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Currency? Who needs currency?

Fallen-Griever summed up my views. I strongly disagree with your last sentence, it's wrong depending how currency is used. Currency can be used to balance out power equipment and items preventing the actors becoming too strong or too weak in battles.

The point of currency is to be a enjoyable limit system where the player has to think carefully what to buy and what not to buy. Currency is also useful to giving the player small rewards being accomplishing small tasks.

I'd agree if grinding is required to heal and get good equipment, then it would be annoying for the player and pointless. But that's a problem with the developer unbalance calculations, not having currency.

Finding equipment in chests, so long you can balance it well, sounds a great idea! That's an interest reward to give the player The Inn goes down to personal taste really, some prefer paying for it while others don't. I have the same taste as you and prefer Inns not to cost currency. =)

Interesting choices, good luck!

Aria Review

I played this and agree with the review.

Default sample maps are not fine. Developers should create their own. It takes practice to make good maps, so they will start off terrible, but overtime it will allow more creative and unique maps, once the developer gets a good grasp of mapping it all becomes worthwhile. Reusing the sample maps will not help learn anything.

Nothing wrong with the RTP though. It may be used constantly, sure, but it alllows interesting events, puzzles, good dungeons and fitting scenery fast. Audio is fine when it fits.

Adding some interesting interaction and puzzles can boost the gameplay on maps. It does not even require that much effort from the developer. Once they have done an event once, simply copy and paste then make small changes to have a duplicate of the event.

Title.png

Like the logo. Those wings may look better if they are white/yellow.

Seal of the Maidens (Demo Version)

Don't forget thunder/volt/lighting, if you're using ice chances are you've got that.

Dark/Darkness? Light/Holy?

This is a simple 3 element system, rock, paper, scissors?

Stone_Maiden.jpg

More detail can be placed here. You know what fits, I don't. Just some thoughts to help out here.

If it's a temple more statues. Ancient temple? Cracks? Boxes?

Perhaps change the structure so the path to the statue is more narrow. Shrinking maps really small in the engine, while still having 3-tile-walking-space for the PC to move about, can make them look really good on the game screen.

Changing the structure will allow you to add more layers, stairs. Some holes, give off a more dungeon feel, bridge?

Make some of the tiles older/different? Give sandy areas some flowers?

From the sand looks to me like this is in a desert, a temple dungeon. Darkness? Traps? Event-usage possibilities? Switch puzzles, gates, orbs?

Robin.jpg

The map is simple and good, I like that. Put up some barrels around perhaps? Place events on the books/barrels? Reward the player some Gold for interacting, or whatever currency you use. Maybe a small potion? Players like treasure hunting.

So long it's balanced, little things like this can really boost your maps from a gameplay view.

A_small_part_of_Kedir.png

Good mapping!I like the mixture and style.