SHOOBINATOR'S PROFILE

I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.

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Pick a title for me?

Or alternatively, Tobi the Secret Cow. Ultimately, put 'Cow' somewhere in the title.

should the player be able to name his character? Does it matter all.

author=Brady
Just remembered one thing that pisses me off as well! :D
As much as I do like the notion of letting you name characters in fully character-developed games (FFVI/IX), this only really works in text-only games.

When you come to FFX, they let you rename Tidus to whatever they want, then they go out of they way to make sure that his name never, ever, ever comes up in game. Now unless there's some weird conspiracy theory abuot why Tidus' name must never be spoken aloud lest the world explode, it just comes across as the developers trying to avoid your custom name from causing problems, while at the same time preventing you from ever getting to see your custom name in action. S'pointless. Might as well just force you to stick with Tidus.


This is also in Mass Effect when you get to give Shepard a first name at character creation. However, nobody calls him anything but "Shepard" anyways.

When to decide enough is enough?

I would try to work on certain aspects in such a way that you can have whole areas sequentially playable from the start of your game. In other words, don't map the whole game at once because then you couldn't even play your introduction/prologue all the way through. When you're coming up with abilities, it is fine to 100% come up with a starting point for what all your characters' abilities will do, but their specific effects/MP costs may change later due to balance changes. And you can't do balance changes unless you have entire bosses ready to go as well.

My advice on the story is to plan out the whole plot as you are developing your abilities and other gameplay features because what happens in the story could definitely affect the gameplay in many ways (i.e. character leaves party, so you can no longer use their skills on the monsters in the next area). However, I would recommend only writing the specific dialogue for each scene as you come to it. That way you can optimally complete entire playable areas.

Having entire playable areas ready will help motivate you to continue development of your game versus the alternative.

Please help me solve a mystery!

author=bulmabriefs144
So I read two or three pages of people saying essentially that. Your game is not highly average and boring, it's incredibly boring and average. If there was a scale from one to ten, it would be 5.0 repeating for a million decimals. If you think it's awesome, you have to show us it's awesome (and get rid of all these lackluster pictures for a bunch of new ones). If you're into the whole Zen/Tao thing and trying to be average and boring, be satisfied with being average and boring.


In Raoul's defense, while the presentation may not be top-notch, you can't assume that the game is boring to play IF you haven't actually played it yet. I think that's also what he was trying to argue. But of course presentation matters for people to want to play etc. etc. I just wouldn't immediately conclude that it actually IS boring, but I could THINK that it is from a glance.

But the gameplay will really matter in the long run as well as all other aspects as stated time and time again. Even if a million people downloaded and played a game that was complete garbage for the hell of it, or it somehow had a really convincing presentation. That would only serve to hurt the author of the game in question because a million people might now think that he is a crappy game dev. So perhaps it is best to save only your best work for the masses.

[2k3] Silly question, but concerning Conditions tab

author=Xenomic
From the Optimal Number Guide thingie that Craze did.

"Evasion (EVA)
I just dodged that kraken
EVA is an invisible stat for heroes. It is directly subtracted from ACC (I am almost positive), and can only be gained by ticking the "Increased Evasion" box on a piece of equipment.
I believe it works in either one of two ways, the latter being the more likely. I'd test more, but I really dislike 2k3 and nobody should use it anyway. If anybody could confirm either way, I'd be glad to hear it. In any case, it's a fairly sizable amount of EVA!
-Increased Evasion triples the miss rate of normal attacks OR
-Increased Evasion sets your EVA to 25% - so normal attacks miss you 25% of the time"


Now, assuming this is correct and that's all Increased Evasion does, then that pretty much means that me making this skill is all for naught really. >_<


What I'm wondering is if evasion equipment can stack or if they all just set EVA to 25%. I'd have to test this eventually.

Fight_the_Dragoner.jpg

author=bigtime
Sounds fun, like a duel.


It's practically Skyward Sword.

[2k3] Silly question, but concerning Conditions tab

To have a status always go away after a set amount of turns, set the number of turns and the chance to go away each turn afterwards to 100%.

[2k3] Silly question, but concerning Conditions tab

author=Xenomic
author=Trihan
It took a backseat to asking the populace of the forums of course! Nobody does things for themselves any more, silly Liberty.
Yeah! That's right! Er...wait a minute, no it's not! I still do things myself. Just that I don't try to test half the things before I ask them (like this one) and figured it'd be faster to just ask about them.

I see...so if I really want to make a condition go away, I'd need to set it to 100%. But then that doesn't explain why it goes away after X turns if it's set to 0 turns (as I've had some set to IIRC). Unless I'm remembering wrong...


This means that the condition will never abate on its own.

Too Easy...?

author=amerk
When I first released my game (Night of the Living Noobyas) for testing, I had played through it multiple times and thought the difficulty curve was just right. However, my testers came back and told me that it was too tedious. So I adjusted the stats, the drops, the EXP, the damage output on my skills and weapons, and I thought the game became way too easy. However, the comments I've received state they feel the game is very well balanced.

So... it goes to show that the developer will almost always believe their game is easier than it may actually be. That and the fact that gamers don't want to grind anymore. I'm not saying a player should stand around and grind for an hour just to traverse a four-room dungeon, but some bit of extra grind should be expected, be it a touch encounter and the player must revisit a room or two for extra combat, or random encounter and the player must walk around to find a few extra battles... at least when the game mimics older rpg's.


You seem to imply that harder difficulty is tedious, but I would imagine that easier difficulty would be too tedious and too hard would lead to frustration, so maybe you meant to say something else or the player comments were not clear/poorly written. Unless you mean that losing and repeating parts of the game is tedious, or there is grinding or other forms of fake difficulty that doing is just boring.

There is a whole other thread over in the Development forum about this (challenge vs. frustration).

It basically comes down to: there are ways to make your game more accessible like different difficulty modes, BUT you have to consider, "Will my game still be the same experience as I intended?".

[2k3] Silly question, but concerning Conditions tab

author=Trihan
As far as I recall with 2k3, the percentage is the chance that the condition will go away after the set number of turns has elapsed. So if, say, you have 10% and 3 turns, there will be a 10% chance after 3 turns that it will be removed. I could be wrong, haven't used 2k3 in a while. I think I might have to reinstall it when I get home so I can accurately answer all your questions, Xenomic. :P


You are right.