SVIEL'S PROFILE

It turns out that I really dislike words. Not surprisingly, I recently switched from a CS Engineering major to Creative Writing; practically left my degree at the altar.

I like fine-tuning mechanics and writing long novels on the beach.
Zoids | Whisper
A healer tries to piece paradise back together after tragedy strikes...or at least keep the shards from slipping through her fingers.

Search

Filter

Ringmaster Clause Review

Ah, that was just me mis-speaking. It seems that what I thought and what I typed were not quite in agreement. I'll fix that right off q_q

Summer Review Jam! (week 9 space'd)

I don't care about any of the prizes the copies of VX ACE. I don't use steam or anything and I gifted VX ACE to everyone during the Humble Bundle sale.

Summer Review Jam! (week 9 space'd)

For a game with 3 hours of playtime, I think it takes me like 5 hours to play the game (due to note-taking) and another hour to write the review.

As such, I'm kind of awed silent by people that can put out so many reviews in such a short period. I did a double-take during zoviet_francis' spree a while ago.

Design principles vol. 1: RPGs and strategy

Ah, well if it helps, I tend not to get things anyway.

Going to be busy for a few days with work, probably, but I'll check back w/e you update. I hope.

Design principles vol. 1: RPGs and strategy

What is Nature? Forgive me if I sound ignorant, but, I've been mostly offline for months so the only Nature I know consists of a very clean lake.

Even if built from the basic building blocks, iterative playtesting would still be time-consuming. I don't think that it'd be perfect(ish) right off.

Though, it sounds like you were not suggesting anything as arcane as what I was thinking. A 'little bit of algebra' is definitely a good investment; I was thinking more along the lines of a 'whole lot of discrete mathmatics.'

Black Bird

I completely forgot about having a map q_q

Design principles vol. 1: RPGs and strategy

I definitely agree that in order to create anything capable of any representation of strategy, we need to be aware of the first principles, so to speak.

But, taking everything to the patterns stage seems overzealous. On one hand, understanding the underlying principles can be very helpful (I've since forgiven my teachers for forcing me to learn processor commands), but (much like processor commands) making anything like a full scale game using those would require a gargantuan amount of time and effort. Once understood, it would be better to speak in more common-language terms.

So, a demonstration would be a very useful learning tool, but...I don't think it's practical for the games that people are trying to make today.

Fully realizing that my position has somewhat shifted over the course of this post, what say you about a contest in which people create a very short game (like 3-5 battles) in which they adhere strictly to these principles? Also, there's probably an article in here somewhere.

Design principles vol. 1: RPGs and strategy

But, with how far you've simplified it, what could possibly not be recreated by some other combination? Unless we account for enemy damage and factors affecting the player characters beyond just damage (like, say, threat rate), then we can't really escape from the 'everything is really a bar juggling game' outlook.

That said, can't there be legitimate strategy in a game about juggling enemy/allied bars? At least, provided we observe some rules like not having Fire and Fire 2.

Black Bird

Do the trees there look different than the other trees? I tried walking west off of the map but it didn't work.

Summer Review Jam! (week 9 space'd)

As prizes get taken, I rather expect that the number of reviews will fall off. Still, considering the total number of reviews on the site when we started, this event has already been a spectacular success.