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ARIEDONUS'S PROFILE

I have been fiddling with RPG Maker on and off for six or so years, and in becoming so accustomed to it, have been reluctant to learn to hard code anything. Despite that, I plan on going to school for Game Design, because I -love- making games (although I have yet to finish one, haha). I'm also pretty terrible at coming up with an interesting block of text about myself, so I am going to end this here! :D

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Kinda Hiatus

This was one of the projects I was looking forward to, so I hope you find your motivation again. Sometimes a break is nice. :)

post your picture

post=Nightblade
I'm sorry, but is there something wrong with him?


There's nothing wrong with him, he's just a dork, haha.

@Link: You look incredibly enthused to be sharing yourself with the world.

Think you can fix the deficit?

http://www.nytimes.com/interactive/2010/11/13/weekinreview/deficits-graphic.html?choices=0clngb5f

Decreased military spending, messed with healthcare to fix some shit, and clicked some other things that looked legit.

Basically, I'm more about diplomacy and reducing bullshit costs that tend to pop up in bureaucracy.

post your picture



I'm not cool like tardis, so I have to use pictures from family events, like picking out a pumpkin for Halloween.

(The guy behind me is my brother.)

Encounters & Dungeon Design

post=ShortStar
1. No enemies with puzzles.
2. Give players a break from enemies.

Wow that avatar is really questionable.

Those are my sentiments, although my latest game is more combat heavy and the puzzles serve only as a break from enemies, haha.

And the only thing questionable about it is whether or not it needs more men.

post=Clest
What I mean is: Battles can be triggered and avoided diferently once you actually has enemies on map. So maybe you have disposable trap itens that you lay on the ground and they´d destroy an enemy which touches it, serving more or less like Smoke bombs or warp stones that let you flee from random battles in FF.

Those are some pretty interesting alternatives to having to actually enter combat. I'm sure options like that really open up the creativity for the player when it comes to conquering each dungeon.

post=Craze
Differing how encounters work even slightly can help provide different sensations. It's all part of creatively tweaking gameplay to better serve the setting and/or story.

Your ideas really take the encounter adjusting to a very creative level. I dig it, and I wish more creators would consider certain factors like this to spice up their dungeons.

Wanting to make your game difficult.

From what I have seen in the community (the portion that makes RPGs anyway), we are trying to make our games challenging and interesting, not hard. In the past, a lot of RM* games are nothing more than spamming attack and using your strongest spells. Pretty boring.

Encounters & Dungeon Design

While working on my latest project, I have come across a sort of realization. The dungeon I am creating involves a lot of tight spaces, which I anticipate will cause problems for players who decide to run from encounters (I use a touch-based encounter system). So, to compensate for this, I'm planning on adjust the encounter amount, so that the battles are more difficult, but fewer in number. This is to prevent the dungeon from being a complete bog of pointless fights and to focus more on the exploration/progression of the game.

Which leads to what I am wanting to be the main spark of the topic:
Do you ever adjust certain factors of your encounter systems to accommodate for your dungeons' design (be it for puzzles, the location, etc.)?

I wish I could come up with more at the moment, to try and make this topic a little more compelling, but I wanted to get it out there. Hopefully, you guys will pick this up and carry it along in twenty different directions like other discussion topics (although this has likely been discussed before). ;D

RPG Maker 2009 Ultimate

Wow, this looks amazing.

Definitely gonna fiddle around with it.

EDIT: Just by screwing around with it for a couple minutes, I can tell people who use Rm2k/3 will definitely appreciate this. Great work. :D

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If the game starts at the ending that would be epic.