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Exile's Journey
author=Kinyarei
i liked this game so much, but i noticed something that really surprised me, when i went to the kobold village i talked to one of the kobolds that "Frankly, i'm a sicking wreck" when i read this dialogue my mind went to one of The Smiths songs that is called "Frankly, Mr Shankly" which has the same exact words in the dialogue and i'm not sure if it was coincidence or you meant to put it there, but nice job after all.
This is an intentional reference!
Exile's Journey
Punkpapao, I think you may be misunderstanding a little bit. When he gives you directions, he's not saying you need to take single steps. You actually need to navigate through multiple screens.
So, in other words - on the first screen, you need to walk all the way up until you reach the next identical screen. Then, walk all the up again. Then, walk all the way to the left. Etc.
So, in other words - on the first screen, you need to walk all the way up until you reach the next identical screen. Then, walk all the up again. Then, walk all the way to the left. Etc.
Whatchu Workin' On? Tell us!
Continuing work on the design document for my next game. I wonder if this game will completely forego the original design document like my last one did?
Horror mechanics
To me, instilling a genuine fear of dying into the player is the most important thing. Dying needs to set you back enough that it feels like an actual threat.
If a game is littered with save points or checkpoints, and dying only sets you back a few minutes with no loss of resources, then what does the player have to be scared of?
Scarce save points is only one way to accomplish this - you can also have systems where the player loses a large amount of money or resources upon dying, or something along those lines. The tricky part is making sure that this it isn't too frustrating. I recommend studying the games that got it right.
Atmosphere is only one part of the equation. The gameplay mechanics need to inspire terror, as well.
If a game is littered with save points or checkpoints, and dying only sets you back a few minutes with no loss of resources, then what does the player have to be scared of?
Scarce save points is only one way to accomplish this - you can also have systems where the player loses a large amount of money or resources upon dying, or something along those lines. The tricky part is making sure that this it isn't too frustrating. I recommend studying the games that got it right.
Atmosphere is only one part of the equation. The gameplay mechanics need to inspire terror, as well.
Exile's Journey
^What Firefly said.
Were you able to get to the part where there is a dirt patch on the ground? (Kniryk says something like "this place is oddly suspicious".)
Were you able to get to the part where there is a dirt patch on the ground? (Kniryk says something like "this place is oddly suspicious".)
Exile's Journey
No problem! I'm glad you figured it out and I'm happy to hear that you're enjoying the game! I'm interested to hear your thoughts when you finish.
Featured Game, Featured Dev: Ghosthunter
Some truly great advice here, especially in regard to starting small. I agree. When I first started making my game, it was VERY small in scope. I wanted to make something that I knew I can finish. As I became more aware of what I'm capable of, I expanded the game in scope, story, and added more and more features.
Grimm's Hollow is truly great, and I think will influence my next game quite a bit, as all great RM games tend to.
Grimm's Hollow is truly great, and I think will influence my next game quite a bit, as all great RM games tend to.
Exile's Journey
author=Dennis
Right now I'm getting ready to enter hell - I was reading the blog and I see someone got an airship - did I miss that or does it come later ? Thanks !
You haven't missed anything - it comes at the very end.
CastleTileTest.png
Post some old shit
author=Kaliesto
I remember there used to be a lot of RPG MAKER independent hosting sites for their own personal games like way back in 2003-2004?
Oh, yeah. Back in the day, before social media took over, it was very common to have your own personal webpage. Naturally, a lot of RMers hosted their projects on their sites.
author=Kaliesto
I remember bits and pieces of one of his games of that series, you would play the typical hero sprite (the white bandanna, blue outfit etc) and I remember his face sprite looking more older and sterner with a grin than the standard portrait used for him? His main weapon of choice was boomerangs and you started off in this big city. I remember in one room you would play a piano for shits and giggles.
The only word I remember from title was "Fantasy" but I don't remember the rest of the title.
Even I don't know if Fantasy was correct as part of that title.
Final Fallacy? It wasn't a huge series though. The first game was apparently released all the back in 2000, and it didn't receive a sequel until a decade later. Also, I don't think the main character used a boomerang, but it's been a LONG time since I played it.
https://www.youtube.com/watch?v=4DLUUe4-QeI
If this isn't right, it's possible the guys in this thread might have a clue.
https://rpgmaker.net/forums/topics/22883/














