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C++ and Java

There are more games in C++ because C++ is older, better established, and favored amongst more experienced programmers. The speed difference is, in my experience, negligible and JAVA is much more programmer friendly; its libraries are simpler and its syntax is actually based on the idea of simplifying C++. I use both but I do like JAVA for that. You can make a good game in JAVA; for the most part, if not 100%, if you can do it in C++, you can do it in JAVA.

What kind of sidequests do you like see in RPGs?

I like Sidequests that make sense, first off. I hate it when I walk up to someone and they go "here are my life problems, I don't suppose you can solve them for me?" Like seriously?

I love a spontaneous quest though. Something like you walk into a certain city and it's under siege and you can help (though, regardless of how illogical it may be, the ability to revisit a sidequest should you skip it, such as one like this, is vital)

Also maybe a combative/mini-gamey type side quest? like guard a caravan and you have to walk around the caravan and intercept the enemies coming in and go into an encounter.

Optional dungeons are always awesome but hey.


In terms of rewards, better equipment is always a godsend. But not sword +10. Something more unique; a weapon that, maybe if not as powerful, at least has special effects that makes it worth using. A poisoned dagger. A vampiric sword. An Axe that attacks twice (because if an axe attacks twice, ouch). Etc.

Also, skills are great. If you help the martial master of the new world, you'd think he'd at least teach you a new skill or something. And maybe some stat boosts to go with. Skills/stat boosts are far more permanent and worth the time investing into doing a side quest than temporarily used equipment.

Obelisk: Devilkiller

I like this game a lot. Though I must say, the lack of a sense of progression and advance with your characters is quite depressing lol... It lacks a sense of... "I'm doing something well" that you feel when your damage hits the 4 digits in FF or something.

Also the beginning was really really really really awkward.

Otherwise, it was a good game. Nice strategic value, etc. Though I must say Princess being useless 90% of the time and really good the other 10 was really annoying <_<

finsterling11.png

The MP bar really loks like "HP." It'd be better if the pixels moved downward as they went towards the center.

Looks cool though!

Let's Write! 5 Types of Stories!

And an issue that applies all too much more than a vague age group. I don't think that your age group generalization really applies at even a majority and that it's too vague. It's really my major issue with this article but I'm just harping on details.

Let's Write! 5 Types of Stories!

Well, House is a very central and unique character. He mixes in a typical "cynical genius" with various other characteristics and has become iconic to many people. I'd say that while it's quite a bit a tale, there's much behind the characters and the development of these characters (House is very central to the people around him and changes them all the time as well as changes himself). And House's age variance is huge. All sorts of people of all sorts of ages watch it. (Hell maybe it's the happily cured and life changed patient, who knows?)

My point was that broad generalizations don't always work and, in making a character, much more than age group should be considered since even in a high school, everyone-everyone- has different tastes.

Let's Write! 5 Types of Stories!

This really wasn't bad at all; I liked a lot of it but there was 1 part that really caught me the wrong way:
If your audience is younger or kids; then making a CHANGE = Happiness. Your character will be happier or better off.
-You kill the drunk, and your wife/husband is extremely turned on by the violence and you have an incredible sex life for ever. (Hopefully this is not a kid's book.)

If your audience is teenage or young adult; then being RESOLUTE = Sadness. Your character will be unhappy or worse off by sticking to their guns.
-You run away from the drunk, and your wife/husband leaves you for the drunk. You're divorced, and a coward.

If your audience is old adult; then being RESOLUTE = Happiness. Your character will be happier and better off for sticking to your guns.
-You run away from the drunk, the wife/husband sees how psychotic the drunk is and runs away with you.

If your audience is old adult; then making a CHANGE = Sadness. Your character will be unhappy or worse off by changing their ways.
-You kill the drunk in turn and the wife/husband is afraid of your change and you are sent to jail for life.


Since when does the age of your audience justify a major generalization? There are older cynics out there (Being resolute in pacifism just gets you killed) and there are teenage romantics who think everything deserves a happy ending.

I think you should take a better consideration as to whom your audience is, not what their age is. What sort of people will identify well with your story? Teenagers? Adults? Sure, there might be that sort of category. But what about other things? Cynics? (Think House for example). Romantics? Guys? Girls? Not just their age.

Soul Shepherd

Woah... Is this completed yet? I remember playing the demo and talking about production with you. I've largely lost interest in designing myself (might get back in for teamwork but not really feeling it).

This was a really good game concept and I'm glad to see it here :)

Sonar Ping

I play and I want :P

I will agree that this is a little bite-sized game. I don't know if you were being sarcastic about the hours and days and weeks of labor producing only minutes of actual gameplay but once you have the basics down, it'd take less time anyway. I would appreciate this being finished. Was rather pissed about the old one being canceled at any rate.