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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Please help me solve a mystery!

author=Raoul589
http://rpgmaker.net/games/4263/images/31884/Where is the player? Hang on, is he that mouse?
(Average response: 'Ugh, RTP')

http://rpgmaker.net/games/4263/images/31882/
Oh look, unique spells. I wonder what it's like to control the blade? I wonder what 'blood pact' does?
(Average response: 'Ugh, RTP. Ugh, default window skin.')

http://rpgmaker.net/games/4263/images/31881/
Hmm... the player is stuck. I wonder how that puzzle works?
(Average response: 'Ugh, RTP.')

http://rpgmaker.net/games/4263/images/29212/
Look, boss fights!
(Average response: 'Ugh, RTP.')


You just gave yourself captions that you should add to your screens (of course, rephrased without the saracasm). But I didn't even notice that you were the mouse in that one screen, and the trees were some kind of puzzle! In fact, your game page doesn't really mention puzzles at all, so it would be worth adding esp. if puzzles are plentiful in this game.

Please help me solve a mystery!

author=Raoul589
author=Shoobinator
Really take advice from these people and internalize it.


You should only internalize advice that is good advice. Good advice comes with evidence and reasoned argument. Poor advice comes with pulling rank.

author=Shoobinator
They are a great community and have a lot to offer.


The people who have posted in this thread don't constitute 'the community', they are merely some of the highest status members of the community. I care just as much about the opinions of someone who has 0 points under their avatar as someone who has 10,000. Ironically, I view status points in exactly the same way as everyone here claims to view download count. The same goes for whether you are a moderator. These things do not make your claims any more or any less factually accurate.


As always, take advice with a grain of salt. And I didn't mean to imply that the community only consists of people who have responded to this thread.

author=Raoul589
I am thoroughly sick of this topic, and it has made me quite unhappy. I'm now going to think carefully about whether or not I should withdraw from this community entirely, or whether I should drop back to the sidelines and just help people whoever deserves my help. This is not a threat, and I don't care whether or not you any of you care about my decision.


I don't mean to sound cynical, but you DID invoke Crocker's Rules from the get-go. Whether or not you stay with this site is ultimately up to you, but if game making/development is truly a passion of yours, I strongly urge you to stick with this passion and keep on improving!

Please help me solve a mystery!

author=LockeZ
Yeah, no, I'm calling it. Time of death: four days before the topic even started. Please cease this postmortem beating as soon as possible.


I lol'd

Please help me solve a mystery!

author=LockeZ
guys the point has been made, this topic was done a week ago


This topic only dates back 3 days. Besides, I was compelled to give my own perspective on the subject.

Please help me solve a mystery!

author=Liberty
I dunno, man, screenshots can show many pieces of your game - effort, writing ability, graphical ability, atmosphere, etc. A range of them can be pretty good indication of what quality a game has. It's a pretty major factor for most people and I'm not ashamed to say that I factor look as a determination as to whether I'll play a game, mainly because I don't like bare-ass maps and mis-matched graphics.

Not to mention, you can show actual gameplay elements via screenshots. The amount of customization available to the player in your menu systems, types of puzzles your game might have, different types of enemies you might encounter and what they do, different skills you might be able to learn (screenshot should probably include a description) and images of the skills in action, combat in progress whether it be a cut-away turn-based battle or ABS screen are all examples. So pretty much any "feature" you can think of you can show off in some manner via screenshot. (Note: Video would be super helpful for combat as mentioned somewhere before.)

tl:dr Screenshots are super powerful and back up your bark (i.e. game description) with some bite (i.e. example of a real, implemented feature).

