WAXIUS'S PROFILE
Hi Friends,
I'm David. I'm a long time fan of indie games and especially RM2K/3. It's absolutely amazing to see what other have created here. I started gaming with the TI-99/4A computer with titles like "Hunt the Wumpus" and "Tunnels of Doom". Yeah...I'm showing my age here. From there, the classic old Sierra games like King's Quest and Space Quest were my favorite.
I'm working on remaking Tunnels of Doom with RPG Maker 2003, it an ambitious project giving this game an RPG story when it never had one before. In retrospect I probably should have remade Hunt the Wumpus first... it would have been a lot easier! (But then again... I'd want to give that game an RPG story as well!)
I'm looking forward to learning more about writing and character development here, as this is an area I can definitely improve on. So when I'm not doing my day job, I'll be here on RMN lurking and learning.
Feel free to talk to me, I'm easily approachable!
David Justin Bibby (aka Waxius)
I'm David. I'm a long time fan of indie games and especially RM2K/3. It's absolutely amazing to see what other have created here. I started gaming with the TI-99/4A computer with titles like "Hunt the Wumpus" and "Tunnels of Doom". Yeah...I'm showing my age here. From there, the classic old Sierra games like King's Quest and Space Quest were my favorite.
I'm working on remaking Tunnels of Doom with RPG Maker 2003, it an ambitious project giving this game an RPG story when it never had one before. In retrospect I probably should have remade Hunt the Wumpus first... it would have been a lot easier! (But then again... I'd want to give that game an RPG story as well!)
I'm looking forward to learning more about writing and character development here, as this is an area I can definitely improve on. So when I'm not doing my day job, I'll be here on RMN lurking and learning.
Feel free to talk to me, I'm easily approachable!
David Justin Bibby (aka Waxius)
Search
Filter
What are you thinking about? (game development edition)
I wouldn't think so, and in most cases, you'd probably be applauded for using a mechanic from someone's favorite games.
I'd love to play a RPG MAKER game that used Final Fantasy 7's materia system to equip on weapons and armor for example, or even the Esper System for learning spells like in Final Fantasy 6.
Two things to consider. If you borrow a solution from another game, make sure it works the same or better than the original, and as long as the game is FUN, you'll do fine. I realize that FUN is relative though.
I'd love to play a RPG MAKER game that used Final Fantasy 7's materia system to equip on weapons and armor for example, or even the Esper System for learning spells like in Final Fantasy 6.
Two things to consider. If you borrow a solution from another game, make sure it works the same or better than the original, and as long as the game is FUN, you'll do fine. I realize that FUN is relative though.
author=Gretgor
I may be Dunning-Krugering as heck right here, since my understanding of all things related to design is very shallow, but I've been thinking about this for a while now.
Game design may very well be one of the hardest disciplines of design, due to the absolutely unique challenges it poses.
Design (according to my layman understanding) usually focuses on making things that are functional, useful, safe, appealing, easy to use, reliable, comfortable, and, in some cases, interesting and enjoyable. Games must not only check every item on that list, as they must also punish the player with an undesirable outcome in case the skill they applied to a certain task is insufficient to reach their goal.
That is something unprecedented, really. You don't see a flashlight, a TV, a car, a toy, a watch, a laptop, a soda bottle, a remote controller, or a phone wilfully punish their user for lack of skill. However, this is something that games not only can do, but must do. They must do so in a way that the user is aware of what they are being punished for, and in a way that doesn't make the user lose interest after failure. With that in mind, the fact that game design is even possible is already a marvel.
Therefore, I don't think I should feel bad for "aping" design ideas from successful games, since I'm neither a game designer (nor a designer of any sort) nor the leader of a large team... right? I don't intend to outright copy anything from other games, just adapt some of their solutions to certain design problems to my own game. Does that make me lazy, or even dishonest?
3ROGUES Review
Hi Redd!
The difficulty was the only issue I had with the game, otherwise I love the concept and the very simple fast paced story. Some of the butterflies move as the same speed as a dashed run, I didn't see how it was possible to catch those.
The difficulty was the only issue I had with the game, otherwise I love the concept and the very simple fast paced story. Some of the butterflies move as the same speed as a dashed run, I didn't see how it was possible to catch those.
In the Castle Review
I didn't mention that the flower puzzle was my favorite one. The difficulty is reasonable in my opinion. The ending scene was perfect for this story and packs a huge emotional wallop. It can really have an effect on someone who might feel about themselves the way the protagonist does.
Game Update might be delayed... but for a good reason!
Hi Akari!
I have definitely been toying with that very idea... of actually making the story mode dungeons NOT random at all... but with planned events happening at different parts of the dungeons. Or.. I could still make them random but cut down on the size of the dungeon. Either way, I will have to change the implementation quite a bit and run the risk of breaking something. It's still worth exploring.
A third option is not actually using the classic mode dungeon routines at all in story mode, but instead make the type of dungeon mapping you'd expect from a Final Fantasy game or other jrpgs. Perhaps with puzzles and the like. I can still use the battle system for random battles. The future is full of possibilities right now.
