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EpiQuest

ok I'll check it later, thanks :-)

tower.jpg

Oh you can kill them of course. Just like every enemy. They just hunt you down when they spot you instead of randomly walking around. :-) Thanks for the post :-)

How do you design a good tower?

I totally forgot about the defensive properties of a tower. I was thinking more towers that are in the middle of no where, instead of attatched to a castle.

The Sears Tower is very square, but making something square in RPG maker RTP just looks very lazy.

I like your ideas Dave about going out in the open air! I am going to implament them right now. As for mini bosses, I have them in all my dungeons. A variety of difficult monsters you must face. This tower I am making has gargoyles as mini bosses and bandits patroling back and forth. Of course when you fight the bandits, it is not always bandits in the enemy party.

Is it just me, or are battles where it all goes wrong for RM games?

Catchy music is a great thing to have to make battles enjoyable.

EpiQuest

Please write me a review and send it to me, even if you do not post it. I would love to hear it, correct any problems, add any features or change anything to make the game better :-)

I have already made big changes to that part. Its a lot more fun to play.

I'm not sure if it is a new chapter or the current release plus more. Let me tell you what is new in terms of in game content.

Originally the game had:
- 1 village
- 1 tower
- 1 cave

Now the game will have:
- 3 villages
- 2 mountains
- 2 towers
- 2 caves (1 ice)
- 1 tunnel
- 1 grove (small hidden shop)

The tunnel is simple yet very deep. The main path is well guarded... except for well... that place where all the guards fell asleep. The tunnel goes deep though and unguarded. You can mine iron in it.

The ice cave is beautiful. 1 mountain is beautiful in an ugly dead sort of way. The other mountain is a wonderful climb to the village on top.

The villages are getting crammed with people that tell you stuff instead of hello, how are you?

When I upload it, there will be a castle for a prison break and guards that actively look for you and chase you.

Other new features
- mining (i had fun with this today)
- forging
- brewing potions
- teleporting (like return from Dragon Quest)
- skill trees
- be a vampire
- throwing skills
- scan skills
- reflect skills (you won't see it until level 11)
- guards / animals / thieves / NPCs detect you and chase after you! Depending what they want of course

Does that qualify as a whole new chapter or plus more?

So far there is at least 3+ extra hours of gameplay, making 6+ in all.

How do you design a good tower?

... at least you had a story. This might be off topic, but my game has no story, you just kind of go. Everyone in town is helpful, but there is no story.

I was thinking about having a box to let you sneak past. The leeway is you fight the guards. Good idea about the reward :-)

EpiQuest

Thank you very much Deckiller! My next version will be up some time next week and the mapping is even better. With more diversity in the game play. The guards spot you and chase you, the den of thieves that you infiltrate will do the same :-)

Most enemies roam randomly, except for the haunted areas will chase you down.

I have figured out that having enemies chase you instead of random battles makes the game less tedious. Like a mini game between battles. :-)

edit: really? I think most of my classes were stolen from Final Fantasy 1. Grey = Red Mage. I am also discovering that there are no weak parties, even when I intentionally make weak parties, it is still a lot of fun, and the play is totally different.

Take for instance Black Belts and Thieves. They can use throwing weapons, and the black belts are great strikers, because they can double hit :-) When they have ATK down on them, they can switch to a throwing weapon, which uses AGI instead of ATK. So a Black Belt uses claws, then throwing stars or daggers. The stars, daggers and arrows are actually stronger, but they cost money and you run out.

How do you design a good tower?

I just designed something great looking, and I already have one tower invaded by angels with pitfalls and such. So I think this new tower, I am going to have stealth gameplay, like sneaking past guards.

How do you design a good tower?

I am curious, should it be round? should it be square? should it have holes in it to fall through? are towers really light houses? why did people make towers in midieval times?

2D RPGs with a good city design?

The best city design is get in get out. Don't get lost, don't get trapped.