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[Design] Reward Design and Ideas
Alright so I redid the cash stack by using the ''paper band'' provided in Liberty's edit and added a few more statuses.
The park bench one is already there but I like the motel one, the spa one, the restaurant one and the red carpet one. Will likely do some of them if not all of them.
So I'm thinking of putting the cheap motel at 4,000$.
The park bench one is already there but I like the motel one, the spa one, the restaurant one and the red carpet one. Will likely do some of them if not all of them.

So I'm thinking of putting the cheap motel at 4,000$.
[Design] Reward Design and Ideas
[Design] Reward Design and Ideas
So quick question. I'm preparing for my KickStarter and I want to have this update system where Pan has different expressions depending on the amount reached so far in the KS. I've just begun this morning:
Basically, I'm looking for ideas of other ''states''. The ''tiers'' are the following (each tier being revealed as the amounts are reached):
1,000 - Ok
2,000 - Ok
4,000 - ?
6,000 - ?
8,000 - ?
10,000 -?
12,000 -?
15,000 -?
So I'm basically looking for 6 other things. I'm thinking of Pan in a spa with some ''bread women'', Pan driving a luxury car... but I don't have a lot of ideas besides that. I thought I'd brainstorm with you guys.
I'm also looking for the most nitpicky of criticism about the characters themselves.
Also, how could I make the bricks of cash look less like bricks and more like stacks of cash? I've tried different things for more than one hour but couldn't get to anything conclusive.
Thank you for reading and commenting should you decide to do so.

Basically, I'm looking for ideas of other ''states''. The ''tiers'' are the following (each tier being revealed as the amounts are reached):
1,000 - Ok
2,000 - Ok
4,000 - ?
6,000 - ?
8,000 - ?
10,000 -?
12,000 -?
15,000 -?
So I'm basically looking for 6 other things. I'm thinking of Pan in a spa with some ''bread women'', Pan driving a luxury car... but I don't have a lot of ideas besides that. I thought I'd brainstorm with you guys.
I'm also looking for the most nitpicky of criticism about the characters themselves.
Also, how could I make the bricks of cash look less like bricks and more like stacks of cash? I've tried different things for more than one hour but couldn't get to anything conclusive.
Thank you for reading and commenting should you decide to do so.
Japanese Beginner Learners Wanted
author=RishigangiX
I can help, I am a professional Japanese/English interpreter and translator and I speak the language fluently. :)
That would wayyy too easy for you. I might ask you to proof-read the vocabulary though in the future :).
For instance, would you say that 青い refers more often to ''blue'' or ''green''?
Japanese Beginner Learners Wanted
Devlog 82: I quit!!! ...
I actually got a playable build yesterday. I might share a demo with some people very soon actually.
Devlog 82: I quit!!! ...
author=orochii
You hurt my red, pumping, already dead heart. </3
But I'm glad you didn't quit. And I'm not mad at you for playing with my feelings, after all I'm accustomed to that.
Keep up the good work!
It was meant to be a humorous poke at a comment I got in devlog 82 :P.
Devlog 82: Mega Drama
You're right, I've decided to give up.
(I'm kidding).
Actually, the idea to learn Japanese with a RPG was done way before even that game, lookup project LRNJ. It dates way earlier than 2014:
https://lrnj.com/
Also, there's also another RPG game to learn Japanese called "Learn Japanese to Survive":
http://store.steampowered.com/app/438270/
I'll be honest, what you've written is by far, the most negative message about the project I've ever came close to reading in close to two years of development. So if that's you not trying to be mean I'm honestly afraid of what you'd sound like if you tried.
I hope no one ever writes you something like that for your own project, "Ara Fell". Speaking of which, I would actually encourage you to never give up and not to listen to anyone who would try to discourage you in any way shape or form.
I personally wouldn't want to say this to someone else, if only because I'd feel guilty afterwards if I actually managed to discourage someone.
I forgive you anyway. I don't think you realize what you're doing.
All the best.
(I'm kidding).
Actually, the idea to learn Japanese with a RPG was done way before even that game, lookup project LRNJ. It dates way earlier than 2014:
https://lrnj.com/
Also, there's also another RPG game to learn Japanese called "Learn Japanese to Survive":
http://store.steampowered.com/app/438270/
I'm in no way trying to be mean or tell you to cancel your project but it seems like this is becoming more work then it's worth it on you and your team.
