STORMCROW'S PROFILE

>look StormCrow

You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.

I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.

I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
Live Free Or Die
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."

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FF7 remake. It's a thing.

I'm firmly in the "eagerly awaiting" category, as I think I've said before. And FF7 is relatively sacred and special to me (although it's become less and less so over the last ten years).

I was not happy to learn that it was being released in multiple parts, however. For the plain and simple reason that now there are multiple games I need to scrape together the money to buy instead of just one.

author=Marrend
Let me put that into perspective. The PS1 games where likely 20-30 hour affairs. On PS2 (era), FF10 and probably FF10-2 were maybe between 20-30 hours worth of game. FF11, I have no clue. FF12, last play of it (which I finished within the last couple days) was a 50+ hour affair. On PS3, FF13, I probably sunk at least 50 hours into it. FF14, no clue. Now on PS4, F15, was pretty much a 100+ hour affair for me. Going by the trend, if that statement is to be trusted, wouldn't be safe to assume that each episode of 7R would be a least 50+ hours of game?


I'm not sure how much those totals reflect the actual length of those games versus your play style changing over time? Back in high school I remember people bragging about putting 100+ hours into FFVII, FFVIII, and FFIX, but those people were completionists who needed to get all the things, level everybody to 100, whatever. (Myself I think I put around ~50 hours into each of those games? And that was with no completionist tendencies to speak of.) Likewise, I think it's probably possible to finish FFXV in 30 hours or less, and that I only got 100+ hours out of it because I chose to delve into as much of the optional content as I did.

Hand-holding in games

author=Liberty
Teaching your player how to do shit (with the option to skip the tutorial) is infinitely better than just dumping them in the game and saying "yeah, go play. I ain't gonna teach you jack. Have 'fun'."

I love the Souls games, I'm v. far from alone in that, and their approach feels very much like pitching you in to the deep end of a piranha filled pool (well, it's a pool the size of an ocean, which is another thing I like about the Souls games) and yelling after you "have fun learning 2 swim, bitch!". And it's amazing. Just saying. "Oh God, what's happening, which way do I go, HOW DO I NOT DIE!?" And figuring that out with no help is extremely fun and rewarding.

Now, there is complex stuff going on in terms of exploration and the player experience of challenge in the Souls games that I could write a lot about if I had more time, if I was smarter, or if someone was paying me to, but there's a lot more to it than being very hard. Souls games do teach you how to play them, but they do so in a way that feels like the very opposite of "holding hands" (call it "dry humping on a park bench"?).

Obviously challenge is not the only way to make a game engaging or enjoyable, but it is one accepted way. I adore Dwarf Fortress' core philosophy of "losing is fun".

That said, "hand-holding" is something I've always associated with the linearity factor as much as with the difficulty factor, so I'm a little surprised this thread is entirely about the easy-hard continuum and not the tunnel-sandbox continuum. (I first saw "take my hand and follow me" used in video games to describe the beginning of FF7, the whole Midgard first act, which is much more linear than the rest of the game and provides a denser blend of spectacle vs. exploration.)

I assume most people here are familiar w/ the "Nintendo Hard" trope, right? (I'm not going to actually link to tvtropes, I think that's in breach of net ethics.) Basically, videogames have been being "dumbed" down difficulty-wise with each successive generation from the 8-bit era to the 16-bit era to the 32/64 bit era to the last few modern console generations. This has been going on a long time. Likewise, US releases of videogames have often been "toned down" difficulty wise compared to their Japanese counterparts to better appeal to the relatively "casual" market in the US. A couple of console generations back, the idea of what a "normal" difficulty should be gelled, so even if that definition was three to five times easier than the difficulty one could expect in the 8-bit days, to me the increasing easiness of video games in the past few years has really slowed down in pace. Videogames aren't getting harder with subsequent console generations by any means, but the rate at which they're getting easier with subsequent console generations has fallen off sharply. And the industry isn't a monolith, and it isn't a universal trend any more. Outside of the Souls series which has made difficulty a very public aspect of its brand, some recent western games have had difficulty levels that I found relatively shocking, not in and of itself, but relative to how complacent, for lack of a better word, I'd become in expecting modern games to present very little challenge. The two Wolfenstein games and the most recent Doom are the games I'm thinking of here. Wolfenstein more than Doom. As someone who plays a lot of western AAA shooters (for someone on here, anyway), Wolfenstein's abandonment of the "industry standard since Halo: Combat Evolved regenerating health" mechanic in favor of health that did not regenerate in any way shape or form felt brutal. Which is I think part of the retro magic they were going for.

