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IMO the GUI is great. Tidy and organised. =)

How do commercial developers design RPGs?

They usually start with paper, planning and a vision. Not open an editor having no idea how the game will end.

Clear structure = Clear focus = Finished game
Unclear structure = Confusion = Cancelled game or Complete horrible thing

There are some exceptions, but those have a form of structure.

Why does dying have to suck?

The reason why dying sucked was so you'd put more coins into an arcade game.

If it sucks now, it's because that|those developer|developers goes|go with the flow instead of thinking reasons behind their chosen mechanic, which is what really sucks.

Do job systems work with more than 4 characters

That really depends if it fits or not. They probably can work if they're done right with careful planning, I can't see why they won't. You can make battles contain strategy and fun battles without a job system though. It's not a must have.

If you have this, just think.

Will the player need to swap between classes often to win battles? (You want to figure out a way to say yes.)
Will the classes all be worth using at different stages in the game? (If not, take out the ones that don't.)
Is this going to add strategy to the game? (You want to figure out ways to add strategy with that system.)

What would you like to see in a player house?

If possible and there is a point of it, interaction with the objects.

Balance currency and items with dungeon crawlers? Must they really have either a town or a merchant?

With a traditional JRPG, you usually have town spots to stock up on items and spend currency.

When a game is solely focused on dungeon crawling, you may no longer have towns.

How then would you suggest going about balancing the currency and item stock? If players were to gain items as drops from monsters, won't that be hard to balance well? If there aren't towns, how will players get better equipment, items and use up currency?

Can you think of any alternatives? Anyone making a dungeon crawler themselves?


My own thoughts on this, I really can't find a easy solution, so this makes my views come down to create an excuse to either have NPCs that will sell equipment and items around the dungeon, or place easy access to a town anyway and edit the story untill it fits.

New to RMN?

This is a great read! Thanks a lot Solitayre! Very organised and useful information on all those links.

Now to work out how to make the font go <b>bold?whyisthisnotworkingx_x<\b>

...of course. Thanks kentona!

Games and Why You Make Them

1. How long have you been making games?

Have not made a single game on anything yet. I do mess with the VX engine during spare time, for fun.

2. How often do you feel like not making games any more? What makes you keep doing it? (Anecdotes are good.)

Can't fully answer this. As for feel like, I never ask myself what I feel like much, it only makes me lazy on everything when I do. So no idea.

3. What is your motivation for making games? (Do not be facile: You do NOT just do it because it is fun. Lots of other things are fun, and less work, and you could be doing them instead. So fun is part of it, but it's not the whole reason.)

Some people do. I know people who find it entertaining making maps, events, writing, calculations and spending hours away drawing just so they can visual those drawings in cut-scenes. You can tell just by analysing them, not even asking questions. Usually they prefer one or two over the others.

Personally, I enjoy creating nonsense on VX with the default RTP and default scripts right now.

Does an RPG have to be long and dramatic?

That's up to you to decide, not really us. It'll be good practice for you to finish this, and good experience for yourself even if it doesn't reach high ratings. The reviews, no matter what the scoring is, should give you some good ideas on what you can do with future projects if you have plans for them.

Time length, The Cartographer and Epic Monster Dungeon Explore! 2 aren't that long... especially EMDE2. Both 4 stars.

Mature themes allows writers more easy access to create round dynamic characters, so story-wise they're likely to get more attention than something light-hearted. Doesn't mean a light-hearted game can't get 4 stars.

With VX, Gameplay > Story > Art & Music.

Well, when done right.

Seal of the Maidens (Demo Version) Review

Great review! It sums up my points too and I'd roughly give it the same scoring right now. (Slashandz, it may be better to lower the random encounter rate on the world map, it's very high right now.)

However, there's nothing wrong with the RTP resources, it's nothing "oh wow AMAZING!" but it's not going to break a game either. There aren't that many other resources available for grabs either, unless you are an artist and create your own custom set.

So I hope part of your views with the scoring was not lowered because Slashandz was only using the RTP resources.