VERSALIA'S PROFILE

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

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it is my birthday. my coworkers (rightfully) made me a crown. i made a fucked-up drunkface. ugh

The Screenshot Topic Returns

And here is the FF6 graphic style game, and was wondering on how do you guys think it looks like?


it looks like FF6. TBH the gameplay better be really interesting to keep my attention focused on scenery I've seen a million times!

hierofania__EllsMiralls_by_ludeshka.jpg

Every time I see an image for this game, I get a little more interested!

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author=Janneke
I don't think metal cracks. Maybe it does?



does anybody use google anymore, that was in the first row of results for GISing "metal crack"

ImageMOSTS_GoodieCaveSpell.png

I think the concept of goodie caves is incredibly ill-conceived. I cannot stress enough what a poor design concept that is. They should be for demo-or-easy-mode only, to help your playtesters with various boosts they might want. Otherwise, they are quite literally game-breaking easter eggs. There is no hint or indication that they even exist, they literally ruin the balance of the game if you do happen to find one, and your point that
you can choose which boosts you want, and which you don't

is just flat-out wrong. With no indication that the caves exist or where, how exactly do you go about making such choices? You can only choose to take or leave the (incredibly beneficial to take) advantages that you can FIND. Not only that, but nobody will ever choose to NOT take the 1,000,000 gold boost unless they feel really guilty and purposely avoid it because they know it will ruin the game's intended balance. Please consider changing these. You are shooting yourself in the foot.

I can also point you to Brickroad's article on how players absorb information and feedback. You have a perfect example of the "Zelda burnable trees" issue.

Accumulating Money over time

author=Zzyxk
author=jamesr2
shuld be simple enuf. easy as going to the common events and make a new event that is turned on by the same switch u used to check if the house was bought, then put a wait: 5000 (5 mins) and then increase ,money: 1000 or whatever. or u can wait for a random amount of time between 5 mins n 7 mins, just 2 add some flavor...
Will that be able to continue accumulating while on other maps? Or would I need an event for each map that would count all the houses owned, calculate the amount per 5 mins and start the wait timer?


No, you only need one event, hence a common event. Those are events that are common to all maps and can be called by other processes like battles.

factory6b.png

@_@ This is so awesome. My only complaint would be that those tanks/vats seem really... realistic compared to everything else? Maybe pixelate them a teeeeeensy bit...? I have no real solution here. Otherwise, I look forward to jumping from rim to rim of giant tanks of acid.

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Despite being a homo I love me some nice breasts, but that left one is a Frankenboob. Seriously. Look at it.

Micro vs. Macro Customization

I'm actually very interested in the reactions in this thread.

author=Drakonais
I'd say just because a character accepts a priest class and the advantages/disadvantages of that choice, there are always ways to customize. Give the class several robes or staves to choose from. Let the user assign two classes to one actor and your choices multiply. Various ways to reach whatever happy medium you want in your game.


Absolutely. The original post mixes complaints together in a strange way, IMO. Why is it inherently bad that some customization comes with a second set of advantages and restrictions on top of it? That's all part of the interlacing of that game's strategy. Even in a situation where you're only being offered a list of preconstructed classes, as is the case in a vast majority of class-changing games or skill-tree setups, you're still given enough freedom of choice that you don't even necessarily realize you aren't 'customizing' anything on a micro-level.

FFX is a good example. The Sphere Grid is criticized for ultimately making all characters identical, but it DID offer some choices along the way. Completely ignore that it invalidates those choices after a large number of play hours - focus on the point: Wakka could break off down Auron's Path reasonably early or keep on his own path. Just because those paths are both laid out linearly doesn't mean you're not choosing how to direct Wakka's progression. Until the grid implodes on itself after a couple hundred hours of gameplay (read: too much of my life spent on FFX), that's enough to make customizing interesting for me!

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author=Nocturna
EDIT: Fixed. :)


Much, much better! And she looks so unsuspecting OH GOD VALERIE BEHIND YOU