My least favorite developments in video games in the last five years are the nigh-total death of couch co-op and the audacity of games that seriously will not let me pause in single player mode each of which is only tangentially related to this topic. But the latter is a problem I find far more disrespectful of the modern, busy adult gamer's time than almost any difficulty level decisions could be: just because MOST people like to play this game online, I have to decide between going to the bathroom/checking on my kids/pets or not dying in this game when I'm playing on solo? Unfuckingbelievable.

"I hope you like being forced through ten million mandatory tutorials before actually getting to play the game" is another problem related to this issue, but it looks like I'm out of time.

[RMMV] TCG Game

author=PhantomReaper98
ya I know about that but I dont want to buy a plugin just to use it

um...why? sorry, just like, replace 'plugin' with anything else in this sentence and it makes 0 sense. you buy things to use them. why would plugins be any different?

Oh, okay: "FOR 45 DOLLARS" is the relevant text you omitted here. Like, I'd be happy to fork over a third of that to check out this plugin, but as it is, this plugin suite costs almost as much as the engine itself (MORE than the engine itself if you catch Steam on a good day).

A Rainbow of Positivity

I am sad I missed out on the badges for this.

TCGs as a basis for skill creation

MTG has been a consistent and major influence and inspiration on all aspects of my game design, not just mechanics and gameplay but also (often subconsciously) setting, flavor, and proper nouns. Also some of the base assumptions of how magic and interplanar travel work, look, and feel.

The Owl project I was working on was...I think it'd be accurate to say based on...the card Sage Owl, who was a familiar to Arcanis the Omnipotent, a name from MTG so ridiculously over the top I couldn't not use it.

I mean, my username is also a Magic card so... yeah. I have absolutely no knowledge of or interest whatsoever in any other CCGs, though.

I think using scripts that are commonly available and well understood you could make a pretty sweet "deck" based battle system. I also think lots of the ideas you mentioned don't necessarily come from TCGs or belong to TCGs as such, like there's really nothing unique to TCGs about summoning, summoning has pretty consistently been a thing in CRPGs and JRPGs. The project I'm working on now probably is the least influenced by MTG of anything I've made and I'm still planning on having deployable turrets, for instance.

author=Darken
@LockeZ:You misunderstand how drawing cards work. Not only are you drawing from a player chosen pool (which is fixed actually as far as what's available) but your deck gets smaller as the game goes on. There are tons of card effects that play with how cards are discarded and gained also (which IS interesting actually). If you had a bad hand when you lost you probably made bad choices before. That the strongest strategy isn't going to be the same every time is probably the strongest value unpredictable hands have.

You're assuming the entire match is played in the single first hand or something. You're also assuming the card design itself is so imbalanced that it's possible to draw a card that does nothing. Which I guess, just don't design stuff like that and you're fine?

much troof. strong agree.

Opinion Question About Enemy Gfx (in Standard Sideview JRPG Battles)

author=Sgt M
Only if your game is thematically about style clash. i.e. Super Mario Odyssey. Otherwise nah.

Well I've got one that is (The Staircase) and heavily lampshades the fact that characters from Earth are normal proportioned and characters from RTP fantasy land are superdeformed Chibis, but not this project, no.

Thanks for your opinions, everybody. Only a few posts but I'm happy with the consensus (yay RMN). Coelocanth has a pretty good point that the RTP kind of clashes pretty hard with ITSELF.

My thinking is...pretty much 100% aligned with LockeZ' here. It's the least of all evils here.

As to references to "a hobbyist game", these days it seems like everything I make is semi-hobbyist, semi-entrepreneurial. In what I recognize is an obvious bid to have my cake and eat it too, my basic M.O. seems to boil down to: "First part is free, therefore it can have all of the FUN ("unprofessional") stuff: unlicensed music, rips, etcetera; second part is commercial, will only include resources I legally own and can use."

I've yet to really actually get meaningfully past the "first part" stage which is fine. Nothing wrong with doing this for fun. I do have a project (not yet up on here, but related to When You Were Young) called AfterSaga that is all-"street-legal" from the ground up (well, except for a placeholder soundtrack by Nobuo Uematsu that'll eventually get replaced, did I get that name right, it's wapanese and I typed it from memory).

