VERSALIA'S PROFILE

Versalia
must be all that rtp in your diet
1405
"I married him because his kid is strong and he doesn't wear a shirt" - craze

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Dialog and Grammar

cho has it completely right. If your intentional mistakes are for dialog effect, then it is not only acceptable but also a merit to your game's writing. If your mistakes are like typing "u r crazy" or "4" instead of "four" (where possible), it is egregious.

calunio's suggestion that "people don't misspell in conversations" is quite ridiculous. People mispronounce in conversations all the time, and you almost never even notice because you know what they're saying anyway. Look at a literal, verbal transcript of any conversation and it is unintelligible because of how people really talk. We stop in mid-sentence, we jump thoughts, we slur words, we skip words in lieu of hand motions. The best you can do to fix this is have a speech pre-written out for you and practice delivering it, pausing and emphasizing where appropriate. Equate this dialog in games; You could have a jumbled mess of lazy 1337sp33k but you need to depict different styles of speech and accents, so doing your best means you only use mistakes on purpose and where appropriate.

bio.PNG

The zoom effect makes her face a little too pixelized, and parts of the text on the right need to be bolded for visibility. Bold her full name, and bold Age, Height, Weight, Affinity, DOB and it'll look fancily formatted ;)

edit: Oh, and her face is dark, like she's in the background. That's weird.

Working around cliche? Writing discussion..

author=Fallen-Griever
Instead of worrying about your story being cliché, you should worry about your gameplay being cliché. People will probably care more about the latter than they will about the former when they are playing a game.


Can you please give some examples of cliché gameplay? It's hard to think of any single gameplay feature that can be flat-out clichéd because a single, simple mechanic can be used and presented in many, many different ways by different games. If you are talking more in terms of a clichéd combination of features and presentation, like a been-there-done-that puzzle we've all seen a thousand times, that's a bit different.

new_intro.PNG

author=Solitayre
Seven minutes is pretty long for an intro.


Yes, yes it is. I want to play a game, not watch a movie.

I also would rather watch a movie than read a history book, but you can reconcile them. Ancient battle? Show a very brief clip of A BATTLE!! and fade out to the explanatory text. Fade in to show a clip of ANOTHER EVENT!! then fade out to the explanatory text.

Boss Design Theory

author=Drakonais
If you do tackle normal battles in another article, consider what I'm trying to implement in my current project: full healing after every battle. Personally, I've always found that buying an arbitrary amount of potions before jumping into a dungeon didn't increase my enjoyment of the game in the slightest, only frustrating me if I overstocked or ended up being a few potions short.

By being at full power at the start of each battle, it's about exploiting weaknesses and utilizing strategy instead of trying to get by (but just barely). Of course, for any real sense of danger in this scenario, the threat of death needs to be ever-present and the consequences of a gameover have to be balanced to that (with frequent checkpoints, carry-over exp, etc).


LOL dated reference but; Sailor Moon:Another Story has a mechanic that gives PCs a very limited MP pool, but it is restored after every fight; it makes them all a knock-down drag-out, and boss fights much more intense as to which abilities to use and when.

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author=Craze
dragonheartman
modern monitors.
This means something.


it's funny because modern software already works with modern monitors

Working around cliche? Writing discussion..

author=Zephyr
Cliches can still work. Just look at the movie Avatar.
That movie is stuffed with cliches, but it somehow became the most grossing movie ever.


If you factor in inflation, Gone With The Wind is still the highest-grossing movie ever. Also, just because a movie makes a ton of money does not make it a good movie and visa-versa. Some of the most beloved films and those considered classics BOMBED when they were first released, because the success of a movie is determined hugely by factors outside the film's quality itself - marketing being one of them. Lots of terrible games sell well and fly under the radar; people can be very easily blinded by hype and presentation and then make a major backlash when they get halfway through the game and realize "wait a minute, this is crap."

I don't know what the point of this post is except that Zephyr is over-simplifying. So there's that.

timepuzzle.PNG

author=UPRC
I've actually been adding treasure for other combinations. I like the idea of some combinations giving hints and such.

There are no random battles in the room and guessing the incorrect time will not result in a battle. It will just say "nothing happened."

I might change it so that, instead of the event calculating the time and hour that you guessed, it will add the two together (7 + 45). That would be far easier to keep track of in the event itself, because right now I'm using branches for indivual hours and minutes guessed, which I'm realizing is very inefficient.

So the two sum of the hour and minute together will decide what the player gets. By doing this, I can make a certain number range (which could simulate anywhere between 1-60 minutes or whatever) unlock the path to the next room rather than just a single hour/minute combination.

Here's where the treasure chests spawn. Each X represents a chest. The circle is where the exit appears.


Excellent ideas. Now I'll look forward to experimenting with the clock ;)

Boss Design Theory

This is a pretty good article. I'd like to add my two cents to bosses whose fights include "luck" as a factor. I agree that the player should never be killed because of pure bad luck when using the optimal strategy and doing everything right (hideous underlevelling aside). However, it is perfectly acceptable to have bad luck dictate the difficulty of a fight. This boss was moderately difficult; if it manages to land its AoE Status Ailment, it becomes balls-out hard. That does not implicitly mean that you are going to lose because of bad luck or chance (and in fact, the perfect strategy here would have been wearing Anti-Status equipment to begin with) - it just means you are going to have a harder time winning. Personally, everybody has fought that boss whose <Annoying Attack> makes things a lot more difficult when it succeeds, and then reloaded their save or played through the game again and found it much easier the second time because they had GOOD luck. Luck is an integral part of gaming. Players should never fail based SOLELY on luck, but luck is an important factor to consider.

timepuzzle.PNG

author=UPRC
author=Versalia
I think this is a really terrible concept for a puzzle. It's not a "puzzle," it's a game of password. There's exactly one correct time to set the clock to, and exactly one way of finding out that time - run all over the dungeon until you find it written down. FF7 actually did this properly because of their "clock arms knocking you into the pit!" mechanic, and different time settings allowing you to access several different rooms. This feels like the knockoff version :<


edit: Apparently you don't even get the solution, you just get "hints" that help "clever players" ... so if you're not great at interpreting verbal clues, you will have to make 144 guesses :<
Well the two hints, which are hard to miss, both contain a number each. I'd like to think that most players would clue in when they reach the clock that the numbers meant something.

Well, that's good! But it still doesn't change the fact that this is a game of password or a lockbox combination that has no context and no hint without scouring for something randomly written down for you in the dungeon. FF7 did that in the Shinra Mansion. Go with FF7's clock puzzle, not their locked safe.

Any time the solution is "backtrack and find the answer written down and shoved into another part of the dungeon just to make you walk there" it is false difficulty. Especially with random encounters.