I have definitely been toying with that very idea... of actually making the story mode dungeons NOT random at all... but with planned events happening at different parts of the dungeons. Or.. I could still make them random but cut down on the size of the dungeon. Either way, I will have to change the implementation quite a bit and run the risk of breaking something. It's still worth exploring.
A third option is not actually using the classic mode dungeon routines at all in story mode, but instead make the type of dungeon mapping you'd expect from a Final Fantasy game or other jrpgs. Perhaps with puzzles and the like. I can still use the battle system for random battles. The future is full of possibilities right now.
RPG Maker Reviews
but... but... I was so close! It's all good, it'll give others a chance to get the Fess badge if they're going for it.
Violets in the Sunrise Review
author=kory_toombs
I surprised to hear that you haven't played many VNs. This work is pretty shallow compared to some stuff out there. If you you really want to get into VNs I suggest reading If My Heart Had Wings, but get ready to throw away 30+ hours of your life away. (And that's just to play 1 route = Kotori as my personal favorite in that VN.)
Thanks for the suggestion. I will have to give that one a try.
author=kory_toombs
Thanks for the review. Well on your way to winning the gold.
At this time, I've got 6 reviews left to write and submit, and 4 days left to do it! It's getting close!
Tunnels of Doom RM2K Review
Hi Dyluck,
Thank you very much for the review! I appreciate the comments and the feedback and 100% agree with the gameplay issues for today's audience.
I will be updating the game very soon. Rations will work differently, it won't use up turns and you'll have the option to "consume rations until fully healed" if you have enough in stock. I can also do a better job of explaining how turns work in general. If you run out of the turns when you find the king, he'll die shortly after you find him, and you get a bad ending. Otherwise, the king will stand outside the battle zone and actually help you in battle if you also found his orb of power.
Having more party members DOES affect the amount of monsters you fight! A party of four can expect to fight 5-10 monsters in a room, and up to 6 if they jump you in the hallways. But a good party mix would be to have TWO Fighters, ONE Wizard, and ONE Rogue.
The loading screen with the clown is there because it actually does take time to generate a new random dungeon. While the clown is walking to the right, the hallways are being connected together in random branches, and while the clown is juggling, the rooms are being placed. Generally it takes 20-40 seconds to generate the dungeon. (I was also trying to do something that Final Fantasy does with moogles.)
I am curious about story mode though, was it the intro that turned you off? I can hopefully explain that part of it. The introduction is 7 minutes long, but you can skip if you want to. I wanted to time the dialogue, actions, and events to coincide with the music being played. There's a point in which the music suddenly turns ominous, and I didn't want players to skip dialogue and reach that point while the music didn't get there yet. The only way I knew how to do that was to auto-control the dialogue pacing. Otherwise, the rest of story mode shouldn't have that very often.
Again, I appreciate the review! Thank you so much!
Thank you very much for the review! I appreciate the comments and the feedback and 100% agree with the gameplay issues for today's audience.
I will be updating the game very soon. Rations will work differently, it won't use up turns and you'll have the option to "consume rations until fully healed" if you have enough in stock. I can also do a better job of explaining how turns work in general. If you run out of the turns when you find the king, he'll die shortly after you find him, and you get a bad ending. Otherwise, the king will stand outside the battle zone and actually help you in battle if you also found his orb of power.
Having more party members DOES affect the amount of monsters you fight! A party of four can expect to fight 5-10 monsters in a room, and up to 6 if they jump you in the hallways. But a good party mix would be to have TWO Fighters, ONE Wizard, and ONE Rogue.
The loading screen with the clown is there because it actually does take time to generate a new random dungeon. While the clown is walking to the right, the hallways are being connected together in random branches, and while the clown is juggling, the rooms are being placed. Generally it takes 20-40 seconds to generate the dungeon. (I was also trying to do something that Final Fantasy does with moogles.)
I am curious about story mode though, was it the intro that turned you off? I can hopefully explain that part of it. The introduction is 7 minutes long, but you can skip if you want to. I wanted to time the dialogue, actions, and events to coincide with the music being played. There's a point in which the music suddenly turns ominous, and I didn't want players to skip dialogue and reach that point while the music didn't get there yet. The only way I knew how to do that was to auto-control the dialogue pacing. Otherwise, the rest of story mode shouldn't have that very often.
Again, I appreciate the review! Thank you so much!
Might and Magic TsuK - Gates to Other Worlds Review
You're welcome Marrend. I'm looking forward to playing your bigger projects too (one's not made for any specific event)
Norilsk Review
author=kory_toombs
Fast on you way to 25.
The quickest demo / the easiest review you have ever written :)
It was very hard to do! Took me over an hour to come up with that. But no worries... I have two more or your games to review and I know I'll have more to say about those!
RPG Maker Reviews
author=bulmabriefs144
Dude, someone Review my game, The New Earth. It's been remade, so it's been super-improved. Also, I need to solidify my game's ranking.
author=pianotm
Can't review a game if there's no download.
Bulmabriefs144, I'm getting a Not Found 404 error when trying to download your game. If you fix that... I'll play your new version and review it. I've never seen the old versions so I'll give you feedback as a new player.













