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Hmm...to do the Happiness of the Katakuris or Psycho...

Why RPG and not action adventure?

Are you making an RPG out of genuine love of RPG mechanics (numbers going up) or is it because we're used to having RPGs as the 'storytelling genre'...or both?

There have been times when I've looked at certain ideas and thought 'why is this an RPG again?' and had to reassess things. It's easy to get stuck in a pattern where you take the DBS for granted and think about everything BUT the battle system, and that doesn't feel right to me. Thankfully, a playthrough of Dragon Quest 3 -- as pure a JRPG as you can get -- reassured me that I do like the genre.

If there was an 'Action Adventure Maker' as easy to use as RPG Maker (And was not bad, like IGM), would you jump ship? Heck, 'FPS-along-the-lines-of-Deus-Ex maker'...?

And your game ideas -- do they start with a mechanic or a story idea?

Mapping Standards and Commercial Games

I notice that the RPG Community champion 'quality mapping' -- and rightly so.

I have noticed that commercial developers don't *necessarily* put effort into their maps (You see things like wide open spaces, simple square mapsetc.), and I don't *necessarily* get turned off by simple mapping, as long as it isn't detrimental to navigation or whatever.

But how about you? Have you ever been turned off by the *mapping* of a commercial RPG?

How do commercial developers design RPGs?

Okay, that book sounds great and I shall order a copy. ("Don't judge a book by it's cover" seems to come into play here though =P)

How do commercial developers design RPGs?

Maybe there isn't a set 'Way', but I wish we had more insight into the development process of an RPG. What is done when, etc. Yes, ultimately it comes down to what works for you but there is *so much* that goes into working on a RPG versus, say, a platformer.

Does anyone know anything about this? Are there any design documents out there? There is one for Planescape Torment I know as much... Heck, it doesn't have to be for an RPG really. They do it in the film world...

Game Gale 2010

I live in GMT and I was hoping that I could retire to bed thinking how I would approach the theme!

Game Gale 2010

Game Gale 2010

comment=28518
All art, music, and materials used to create the game must be in the public domain!
What's the meaning of this exactly?
Means no rips?
Means no mp3 from record labels?


It means original graphics, RTP, clipart or sprites created before 1900 =P

Settings and environments, and places.

I'm playing Paper Mario 2 at the moment so I'll make an observation about this game: I like how the first town (and dungeon) in the game is run-down and ghetto-y made up mostly of miserable colours. When Mario and co. finally leave and enter a field with green grass and blue skies and the usual Super Mario aesthetic, it's all the more satisfying because it's like an EXPLOSION of colour,

Fallout 3 did a similar thing (Although I guess that game is more EXPLOSION than colour) with the dark, claustrophobic vault versus the wide open wasteland. And maybe you could say that the contrast made the vault feel like a memorable location once you had left it.

Oh, music. I'm embarassed to say that I haven't made it past disc 1 of FF7, but that one location (The Red XII one, Wutai?) stood out to me because of the music. That particular piece whisked me off into a different land. In fact, the power of music should not be underestimated. At-Moss-Fear and all of that.

Game Gale 2010

Yay I'm joining yay yay
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