WIP'S PROFILE

WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
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I made this site and it's awesome. But I don't run it anymore. Now I'm just a plebe like you.

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The Looming Development Cycle - Combat

Man, I remember ONE of these you had sent me. Wonder if I can still find it somewhere.

Glad to see the progress.

Still Here, Still Game-Making

Take your time! It's a weird era of existence right now, so cope with it at whatever pace you have.

Getting To The Next Level: Is Patreon a good idea to consider moving forward?

author=Darken
What I'm really getting at is there isn't really a perfect platform for indevelopment RPGs yet but that might require some pioneering from someone's part. It's definitely a problem that should be solved.

I'll see what I can do.

Getting To The Next Level: Is Patreon a good idea to consider moving forward?

Yeah I'm not sure how well Patreon can work with a single product. I back a few projects there, but they're ever-evolving, like Tiled. That's software that will never really be "finished". But with a game that ends, it seems a lot more difficult.

If it was episodic, I could see it. As Housekeeping said, it's gotta be a drip-feed. But also, Kickstarter almost seems like more hassle than its worth.

Too derivative for commercialization?

I wanted to mention that while Shovel Knight has a lot of nostalgia in it, its gameplay is far more refined than the games from the era it resembles. It mostly looks like an NES game, but doesn't play like one.

I honestly feel like that's somewhat the problem Shadows of Adam has. It plays far too much into the hand of nostalgia for its gameplay.

Element Properties in Enemy Attack Skill Names?

I'm not really even dissenting! I think it's an acceptable solution. Makes for good discussion about spell visuals, though.

Element Properties in Enemy Attack Skill Names?

author=Feldschlacht IV
-Quasar
-Starlight
-Shock Wave
-Acid Rain (Water obviously, yes. But it's also a Poison attack)
-Atomic Ray
-Diffuser
-Mirror Orb
-Flash Rain (Water and Ice, not just Water)
-Raid
-TekLaser

Some of those seem quite non-elemental (Quasar, TekLaser); others I could possibly pick out if I could remember their visuals (Starlight). Poison isn't an element; telegraphing statuses is gonna be difficult regardless. Mixing elements is much trickier, to be sure. I think it's bad design to do in general, but to each their own.

Truth be told, FFVI has some awesome spell effects. But you're chasing the wrong end of them; the ones that you can't discern what they are doing are bad visuals. They did a pretty good job overall, but missed the boat on a few of them. You are trying to account for intentionally bad visual designs later on.

Icons are not as good as telegraphing. Depending on what you want the player to feel, it absolutely can cost the player. If where the game actually tells me what's happening is the icon, that's where my attention will be. If the elemental type is not that big of an impact in battle strategy, I'll ignore the icon.

It was mentioned before, but probably bears repeating: how many spells will actually have disjointed visuals? If you have 100 spells and 10 of them are disjointed, the obvious answer would be to fix the 10.

Element Properties in Enemy Attack Skill Names?

author=Feldschlacht IV
I'm in a FFVI mindset where there were all kinds of cool enemy animations, but they were unclear on what element or property they had. In my game (and a ton of RPGs in general) enemies also use a ton of skills that the player can't. Something like I'm suggesting would still allow me to do something like that while making information clear to the player.
What spell in FFVI doesn't clearly have its element telegraphed by its colors and design?

A lot of them were totally crazy looking, but pretty consistent. Even Kefka's big spells were telegraphed pretty well. AKA, none of them really shared their looks with anything else, and didn't have elemental properties. The big crazy spells in FFVI were non-elemental and this was intentional.

I think you are too worried about this; if a spell has an element like ice, it would be a bad visual if it didn't have ice in it. The opposite is also true: if the spell isn't ice elemental, it would be a bad visual if it had ice in it.

Element Properties in Enemy Attack Skill Names?

author=Feldschlacht IV
I agree with the sentiment, but I can just as easily put icons (which for my game, would be two at most) in the attack names so I can make my energy rays look however I want them, right? Like, what if I want a bunch of funny ass energy rays? Creative direction shouldn't suffer if I can properly convey information at the same time.

Granted, I'm not saying I MUST do this and I insist on having weird confusing looking energy rays, but I don't want to get too complex into solving a simple "problem" that may not even be much of a problem.

If you want a bunch of funny ass energy rays that are inconsistent with all the others, it'll be noticed. Don't sacrifice game fluidity to suit creative direction; you're still making a game that needs to be played. Embrace consistent game design and don't swim against it. Just as you are designing rules for the player, you need rules to follow while making it.

Sure, you COULD make a spell that trips a player up. But breaking your own visual design rules only hurts the player and experience.

Again, icons are okay. They are easier to understand than long text, but not as good as a full visual. The visual is what sticks in the player's mind.

Element Properties in Enemy Attack Skill Names?

I typically prefer a visual telegraph with primary colors. The latest Zelda does a good job at this: they never mix colors for the different elemental attacks, so you're always very aware of what you were hit by.

If you're limited by visuals, an icon doesn't hurt. Adding multiple elements to an attack can complicate things a lot and I'd recommend just avoiding it.

author=Feldschlacht IV
Sure. But close your eyes and think of all of the oddball, nonspecific, 'either or' vague energy ray or magic sword or whatnot attacks you've seen in RPGs that look pretty ambiguous. Rather than streamlining down and limiting the expression on that front, I think it would be very valuable for any game to have this feature, and I'm wondering what the holdup is at this point.
If you put oddball stuff in the game and blame the player for "not getting it", that is not good design. It's up to you to convey digestably (is that a word???) what is going on in the game.

If you do have energy rays in the game, make all of them the same element and visually similar. Consistency matters.