I'll be honest, what you've written is by far, the most negative message about the project I've ever came close to reading in close to two years of development. So if that's you not trying to be mean I'm honestly afraid of what you'd sound like if you tried.
I hope no one ever writes you something like that for your own project, "Ara Fell". Speaking of which, I would actually encourage you to never give up and not to listen to anyone who would try to discourage you in any way shape or form.
I personally wouldn't want to say this to someone else, if only because I'd feel guilty afterwards if I actually managed to discourage someone.
I forgive you anyway. I don't think you realize what you're doing.
All the best.
Devlog 79: No Longer a Platformer
Hi, orochii,
The game will focus around learning vocabulary for a language. I've been both in Japan and China so I'm unsure which one to pick.
Japanese generally interests people more. On the other hand, it's not as much as a niche as Chinese.
The concept is fairly simple. Interactive battles just like in Super Mario RPG. Instead of having to press button as specific times, the player needs to be able to read whatever word is on screen. A good answer increases the power of the attack, a wrong answer does nothing.
When attacking, the player has a time limit determined by his speed vs the opponent speed. Slower opponents give more time to the player to attack while nimble foes dramatically reduce the time allow to attack.
Suppose you manage to get three words right during the attacking phase with a timer set to 10 seconds because of your agility, the damage output of your attack will be influenced by those three good answers.
On the other hand, getting wrong answers during that time will reduce the damage output or even cause a "miss".
Each attack has its own set of words. For the flamethrower, you have, say, 10 words in your word bank. Those words will appear randomly when you attack your foe. Same thing with every attack in the game.
Since every attack will induce a certain type of damage (crushing/slashing/etc), players will be encouraged to vary their attacks to adapt to the vulnerabilities of various foes.
Defense works the same way. You have a certain amount of time to boost your defense by getting as many words right during the time limit. The more you get, the more your defense is effective and the fewer damage you take.
I'm aiming at an episodic format based on the difficulty level. The words included in the database will be the most frequently used words in said language. So learning those words will be useful for sure.
It will also be fun for people interested in learning the Chinese Characters 漢字. For example, one the word you could see:
卵(egg)
Then you would need to type たまご (tamago) to score a hit. Getting a right answer would show the next word in the word bank of that attack, say:
水(water)
みず (mizu)
Well, I've rambled long enough. You get the idea I'm sure. It'd be neat to learn vocabulary while having fun.
The game will focus around learning vocabulary for a language. I've been both in Japan and China so I'm unsure which one to pick.
Japanese generally interests people more. On the other hand, it's not as much as a niche as Chinese.
The concept is fairly simple. Interactive battles just like in Super Mario RPG. Instead of having to press button as specific times, the player needs to be able to read whatever word is on screen. A good answer increases the power of the attack, a wrong answer does nothing.
When attacking, the player has a time limit determined by his speed vs the opponent speed. Slower opponents give more time to the player to attack while nimble foes dramatically reduce the time allow to attack.
Suppose you manage to get three words right during the attacking phase with a timer set to 10 seconds because of your agility, the damage output of your attack will be influenced by those three good answers.
On the other hand, getting wrong answers during that time will reduce the damage output or even cause a "miss".
Each attack has its own set of words. For the flamethrower, you have, say, 10 words in your word bank. Those words will appear randomly when you attack your foe. Same thing with every attack in the game.
Since every attack will induce a certain type of damage (crushing/slashing/etc), players will be encouraged to vary their attacks to adapt to the vulnerabilities of various foes.
Defense works the same way. You have a certain amount of time to boost your defense by getting as many words right during the time limit. The more you get, the more your defense is effective and the fewer damage you take.
I'm aiming at an episodic format based on the difficulty level. The words included in the database will be the most frequently used words in said language. So learning those words will be useful for sure.
It will also be fun for people interested in learning the Chinese Characters 漢字. For example, one the word you could see:
卵(egg)
Then you would need to type たまご (tamago) to score a hit. Getting a right answer would show the next word in the word bank of that attack, say:
水(water)
みず (mizu)
Well, I've rambled long enough. You get the idea I'm sure. It'd be neat to learn vocabulary while having fun.