P.S. Really take advice from these people and internalize it. They are a great community and have a lot to offer. Speaking from personal experience, I joined this site early this year, submitted a game page and it got rejected. I then posted a topic in the forums to get more feedback on my apparently subpar mapping, (Of course, I didn't think my mapping was really THAT bad!) and the amount of responses I got was astounding, maybe like 5 pages (hey, that's a lot by my standards). I ultimately was able to make a better product by listening to viewpoints beside my own and rethinking a few things, and I became a slightly better mapper for it. The responses I got pushed me to make a product that was closer to my true vision and capabilities and farther from the result of laziness/satisfaction with a lesser product.

For the record, I recognize that # of downloads is a factor that can influence future downloads, but that does not dismiss the above.

http://en.wikipedia.org/wiki/Bandwagon_effect

Two things to help your page:
  • Make your logo image smaller. EASY! You can even keep the branch and cobblestone if you really want to. That image could possibly have large significance in your game for all I know (haven't played it).
  • Adjust the language under "Features". "Not cliches" and "defy classification" not only sound pretentious and are merely empty adjectives, but they set your game up for making it look worse than it actually is! Those are two things that are impossible to achieve (as all our work is built off of that of our predecessors, and classifications can be made even if it is a mix of categories), so you have set the bar enormously high for player expectations! (Although most people would probably just write those phrases off as empty instead of actually enormously raising their hopes.) Give a more clear, descriptive, and realistic description of why your game is fun/interesting to play. That will get more downloads than bending the truth with false advertising! (No, I don't have statistics to back this up!)

Puzzles, Secrets, and my beef with Zelda

Thanks, I'll be sure to keep this in mind.

author=slashphoenix
However, I do know that in most games, the puzzles build in complexity over time, compounding on what the player learned previously. There's an inherent satisfaction to learning, so try to create that feeling of, "Oh, I know this!" in the player's mind. With regards to puzzles... that's all I can say. I'm experimenting with this myself atm.


Right now, I'm doing the bigger puzzles first because that is what is keeping me interested in making the game, but I planned on then going back and introducing the elements more slowly.

Customization of temporary party members' equipment?

author=FlyingJester
You could just have the temporary member take whatever they started with back when they leave. Or present a choice that forces the player to give them some equipment when they leave, but choose exactly what.

Hm, that sounds like good ideas. So say you equipped the temp character's equips onto someone else or you sold them, you would just spawn new default/starting items for the temp character? (this would be if they just take back their starting things when they leave, since the latter option isn't always good in the case the character leaving is a surprise to the player or is a sudden event in the story)

Customization of temporary party members' equipment?

This is a question I've been asking myself: How customizable should equipment of temporary/non-permanent party members be? Should items be removed from the character upon leaving the party? This wouldn't always make sense, especially if the character in question is still alive (they aren't just going to give you all their clothes and then wish you farewell, lol). However, leaving equipment on a character as they leave leads to other problems. While playing games, I don't like it when a party member, who I recently equipped with a rare, powerful item, leaves the party, and then I'm either forced to reset or I'm stuck without said item for an indefinite amount time. This would be more simple if every character had all unique equipment, but let's say that there is at least some cross over in customization. Another solution might be to lock all customization of the character's equipment, but then that might give away that the character is temporary (although an alternative might be that the character just possesses equipment that would be overpowered for the rest of the party at the time).

Assume that the character in question may or may not return to the party. Also, assume the player has never played the game before (i.e. ...
(FFT spoiler/reference)
no declothing Gafgarion and then wailing on him in the next fight)


Would any one like to weigh in on this matter?

Or maybe, are temporary party members something to avoid altogether in the first place?

worried_shopkeeper.png

author=benos
author=Shoobinator
Is this the kind of shop where you just walk up to the object to buy it?
Nah. The shop keeper just allows everyone to take a item and leave. :p


Ah, good deal!

[Poll] Game Music

Another idea for theming is to use the same musical track at contrasting scenes in the game to elicit a different interpretation of the theme the second time around. Although finding the right track for this might be difficult or might require a slight remixing to make it sound just right the second/latter times it is played.

Also, in general, just repeating the same song at the appropriate times can help develop theming.