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DOING IT! - WEEK TWELVE - Dialogue

post=150496
as a way of helping the player with the puzzle, I find it rather lacking, in focus and direction
but it like spelled out the answer entirely

I mean I understand not wanting to totally spell it out but if the player has gone 3 minutes without figuring it out they're probably going to need it.

DOING IT! - WEEK TWELVE - Dialogue

post=150243
I know that fragmented sentences are frowned on but they are effective as a means of adding drama to a piece. As with everything, just don't over use them.
I've totally been using fragmented sentences too much in my current project but they're just so darn convenient for dialogue-box use.

Then again I haven't written anything like........... this............ yet............ so I think I am okay.

I re-write at least one line of dialogue every time I open up RMVX. True story.

Since I am a) secretive, b) insecure and fragile, and c) always re-working dialogue on my own anyways, I'd like to pose a question to people: how much dialogue do you think is too much? Especially regarding length vs. frequency, since I feel like I'm okay at keeping things short but I might simply be adding too many places for dialogue to occur.

DOING IT! - WEEK TWELVE - Dialogue

Fourth wall breakage isn't really supposed to make sense, is it?

That said I like BurningTyger's suggestion better just because I'm not a fan of breaking the fourth wall, but it could be inconsistent with whatever lore the game has; maybe it wouldn't make any sense for someone else to know the solution to the riddle.

also wow i have not posted in a while thank god for having free time once in my life

p.s. all my dialogue is the best always i need no suggestions (i need demands someone stop this horrendous cycle)

To Arms! Review

I've never read any A Song of Ice & Fire books, but I was under the impression that they contain some pretty obscene profanity. So it seems a little strange to me that To Arms! would be recognized in the review as apparently drawing inspiration from that series, yet at the same time chastised for its occasional use of the word 'fuck'. Then again maybe Solitayre dislikes that about A Song of Ice & Fire too. If I'm wrong about the books, though, someone let me know--I'm just going off of hearsay with that.

I'm not sure I'd say the game started out easy but it was definitely reasonable. (My definition of easy is probably quite different from yours though, Max.) I used the same classes as Solitayre and I never ran into anything un-winnable, and I was only completely wiped out two or three times, IIRC, and it was just bad luck that could happen in any game. However, I did load older saves of my own accord a few times because I'm one of those people who can't stand characters dying! Once I came to terms with the fact that sometimes my guys were just going to get killed though, I never felt like the difficulty was overwhelming. I felt like I could have made the experience easier on myself with a different build or party setup, for sure, but never like I severely handicapped myself.

One thing that bugged me: I got two recruits named Malcolm. Is it possible you could remove the possibility of same-name recruits somehow? Granted, it's not exactly a game where I need to know which Malcolm is being struck each time it says so, since I can just find out at the start of the next round, but it would be nice. I'd recommend allowing players to name their own recruits, but I understand you're trying to keep up a certain atmosphere and "Dicklord takes 126 damage" kind of undermines that. (of course if someone names their guy Dicklord they probably don't care about the atmosphere anyway)

Also, this is just a thing from off the top of my head, but I think it would be nice if the Kryllor's Mending spell (I think that's what it was called) was very slow--perhaps even guaranteed to go at the end of a round--but Dazed the character 100% of the time; to counteract this, there could exist a reduced-effectiveness healing spell that doesn't Daze (or at least has a far lower chance of it) but goes at a normal or increased speed. I say this because I felt sometimes like I'd rather just not heal and take my chances so as to avoid the possibility of accidentally preventing one of my guys from attacking/using a skill that round. Then again, I'm obviously not as well-acquainted with the game as you are, so maybe there's some way this would upset the balance that I'm overlooking/unaware of.

I agree with Solitayre that it would be nice to get a flat XP/JP bonus at the end of a mission, even a relatively small one, because it adds a lot to the sense of satisfaction. You could even justify it in the game's logic by saying the bonus is a result of reflection on their experiences in the mission or something like that; even if they were KO'ed at the end of the mission, they still can look back on it and say "this is where I went right/wrong" or whatever and still get the bonus. I dunno. Along the same lines, maybe Janos could start with one of his orders, considering he's not really new to being Captain. Even a weakened version of one of the JP-costing skills if nothing else. (Also, again just off the top of my head; maybe an order that decreases both incoming and outgoing crit%? Not sure if you can do that with the scripts you're using or anything though. And again this could upset balance in some way I'm unaware of.)

Well I think that's about all I have to say right now! Wasn't expecting to type that much. I'm hoping this is all coherent because I'm not willing to read it over. Take my suggestions with a few dozen grains of salt, considering it is almost 1:30 AM and I'm not really double-checking anything I just said.

(and also because i have 0 games and 0 misaos and 0 makerscore)

DOING IT! - WEEK NINE

A basic numpers-related thing I do for balancing is to make sure every character's base stats add up to the same total, as well as HP/MP adding up to their own total, so it's impossible for any one character to really exceed the rest. (The exception to this rule in my current game is the main character who's supposed to have sub-par stats, and thus uses lower totals than the rest of the cast.) A side-effect of this is that HP and MP lack the gap seen in most JRPGs where HP is often a full digit higher than MP. Although personally I prefer them to be closer like that!

I don't know how many people do the same thing, but I feel like it tends to work pretty well. Biggest problem for me is just finding the right total to use.

My current game doesn't have levels, but if it did, it'd be easy enough to do the same thing with each character's max level stats (with an increased total, obviously).

Not really number crunching I guess, but I feel like most of the crap I could post about would be around 3 pages long. So I hope this is considered on-topic for being numpers-related~

Petruchio_Title_Screen.png

i am going to ice myself

DOING IT! - WEEK EIGHT - DOUBLE FEATURE!

post=146979
I am sorry I will rewrite my game to place more emphasis on the toasterknight and incorporate him as a main character
make sure you have plenty of toaster-based puns

DOING IT! - WEEK EIGHT - DOUBLE FEATURE!

post=146872
The toast is mostly just because I drew his helmet and then decided it looked like a toaster.
B-but Toasterknight was the best!

SomeSkills.PNG

Is the number of skill equip slots finite? Given the heavy SMT/DDS vibe I'm guessing yes, but who knows

DOING IT! - WEEK EIGHT - DOUBLE FEATURE!

post=146542
Yeah, there is totally a tomato in the center of that crown, haha. I was going to point the tomato out to be snarky/witty, but catmitts beat me to it. Regardless, Mr. Spiky Black Hair there has either axed that man to death or is being framed for it, and now cannot stop thinking about positions of royalty and/or tomato crowns.
I didn't even notice until catmitts pointed it out! The crown was the first thing I drew, and it was only after I realized it looked like a terrible mountain range with circles on it that I decided to add colour. Coincidentally, this is why the man's hair is black; it's actually blond but I didn't want to go back and colour over it.
He has most definitely axed the man and is thinking about a position of royalty!

anyway here's my take on yours LockeZ
ACT I
scene i: Lone youth with ridiculous hair does hard time. Ponders his life.
scene ii: A friendly-looking man with blue hair is escorted by his Toasterknight to the boy's cell. Boy is hopeful.
scene iii: Betrayal! The Toasterknight has gone haywire and runs his sword through the blue-haired man's skull. The Toasterknight's heating elements are on the fritz as well; he ejects from his head a piece of untoasted white bread. Boy feels utterly defeated.