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The Featured Game Thread
The freeware scene having it's own sphere is what I'm talking about. Just because there IS a commercial indie scene doesn't mean RMN is obliged to join it. And your nonsense regarding "development centric community" et al is exactly the meaningless jingoism I was talking about. Take it elsewhere.
Website management needs to be coherent. Commercial games used to be ostracized from RMN a while back. Then the decision was made on the managerial level to include them. There's no going back now. I think that's something you'll need to come to terms with.
It was decided that commercial games were allowed on RMN. There's no reason to discriminate anymore about commercial games because of that by stating that they can't be in the spotlight or benefit from other perks other games on the website benefit from. You can oppose to commercial games being on the website, but your opposition should be on the managerial level, not with the games themselves.
To sum it up, you either accept something and then treat it like everything else or you don't. There's no middle ground here where you'll accept some games but disadvantage them because they have a commercial status.
I personally have a commercial game I'm working on. If it weren't allowed on RMN, I would host it somewhere else and I wouldn't try to impose it here. Since it *is* allowed here though, I expect my game to have the same "rights" as the other games here.
The Featured Game Thread
That doesn’t mean that we’ll then start having an influx of commercial games being featured on here and the rest of the freeware ones then start biting the dust – oh no. I don’t want something like that to happen. This would just be the odd exception.
I honestly cannot believe I am actually reading this. By "exception" do you mean that "Ara Fell" would get a preferential treatment over other games? Just want to make sure before I narrate how incredibly unfair that would be.
The Featured Game Thread
I think a good compromise would be to allow commercial games to be featured if they have playable content (a demo) for free so that it's along the same lines as the other featured games.
Screenshot Survival 20XX
This look good, very Earthboundish. The perspective of the trees are off however (seen from the front) while the rest is seen from the top.
Also, the flowers are from Mother 3 right? Also:
Yeah, it's Android arts generic 16 color game palette.
I think that's something you might want to put up when posting a screen for the person who put up the palette together.
I think you are at that step of slowly distancing yourself from Mother to create your own thing which I personally look forward to.
EDIT: Also, the creatures are also seen from the front instead of the top like the rest of your stuff.
@Sated: I prefer your original, neon-flashy art.
EDIT2:
I like this too. The texture for the road is subpar the rest of the screen however,
Keep it up!
Best of Blogs #027
Interestingly, I thought I actually wrote my best log so far during that time xD. Tastes and colors!
[ARTIST FOR HIRE] Anime/visual novel/Chracters/CG
Hey, your cell-shaded stuff meets our standards and falls in our price range. I think you have an interesting style. If you'd like a steady stream of paying contract work
I was about to say that I doubt members of the rmn community have the type of resources to afford 80$ for a portrait but it seems I was wrong. Then I noticed the price for cel shading which is reasonable.
As an artist for hire, you probably might want to provide deadlines for your stuff though:
I wouldn't hire an artist who can't commit to a deadline for sure. I think it's part of the duties of being a pro artist.
P.S.: There are couple of anatomy issues with the hands of the characters.
[Poll] Character Progression Mechanics
Which makes you wonder why there's so much conformity when it comes to character development in RPG games.
[Design] Effective Battle Mechanics for my game
I think I have a decent idea of what you have built. If I'm not mistaken, when you get attacked you can completely dodge the attack, yeah?
No. I mean, not yet anyway. I feel this would be too powerful. You have four defensive abilities at the moment. One heals, one reduces your energy cost for ability for a while, one defends and one protects you from status ailments. So basically you just have one "real" defense at the moment. There will be more abilities to choose from later down the line but that's the 4 I'm working on right now.
-Every time you "block" you take half damage
This is already the case with blocking. What I'm concerned about is that player will always be in a situation to block making the ability more or less useless and become a repetitive chore to trigger in battle. I don't know if you follow what I mean. If an ability is always triggered in a situation, there's no point in having that ability.
The thing about Vagrant Story that you might also want to consider is that players can set up what button-presses do what on defense.
That's the system I have in place right now. I mean, you can actually trigger the defense abilities at any time, not only when you're being attacked since some of them provide healing.
Reflect Damage (Target takes 30% of the damage dealt to you), one could be assigned to Gain Life (restores 50% of the damage dealt), and another button could be, I dunno, Instill Energy (energy bar increases based on damage dealt) if their last action depleted too much Energy?
I think those are good ideas for other defensive abilities besides the 4 I have right now. Maybe that's the solution actually, you might be on to something. You offer a wide variety of defenses with very distinct properties, so that defense doesn't always comes back to selecting the same option. Yeah, that might work.
This is actually how it looks like in-game:
[Design] Effective Battle Mechanics for my game
Alright guys!
So the objective of this thread is to discuss the combat mechanics of my game. I’ve reached a creative block and I think getting a fresh look at things from other people will allow me to see things differently and find a solution.
First things first:
So basically, following the first technical demo (the one available right now), one recurrent criticism was the lack of dynamism. This was because the game was a traditional, hardcore turn-based battle.
Since then (a few months ago) we’ve been working on making the game more dynamic. This resulted in losing the strategic aspect in favor for something action oriented, which is not what I wanted. So, as for now, I’m trying to find a middle ground between action and strategy.
Active Time Battle Alternative:
In older, FF games, ATB was the idea to have your ball fill up before you could act.
In my game, it’s a derivative from that.