Anyway, I've never played the Metal Slug games (maybe I should) but as I'm already making use of rips from them for vehicles in the thing I'm talking about (Spriter's Resource or w/e it's called is great, got some pretty cool use out of show picture, flying semi-animated vehicles around the map during cutscenes) that's the third option I want to consider. It's unlikely there are enough Metal Slug rips available to give me all of the enemies I want but it'd be cool if there were. The graphics I have looked through are p. cool, I like the style.

Random Blather
This is a weird project, anyway. A big "guilty pleasure" for me in vidya is big dumb AAA modern military shooters, all the "modern warfighters". I'm in the minority in that I actually play (and repeatedly REplay) them for their campaigns. They're super linear so they really lack for replay value (although occasionally you get something that abuts this genre but is actually a really broad and deep and good game with loads of replay value: Ghost Recon: Wildlands is one of the best open world games I've ever played (or more accurately, replayed over and over), and my hot take on it would be that it does a great job of scratching the itch that MGS V: The Phantom Pain scratches; I'd also describe it as non-stupid Far Cry) but I enjoy the polish and the spectacle and the cinematic action even if it is super duper linear. And to be honest I have a big (metaphorical) hard-on for all of the hardware and tactics and lingo and the whole milieu. Gunjii-ota is the wapanese term for what I am: the English phrase, which I'm not gonna lie, I kind of love, is "gear queer".

Anyway, this project is experimenting with
a) What happens if you cross the DNA of a JRPG with the DNA of one of these modern warfightery type games?
b) What if you take one of these modern warfightery games and completely reverse the polarity on all of its basic LCD chauvinistic jingoistic assumptions?

So for instance in virtually all of these games you are a silent or almost silent white male protagonist by default, and in most pre-2016 examples, you can't change that. My game has an (almost*) silent protagonist that's a lesbian by default and you can't change that default you just need to suck it up and be a lesbian. Its non-silent protagonist is a woman of color and you can't change that either because she's an actual character with a fully fleshed out personality and dialogue and stuff. IDK, I find this interesting in an experimental sense.

(The best example of an "almost silent" protagonist I can think of in commercial games is John (Spartan 117) from Halo.)

Final blathering in my spoilertagged blather: if not for the delightful abundance of firearm graphics for sideview battlers in MV, I would almost certainly not be working on this weird cyberpunk JRPG hybrid anti-Modern Warfare modern warfare thing.

Tearjerker Music Pack: Sad & Emotional Piano Music That Will Make You Cry

haha I just noticed now that it's sad keanu

Opinion Question About Enemy Gfx (in Standard Sideview JRPG Battles)

Hey everyone long time no see! Life has been crazy for months and shows no signs of getting any less crazy or any less busy so I'm gonna try to bear down and mak gams right through the crazy and the busy.

I doubt I'll be able to post here much, at least until my current unhealthy obsession game project has matured enough that it's worth posting about. If I do post before then, it'll probably be to ask for help with stuff, ask for paid help with stuff (I have become suddenly really broke, but thankfully there is some small amount of money I have in my paypal that's earmarked for use solely on my creative projects), or ask opinion questions like this one.

Okay, so, QUESTION IS: is it okay (i.e. aesthetically acceptable) for a game to use two (or even more) different graphical styles for side view enemies, provided they are never on the same screen together?

In other words, let's say I'm working on a sci-fi game (by which I mean...I am in fact working on a scifi game, lol) and half of my enemy_sv gfx come from Aekashics and half come from the "hidden" scifi resources that came with MV, completely different styles. Is it okay to use both as long as they never actually appear in the same battle? So the style clash between them is never "in the player's face" so to speak.

I have a feeling this is a "there are no wrong answers, just opinions" type question but, please share with me the delicious thoughts from your sweet juicy brains I am not a zombie promise.

The Seventh Warrior

"Hellbent on revenge somehow getting a more creative name, Dark is once again on a mission to take over the world but things are very different nowadays"

I kid. But seriously, that really is a terribly unoriginal name for a protagonist. Others' mileage may vary, I guess.

Oh, and I think you already know this look gorgeous, but, this looks gorgeous.

Hali's Review Thread (Request Your Game!)

https://rpgmaker.net/games/10747/downloads/10214/

I'm sorry (I'm sorry halibabica is the only one reviewing games lol) for the dirty blatant self promotion but I genuinely think this adorable pile of complete nonsense is one of the most underplayed games on RMN.