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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author=tardis
the grand nature of his noble upbringing has forced his hand.

watch out!! he's going dispatch that foolish knave using the
author=facesforce
swordsman ship styles of the crimson Neagus


Stop before you incur the wrath of House Vanqueef

The Screenshot Topic Returns

I purposely withheld judgment on graphics because I figured it was a mock-up with placeholders. I could be wrong? but I have faith that it'll go through more changes and look better~

(By the way, my game uses hallucinogenic acidvomit backgrounds. I can't wait to fry your brain. I'LL FRY WITH YOU)

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author=kentona
i have no idea what is going on here...


I don't think anybody does, but would you be interested in some popcorn

Makerscore

author=LockeZ
The Yzal Chronicles blog post Calunio linked to doesn't bother me at all, in and of itself. If someone wants to use their blog for that, more power to them. If people want to read it, great. It shouldn't be worth makerscore, though.

Really, blog posts in general shouldn't be worth makerscore. Not any more than forum posts should be. Blog posts and forum posts are not that different - they are both a short message to the community about a specific topic - so why is one worth makerscore and not the other? They should be worth the same amount. And that amount should be zero, because neither one is normally a significant contribution to the community. (They both *can* be, but by default are generally not.)


this.

If you really did want to quantify the "quality" of a blog post, I would base it on number of responses. Responses show that it's something the community cares about. Make each blog post worth an amount of makerscore equal to the square root of the number of responses. 0 responses = 0 makerscore. 1-3 responses, = 1 makerscore. 4-8 responses = 2 makerscore.

Game pages shouldn't really be worth anything either, since the only thing they do is aid in the marketing of your own game. That's enough of a boon already without also giving points. But whatever, you can only make two or three of them per game, not like blogs where you can make one every day, so it's not a big deal.


not this.

Preventing grind: Why? And how?

Who ever decided that this was good game design? What's the point of including challenges, and then giving the player all sorts of encouragement and incentive to not tackle them? Shouldn't you be encouraging the player to have more fun, not less? Are you working on the assumption that your challenges aren't fun? If so, why are you making games?

Simplifying my massive post: Ridiculous. Sidequests and optional power-ups don't involve challenges in themselves? Sidequests are inherently grinding? If your sidequests and such are wiping out your other challenges, then it's a balance issue with how much power you're rewarding for optionals.

Also, Sidequest does not equal Grinding unless all of your sidequests are the same activity over and over. I understand your design choice, but it sounds like you think it's wrong for a player to tackle X Challenge at ANYTHING but precisely-calibrated X Difficulty. Difficulty varies from player to player, which is why options like spending a little extra time to retrieve a better, not massively-overpowered sword can be a nice, optional inclusion that doesn't completely wreck your X Challenge. If getting that sword requires mowing down 5 EXP levels worth of enemies, that's a problem with your sidequest design - you're encouraging a grind.

If you're not equating sidequests and optional powerups to grinding then I'm not sure what the point of your post is. If grinding is possible via random encounters and whatnot, but there's no real incentive to do that, there's no reason to discourage it.

So I necro'd- The Three Word Story!



Femputer inside of

The Screenshot Topic Returns

Whatever is going on there, Rhyme, it seems pretty cool. Lovely ink swirlies at the top~ Maybe make the battler faces a little bit smaller when they're in-combat? It looks like floating heads are attacking the monster chest instead of them just being portraits XD They also make the text seem super-tiny by comparison...

Screeny_2.JPG

No asterisk about these being placeholders? Are you planning on mixing these graphical styles fo real?

Screeny_1.JPG

author=Skijarama
author=UPRC
The perspective in this picture looks strange. There should be more room between the houses, I think.
Well, its a slum. thats all ONE big building. just a bunch of housing lazily stacked together and deemed a "house"


I'm pretty sure that's not how building a roof works. Even in a (clean, litter-free, pleasingly pastel-colored) slum.

Keyword lazy

battle_interface_wip4.png

author=Peaceful_Chaos
Ryu, you about to die man.

Hey yeah, why isn't Ryu showing critical status pose? :O
I know you might still be testing graphical stuff but I am also pretty sure critical pose is 1 frame?