Your energy bar fills up over time, just like an ATB would. The difference is that different actions have different energy costs. More potent actions take longer to charge up while the minor ones require less energy.
I like this mechanic and thin it will work wonderfully. But it's also part of the problem.
What’s the problem then?
The first problem is the energy regeneration rate. Basically, it needs to charge fast enough so that the player doesn’t have to wait idly to act in battle but it shouldn’t be so fast that every action is always available right away because you always have energy on hand. This one will be fixed via tweaking and beta testing.
The second problem is movement.
I like to have distance and range as part of battles. I think it’s fun and to use terrain to your advantage, using long-range abilities and so on. The implantation of this is more of a headache however.
The penalty for moving at the moment is that your energy doesn’t regenerate when you do.This means that you have to sacrifice energy regeneration time when you move in for a melee. You can of course wait until the enemy is nearby to use melee which would be more strategic. This again, can be tweaked with beta testing so I can see this getting resolved from player feedback an in-house testing.
The third problem is the offense/defense mechanic of things.
In Super Mario RPG, you know when the attack is coming because it uses an underlying turn based mechanics. You can then basically react and dodge and defend against assaults.
In my game, you don’t as there are not turns per se.
The problem I was facing is that I had no chance to dodge attacks as they were happening right in the middle of battle and were happening too fast, without warning.
The solution we found for this was Vagrant Story. It’s also a mechanic in
Batman and Mad Max I believe.
In these games, an exclamation mark appears when an attack is about to happen, so you can react to it. So when the player is about to be attacked, an exclamation mark appears on top of the foe.
The problem is that is went the other way so to speak. Attacks went from being unavoidable to easily parried because you know they’re coming. This is the one problem I have the most trouble with really.
So the question is:
How can I have a system in place which gives the player a chance to actively participate in battle in the offense/defense phases of things without making things too hard (attacks come too fast), too easy (attacks are telegraphed and easy to defend against) and without resorting to hard turn-based and sticking to the ATB derivative I have set in motion at this point in time?
That’s what I’d like to read about. How would you go about it? Have you played games that had similar mechanics and pulled off things well in that aspect?
Thanks for reading!
TT.
So the objective of this thread is to discuss the combat mechanics of my game. I’ve reached a creative block and I think getting a fresh look at things from other people will allow me to see things differently and find a solution.
First things first:
So basically, following the first technical demo (the one available right now), one recurrent criticism was the lack of dynamism. This was because the game was a traditional, hardcore turn-based battle.
Since then (a few months ago) we’ve been working on making the game more dynamic. This resulted in losing the strategic aspect in favor for something action oriented, which is not what I wanted. So, as for now, I’m trying to find a middle ground between action and strategy.
Active Time Battle Alternative:
In older, FF games, ATB was the idea to have your ball fill up before you could act.
In my game, it’s a derivative from that.
Your energy bar fills up over time, just like an ATB would. The difference is that different actions have different energy costs. More potent actions take longer to charge up while the minor ones require less energy.
I like this mechanic and thin it will work wonderfully. But it's also part of the problem.
What’s the problem then?
The first problem is the energy regeneration rate. Basically, it needs to charge fast enough so that the player doesn’t have to wait idly to act in battle but it shouldn’t be so fast that every action is always available right away because you always have energy on hand. This one will be fixed via tweaking and beta testing.
The second problem is movement.
I like to have distance and range as part of battles. I think it’s fun and to use terrain to your advantage, using long-range abilities and so on. The implantation of this is more of a headache however.
The penalty for moving at the moment is that your energy doesn’t regenerate when you do.This means that you have to sacrifice energy regeneration time when you move in for a melee. You can of course wait until the enemy is nearby to use melee which would be more strategic. This again, can be tweaked with beta testing so I can see this getting resolved from player feedback an in-house testing.
The third problem is the offense/defense mechanic of things.
In Super Mario RPG, you know when the attack is coming because it uses an underlying turn based mechanics. You can then basically react and dodge and defend against assaults.
In my game, you don’t as there are not turns per se.
The problem I was facing is that I had no chance to dodge attacks as they were happening right in the middle of battle and were happening too fast, without warning.
The solution we found for this was Vagrant Story. It’s also a mechanic in
Batman and Mad Max I believe.
In these games, an exclamation mark appears when an attack is about to happen, so you can react to it. So when the player is about to be attacked, an exclamation mark appears on top of the foe.
The problem is that is went the other way so to speak. Attacks went from being unavoidable to easily parried because you know they’re coming. This is the one problem I have the most trouble with really.
So the question is:
How can I have a system in place which gives the player a chance to actively participate in battle in the offense/defense phases of things without making things too hard (attacks come too fast), too easy (attacks are telegraphed and easy to defend against) and without resorting to hard turn-based and sticking to the ATB derivative I have set in motion at this point in time?
That’s what I’d like to read about. How would you go about it? Have you played games that had similar mechanics and pulled off things well in that aspect?
Thanks for reading!
TT.
Delve into the Dungeon: RMN Plays!
Could you tell me when you plan to do another round of games like you did in the video you tested Super Toaster X last time?
We're working on a new build with the new tutorial mode which I'd like you to try out on camera if you want. Also, do you have a thread for this as I feel I'm going off-topic by posting this here.
Thanks!
We're working on a new build with the new tutorial mode which I'd like you to try out on camera if you want. Also, do you have a thread for this as I feel I'm going off-topic by posting this here.
Thanks!