ZEPHYR'S PROFILE

Likes gaming and drawing.
I got lots of interesting ideas and concepts, so I also like to create games.
I started out with RPG Maker and have now moved on working with Game Maker.
Metal Gear Solid: Lunacy...
A mixture of Metal Gear and The Legend of Zelda

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Battling in games, but.. why?

If the setting is the normal, typical city, I think it could work pretty well by making it oppressed by criminal gangs to some noticable degree. But also as mentioned, keep the encounter rate low.
You could do something Chrono Trigger-like were all encounters are scripted, but sometimes still optional depending on what you do.
In that sense you'll also get rid of the pesky random encounters,

Battling in games, but.. why?

Maybe it's easier to think about if you consider what the main conflict in the game is about.
Is there any antagonistic force that wants to hinder the protagonists?
Or is the setting more in the direction of everyday life?
If the main storyline does not incorporate as much conflict, perhaps the "fighting" can be focused in a minigame-like mechanic at the side.

What are you thinking about right now?

I was happy for spring to arrive so we could get rid of all the snow and see some green.
But NO, SURPRISE! It's the mother payload of all snowy weathers! It looks like we'd be all back in December/January once more...

Whatchu Workin' On? Tell us!

Krusche from the RPG Ar tonelico wields a chainsaw as well.
It has the unique weapon sortiment at the stores and all.

I'm pretty sure there's more unusual weaponry than chainsaws in games.

Whatchu Workin' On? Tell us!

author=LockeZ
You seem quite forgiving towards it all, which not everyone seem to be.
NicoB stopped his 'Let's Play' as it is now because it seems too hard.

The game is not supposed to be easy, hence the small death penalty.
But that many Game Overs was not intended unless you're aiming for it.

The soldiers' vision is understandable unfair as almost as soon as you see a soldier, they will see you as well. But the Alert mode I have my doubts about changing. The whole point is to avoid it and if you run through a few rooms in panic meant to be induced, you might shake the enemy and hide. Guaranteed hiding spots might remove that feeling.

Think I fixed this new feature on all soldiers, but it seems like I've created a new problem. Let's re-modify all soldiers AGAIN!

Whatchu Workin' On? Tell us!

I'm making my MGS-game easier I suppose...
Soldiers' vision will be more forgiving so you get a margin of error.
This is still plentiful of work as I have to modify EACH FREAKING SOLDIER IN THE GAME individually!

I'm hoping the work will be appreciated...

NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*

author=NicoB
I want to consider the game finished, but I might eventually get back to it sooner or later and try to improve if I can come up with the right implementations. If that time comes, I'll inform you.
Thanks for playing so far at least!

author=Tyranos
I'm surprised that you still went through and beat the game if you found it that frustrating as well. Shows that there must have been something to keep the interest up.

author=Link_2112
Yeah, that is one intended way to go. Alert will quickly subside if you switch areas when the room you're leaving is empty. No one sees where you're going.

NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*

@NicoB
As I mentioned before, there's been a very varied range to how players experience my game. Some has had problems while for others it seems just fine. I find it difficult to place the bar nowadays...
The game is not supposed to be easy for that matter(not TOO hard either).

The problem is that I don't know if I can properly solve the remaining "flaws" without putting the game under even greater stress than it was before. (I've encounter several times in development where lag was common.)

The suggested hiding mechanic for one I've tried to implement several times, without any desirable result. The best solution I got was to keep enemies off the player screen for Evasion to drop(the current one). It still keeps the sense of running from pursuing enemies and hiding in safe places when possible. Metal Gear has never been about the Alert mode anyway.
If else, it would probably require a major makeover.

What was the problem with the stealth kills?
You can't use it if the enemy sees you, so it only works from behind.
From what I saw on the walking ones you didn't exactly slash them right in the back considering the rm tile-system and all... They aren't touch-sensitive since they're too busy with vision-checking.

The only reasonable fix I see would be to make the soldiers blind to side-assault which seemed to be a problem. And perhaps I should explain the hiding mechanic better. At total, that's still a lot of changes that I don't know if I'll change anytime soon.

I'm not dismissing your feedback, as it will help in the future.
It's just that none of these changes would be minor to a game I want to consider finished.
Make of this however you want.

NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*

I don't know if it's due to stress of the Let's Play or something, but it feels like you're making things much harder than they should be...

Many times you seem to rush straight into the enemy. They are always on the open path which means you have to stay to the sides.
You seemed to miss a switch on the inside of the HQ walls that opens the main gate, which allows easy access.
I also haven't seen you use any Rations yet, which would be very useful in many situations.

Also, I have no idea why the credit counter is so slow for you. It's usually very fast.

The way things are I won't blame if you want to stop playing... ._.'

BUT if you want to keep going if I help you out, I can answer all your questions.
Tell me if there's anything overall you want clarified as well and if anything else, there's a walkthrough for it.

To get on with the plot, enter the forest again and search the right side of the road. There's a hidden path there. (Be prepared for traps though.)

NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*

Oh man... I feel sorry for what I'm putting you through in the game.
The thing that you're still uploading videos show that you haven't given up yet, and I thank you for the patience and hope that things will get better.

I'm sure you've figured it out now that there's a second elevator on the third floor, but it must have been painful with all that useless backtracking.

And about that room in HQ that you persisted with, the only thing of worth there is that one chest. The scientists are on the enemy side, so you'll get an alert from them as well. The room is also meant as a backtracking challenge if you don't want to force your way there. Skills with a stealth kill and timing across the grating can work though.

It's always been hard setting the difficulty on this game. Some people breeze through most obstacles while others have a hard time. I still want to keep it a reasonable challenge, but it's hard when there's such a fine line between 'do right' and doing 'worse than wrong'.

Apart from the frustration, what are your thoughts so far?