THENECROMANCER'S PROFILE
TheNecromancer
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RMN sucks
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cause of diminished interest in game creation
I've been getting burnt out on game making in RM2k3 on a regular basis for the last 6 years, but it's not an emotional train-wreck like the OP suggests. I enjoy every minute of it but I open up the editor one day and realize I'm bored with this and I go do something else. To this day I have never finished a game.
Or if something new comes up like SMBX I'll focus on that. I havn't worked in 2k3 for over 3 months because whenever I open it I feel like making a Super Mario level instead. After RMNbros2 I'm burnt out on Mario levels ^.^; I started playing Bass more(Rush songs of course) and might fall back in 2k3 soon. I kinda miss it now. During the time I wasn't working on my game I've had some good ideas and even thought of ways to improve what's already there. It's like Murphy's Law: You'll find it when you're not looking for it.
It's more like this for me
:D
Or if something new comes up like SMBX I'll focus on that. I havn't worked in 2k3 for over 3 months because whenever I open it I feel like making a Super Mario level instead. After RMNbros2 I'm burnt out on Mario levels ^.^; I started playing Bass more(Rush songs of course) and might fall back in 2k3 soon. I kinda miss it now. During the time I wasn't working on my game I've had some good ideas and even thought of ways to improve what's already there. It's like Murphy's Law: You'll find it when you're not looking for it.
It's more like this for me
author=Radnen
- A compulsion to prove oneself
- Working harder
- Late nights
- Finish an aspect of the game but encounter 4 more problems elsewhere
- Repeat steps 1 through 4 for every problem that occurs until either the game is finished or 4 months have passed
- 4 months later... Burnout syndrome
:D
[EVENT] Chain Game - RMN Style!
author=GreatRedSpirit
The creator is free to do what they want with their segment as long as it has the same graphical consistancy, gameplay mechanics, doesn't fuck with the actual content of older segments, and holds a light level of internal consistency (like the overall plot of collect eight artifacts) among some other rules like only one new party member per segment. Eventually everybody has their segment and their magical artifact collected and, uh, somebody makes a final segment. May or may not involve kicking a big bad in the balls.
This is everything outside of the plot, and it's all the stuff we agree on. Your suggesting that the creator has to follow the plot, in this case the magical food, to obtain the artifacts. What I'm suggesting is that the creator has to get the artifacts that will move forward the overall plot(of food) using whatever sub-plot they want. This is what I figured it would mean, or rather what I would want it to mean but if it means something else then I'll need it to be explained and just follow that. Never heard of this whole thing before.
:)
*edit*
Sidenote: I think we can find a theme for the whole story we can agree on. It doesn't have to be about magical food ingredients and cutlery, nor about universe consuming evils. I'd prefer something more specific than broad and working in those constraints but I don't have any specific theme ideas. Any other ideas?
My idea wasn't the part about someone going to destroy the word, just to be clear. That was just an example. My idea is that some THING happens and the whole world knows about it. The main plot is about the THING that happened. Normally in a game like final fantasy 4 your walking along a dungeon and you see an NPC who just happened to be there on a similar quest so he joins your party. You conquer that dungeon which solves the NPC's quest but yours is long an unfinished so he goes with you. So instead our game would be a collection of the backstories of all those NPC's that joined you along the main quest of that THING. Do you see what I mean? We all create a story of our characters reaction to this worldwide THING that happens and you play their journey to the final chapter meeting point where everything gets resolved. Each chapter is a seperate but simultanious part of the larger story which will end when the THING that happened is understood/defeated/returned...... My idea is about the framework of the game progression not the subject matter.
[EVENT] Chain Game - RMN Style!
author=JosephSeraph
edit: Also, I'm not too fond of entirely comedical games. Wich certainly is what a "food" themed game would be.
That's part of it too. I'd rather work on something more serious, or at least have my chapter be serious. I'm not into comedy games.
I guess we could have some chapters be series and not follow any food/chef related occupations. Like whatever food artifact you have could be obtained by a thief who hears of the artifact and just wants the cash reward. The dungeon wouldnt be a food warehouse or a grocery store, but a standard location where the enemies/npc's aren't related to food in any way. But in the end you get the food artifact and meet up with the rest.
It all comes down to what most of us want the final product to feel like. Do you want an all comedy game? Do you care if some parts aren't about food at all? I wouldn't care if the character I made ended up being written a part about food at the end in a total comedy style. I'm just concerned about my chapter, as long as I have the freedom to not be confined to make my character's story have some food related plot twist/location/boss than I'm fine with whatever else happens. Turn him into a carrot at the end and have another character eat him to obtain his vege-skills and nutri-power to fight the final boss cake for all I care.
The Legend of Gladius Review
It gives a pretty general idea of what the game experience will be like. It's precise and to the point. The things that are mentioned as being bad are pretty broad, there's no real need to go into much detail. It's up to the developer to figure out how to fix balancing. Now they know it's a big problem so they have more information about the game now, as opposed to not having a review at all. Instead of looking for justification, just trust that the reviewer knows what he/she is talking about and play the game yourself to see what it's like. Chances are people are going to have a differing opinions anyways.
Good review.
Good review.
[EVENT] Chain Game - RMN Style!
author=choauthor=Link_2112
An idea I had was that the main story is about something
What are you trying to say with this? That when you take a comment out of context it can sound kinda silly? Well done.
