like minigames). And stuff like being able to load a game from nearly any chapter so it'd be easy to replay those sequences that were really fun.

On the Worship of Vaporware

post=138120
Then you'll have to consider 99% of all RM games vaporware, which would be stupid.
I can count the number of >good< and 100% finished RM games on the fingers of one hand.
I can't say much about the second Chimera Report demo, as I haven't played it, but the first one is between 30 minutes and 1 hour. You're exaggerating, as usual.

Not really the point of the topic but the fact is that 99% of all RM games ARE vaporware. No matter which way you look at it.

On the Worship of Vaporware

post=138110
Anyone care to post some examples of such highly praised vaporware titles?

From elsewhere in this thread:
post=137984
post=137978
post=137972
I guess I don't see this happen so often... can someone name a non-existent game that has that much hype?
Fates of Alerha, Chaos Generations, DGUY's pile of shit, etc.
Chromatose, The Colony, Ascendence.

Game Gale 2010

Writing.... on paper

For the games I've finished I did draw most of it out on paper beforehand. After I wrote down everything I needed I started a checklist so I knew more or less exactly where in development I was as I was developing. It was efficient and it felt actually felt really good.

Too bad I haven't been able to recreate that because... I don't know... I guess I just haven't had that clear a vision in a while.

Portal is Free