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'Tis Released: Edifice Download and Known Issues

So I got a script error (pressed space too fast, wasn't expecting it and was thinking I was choosing an attack) in a boss fight against the Czarina on Floor 5. I hadn't taken any action in the fight yet. Dunno what happened. Wish I had a better bug report, sorry.

'Tis Released: Edifice Download and Known Issues

I hit an essence bug too. I somehow have 88 Chipped Orbs. Some of my other essences seem to be multiplying too - I don't remember getting all of the stuff in my inventory (I suddenly have a bunch of stuff and am only on floor 2, and it's all copies of the rewards for beating everything on floor 1)

Edit: Yeah, there's no doubt my essences are multiplying. I have over 20 of everything I had before now, and I've been in two fights and have opened no chests since the last time I checked, and I had 2-3 of everything then.

Forever's End

author=NicoB
author=Deckiller
Your game is basically a tribute to the last SNES/PSX era, much like Hero's Realm was a tribute to the NES/early SNES era. I think you should bill it as such; it might give you less flak from people who bitch and moan about cliches. It also makes it seem more honest.
It's not intended to be a tribute, but the game starts off cliche, there's no doubt about that. It gets better though.


I think Deckiller means it's a tribute in the sense that it shares the same design sensibilities - and I would agree. And that's why I really enjoyed it. While tribute might not be the right word, I really do think that you might want to bill the game as inspired by the snes/psx era or something like and make it clear that that's what you're shooting for. I think a lot of the people who just aren't into that design style will either adjust their mindset before trying it, or avoid the game entirely because they know they'll never like it. It'll reduce your audience a bit, but it'll mostly just be removing the people who shouldn't be playing it because it's not what they're looking for.

BETA v0.2 IS OUT!

So I got to Tyria (I think that's what it was called) to meet a princess of some sort, went to the inn, got a room, and when I tell my red-headed buddy to move on with the night, nothing happens. I can move around and such, but no event happens. I can even repeat his question by repeatedly entering the room. I assume this is a bug?

The trailer is out!

Wow, this looks really good. I'm gonna download the demo.

Just a thought, but I might consider changing the name. There's something about it that almost made me skip clicking on the gamepage when it showed up under "latest games to play" because it sounded like one of those awful, all-rtp, never-heard-of-a-switch-or-a-variable games. Anyway, the title isn't bad - just a little generic. It was just a thought anyways.

I'll let you know my thoughts once I've played it.

Dialog and Grammar

author=Versalia
calunio's suggestion that "people don't misspell in conversations" is quite ridiculous. People mispronounce in conversations all the time, and you almost never even notice because you know what they're saying anyway. Look at a literal, verbal transcript of any conversation and it is unintelligible because of how people really talk. We stop in mid-sentence, we jump thoughts, we slur words, we skip words in lieu of hand motions.


I agree with this 100%. I have to read deposition transcripts all the time (for those of you who don't know, depositions are essentially interviews for lawsuits where the discussion is transcribed by a court reporter) and even the most eloquent of speakers' speech looks like a mess when reading a literal one-for-one transcript of a conversation.

Frankly, I think part of what always gives me pause is the use of wrong words. Characters with bad (or incorrect) vocabulary add a lot to spoken media. I always wonder about written though. Sometimes what you intend as an intentional error by the character comes as an error by the creator. When I play rpgmaker games, I wonder a lot whether word choice errors are fun, quaint character traits or the author's ignorance.

Dialog and Grammar

I always wonder how to handle grammar when writing dialog for a game.

A lot of the time, people in real life speak in grammatically incorrect ways. Occasionally, writing for your characters that way makes them sound less stilted and more conversational - more like human beings.

But then again, sometimes as a player you read something and you just sort of sigh at the awful grammar. Some people get really annoyed with certain grammatical errors. I know that sometimes, no matter how conversational something sounds, I just sort of want to email the game maker and tell him to brush up on his grammar.

I'm not a grammar nazi by any means. I make my own fair share of mistakes. I feel like most people will agree that a video game does not require 100% impeccable grammar to be enjoyable. But then, what's the percentage that's acceptable?


So my question is, is sacrificing grammar for the sake of more conversational dialog ok? If so, when? How often? What types of errors will you forgive, and what types make you cringe?

kraus_conceptmap_2.PNG

Very nice! I don't know about the roof/tree overlap though. It looks a bit odd, like the tree ought to be a bit taller than that overhang. It sorta ruins the illusion for me.

sort_of_new_village_2.PNG

That one tree in the top right corner doesn't really match anything and looks pretty bad. Also, the grass to water transition is def. a bit off but it's not awful, just a bit jarring.

Otherwise, it's a nice screen.