Sure there's room to be creative about it, but it's still forcing me to relate my story to food and that's the part I'm not fond of. Food is not something I find interesting at all for a game u.u plus it's a subject I don't know much about. If I tried to force myself to tie in with that theme it would be awkward and full of bad puns :/ If the majority wants to do the food thing then I don't mind dropping out. I'm not trying to hold the game hostage or anything, I just don't like the idea.
Super RMN Bros. 2
author=Ben_Random
When ever I put the cursor on the screen, and move it, it drags around another cursor. If I scroll up, then scroll back down, the blocks have copied themselves and overlapped in impossible ways. As soon as I can I will post a few screen shots (because I am horrible at explaining things). Right now I am using a library computer and I don't have the editor here with me.
This sounds like the problem when you use a background image that is limited in size and you extend the boundaries of the level too far. Is there part of the level that works just fine? I'd say try changing the background(to clouds because those are usually safe) or shrinking the level boundary to the edge of where it's glitching.
Also, on the world map. Just make a main path that is never blocked by a level. Make all levels a side path that branches off the main path that is just a dead end.
@desmo ;)
[EVENT] Chain Game - RMN Style!
I don't really like the whole chef thing as the driving force :/ It's too narrow of an idea that doesn't feel like it will allow for us to come up with our own ideas that will actually fit together. If the story starts out like that you would expect things to kind of gravitate around food.
An idea I had was that the main story is about something, a bad guy is going to destroy the universe, and we each introduce a main character in our chapters. Each chapter is self containing and after all the chapters the main characters we introduced come together to fight the last boss. In each of our chapters we would have numerous characters to fill a party with some on the sidelines, but only the 1 main character would move on to fight the boss. That way we're each free to do whatever we want; one person's chapter could be the whole chef thing, another persons chapter could be about a prince who leaves his wealthy life in the castle to become strong to try and protect his people. All of our main characters would be moving towards the same big goal while following their own unique story. Each chapter could have 1 artifact and they all must be collected and brought together in the final chapter to advance to the boss.
Creating alternate worlds or planets would probably work. Or we could have some chapters take place on the same world and some of the chapters overlap. For example in chapter 1 there could be a small continent that everything takes place on, and in a later chapter where you start on a different continent you have to go back and visit a town. Or in chapter 2, it briefly introduces you to the main character in chapter 3 so it all feels connected while being totally different in each part.
From my understanding of this chain game it's like the other chain things, you don't make your part based on the previous part. You just make a part and they are tied together afterward. We should have a broad idea that allows for the randomness.
If we do make a game where the characters come together at the end we could try and have our chapters end with the character at some level, say level 20. So that when they all come together they are around the same power level.
About the items, we could split the DB into groups. Items 1 - 100 are consumables. 101-200 are swords. 201-300 armor.... that way there is space at the end of each group for new items. We wouldn't have to worry about things being out of order while always having space to put something in the right spot.
If we're going to keep our chapters short we shouldn't be putting in tons on equips and items anyways. 5-10 of each type (7sword/8sheild/10armor...) should be enough for one chapter.
I don't care about the battle system.
Are we going to have any guidelines to follow? Like, you have to use touch encounters, you have to include teleport points, um... you can't do class changing, stuff like that.
Are we going to cut-off new members at some point? Maybe we should or new people will come across this as time goes on and the list keeps growing and it takes forever to finish. With the number of people already we probably have enough for a good sized game.
An idea I had was that the main story is about something, a bad guy is going to destroy the universe, and we each introduce a main character in our chapters. Each chapter is self containing and after all the chapters the main characters we introduced come together to fight the last boss. In each of our chapters we would have numerous characters to fill a party with some on the sidelines, but only the 1 main character would move on to fight the boss. That way we're each free to do whatever we want; one person's chapter could be the whole chef thing, another persons chapter could be about a prince who leaves his wealthy life in the castle to become strong to try and protect his people. All of our main characters would be moving towards the same big goal while following their own unique story. Each chapter could have 1 artifact and they all must be collected and brought together in the final chapter to advance to the boss.
Creating alternate worlds or planets would probably work. Or we could have some chapters take place on the same world and some of the chapters overlap. For example in chapter 1 there could be a small continent that everything takes place on, and in a later chapter where you start on a different continent you have to go back and visit a town. Or in chapter 2, it briefly introduces you to the main character in chapter 3 so it all feels connected while being totally different in each part.
From my understanding of this chain game it's like the other chain things, you don't make your part based on the previous part. You just make a part and they are tied together afterward. We should have a broad idea that allows for the randomness.
If we do make a game where the characters come together at the end we could try and have our chapters end with the character at some level, say level 20. So that when they all come together they are around the same power level.
About the items, we could split the DB into groups. Items 1 - 100 are consumables. 101-200 are swords. 201-300 armor.... that way there is space at the end of each group for new items. We wouldn't have to worry about things being out of order while always having space to put something in the right spot.
If we're going to keep our chapters short we shouldn't be putting in tons on equips and items anyways. 5-10 of each type (7sword/8sheild/10armor...) should be enough for one chapter.
I don't care about the battle system.
Are we going to have any guidelines to follow? Like, you have to use touch encounters, you have to include teleport points, um... you can't do class changing, stuff like that.
Are we going to cut-off new members at some point? Maybe we should or new people will come across this as time goes on and the list keeps growing and it takes forever to finish. With the number of people already we probably have enough for a good sized game.
Super RMN Bros. 2
author=Desmo360
How would you make it so all the paths are always visible?
You would just check off 'always visable' for each level and there would be nothing needed in the 4 drop downs for advancing in each direction. (i think, can't remember if that allows you to pass over a level)













