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Sorry they are from spansish version and that traduction is correct.
Because im going to update the visuals i will changue them when the graphics has been updated.

Ordra

I want to traduce it i say in the introduction, no?

Battle lengths

Anyway it depends in the general battle style. There are games where the fights are more or less complex or hard so they take more time.

Im planning to put less fights and make them more long and strategical. It will be the same battle time just it will be reorganized.

Im pretty sick of the tradititional formula here and as an indie i want to try something new. Also i totally hate that formula in today rpgs because they totally lack of challengue and tactics and the combat gets incredible boring!

What we did horribly on our first games.

My first game was with RPG maker 95. It had a open-world like zelda but the combats used traditional combat style. The history was around the people of my college so in the maps you found them and other things. I remeember a random walker that was a deadly enemy and a serie of tests that one include passing through a invisible tiles.

That game was very awfull, only my brothe played it, but it was fun because it had a lot of jokes.

Later i discovered 2k. With i started 4 projects. One was around my college again, but more evolutionated. Other was one with a friend, but we never really do a thing...

Other two were a game that passed in a island full of Final Fantasy mogs and chocobos, and they had strange rituals and dances, you had to explore it all.
The other was a Legends of Dragonlance rpg maker project. I think it was pretty interesting. I created my own charas and it had a animated intro using images and the dragonlance synbol ( a lance) that pushed and enter into the dragon. I created a long intro and i was trying to create a cbs...

But the problem is that im very poor and my computers allways sucked. That in particular freezed up any rpgmaker game with 1m of play. I tried other versions and the problem was the same. So, i colundt create nothing for a very long time, and later, i had a other pc, very old, that didnt frezze up but i didint have internet and the sound wasnt funcionting... anyway with that i managed to create a few projects, nothing playable of course.

When that old pc died, me and my brother worked for a few money so we can buy a new PC... for last! I started the game and later ported it to XP... but i didnt really do nothing, i just write histories and all... after a lot of years of whicked pc's i was somewhat diconnected of rpgmaker and also, i was entering in a long crisis of my life...

A lot of years later i refound rpgmaker. I created a playable game that was a dungeon-solo. It was fun i think, and very playable. The idea was to connect to my old history, and make the game modular. But i losed interests again... and then my pc broke and i losed it all.

Later i started a comic game that had 40m of gameplay. It was fun. Things that i do very bad?xdcdd, the graphics were all rtp, but that was my idea because it was a joke game for my friends. It had two dungeons. One was nice, other sucked, i designed it bad, because you had only 1 actor and battles in 2k3 are slow....

Any other project beyond that i dont consider it a newbie game...

Dragon Fantasy: Venaitura Review

I post here because i dont have the time or english skills to write a review

The game is good and fun. The story is fine for a gameplay oriented game. The nes styled graphics are well done, also, and there isnt nothing wrong with a free short game. Its better, i think.

Anyway, these are my suggerences:

-Make a initial suggerence for the firs block puzzle. The player dont know that is a gameplay element.

-Make the large scenes before bosses skipabble with a engine.
-Make real scenes. Show all the characters, movements,etc.
-Less chests.: They gived me 99% of the gold i needed.
-I didn't test it, but i think is unbalanced. If you just level up the character str with zap and power, its insane. Think in somethink like all the money for it and the rest curators,etc. It will blast anything. What can you do is to create stats maxs per floor or level,etc.
-Improve the general difficulty of the game. If the monsters were hardest and give less gold, the game will be more fun and strategic.
-The bosses are rather challeguing, but easy anyway. The only i lost is the final one.
-Think abouth the main real objective of the dungeons(floors). Now they have monsters, but you can save everywhere and they are too easy. Also, the chest give you enough money. The problem is that it dont have a real purprose, example:

a) The monsters and floors exist to level up. But the main gameplay element is the combat, then you have to create conditions for the levelup be strategic and fun. Your game failed with this being too easy. The player just go through without thinkin in states, elements, defenses. Also he didint think in a ideal levelin up strategy.

b) The monsters and floors exist as a main challengue. This is the formula of a clasic DQ: You level up, prepare,equip, etc, think, lose, win.... to beat the dungeon. But yor game didnt have that. The dungeon itself is not enough solid

Anyway the game is fun, but i think it can be better.

pd_: srry for my bad english

Paradise Blue Review

author=Ocean
author=gerkrt
I post here because i dont have the english skills or time to create a full review. I liked a lot your game but my main problem with it this the very low challengue. For a game that tries to have a retro feel that hurts a lot. In general i have passed the complete game in a very low low level, evading 95% of the combats of the game, ending in in level 7.

I know that in rpg you can calculate the challengue you want but evading 95% of the combats is totally awfull in my opinion, also because you spent A LOT of time creating beautfiul monsters, classes, items, engines, animations... and that gets totally lost when you pass over it.

I suggest you creating two versions of this game. Other will have also a 8-16 bits challengue....

For the rest the game shines. The music is great, art, etc... the history is bad but i didnt care about. And with or without the challengue the game is fun, and that JRPG-Oblivion gameplay is very interesting.

Oh yeah, this is interesting. I've seen at least 2 other reviews that say it's too hard and that you feel like you needed to defeat every enemy to get through. Perhaps you just found and stuck with a good strategy, or they didn't figure a good one out, I dunno. What classes/abilities did you use? Maybe I can see why some people are doing so well and why some aren't. Perhaps I didn't balance the game correctly.

Honestly it is possible to beat the game at Level 1 if you reaally want (I forget if I tried the bedbug at Level 1 too) but yeah there does come a point where the later enemies don't really match up to how strong you get and you'd have to do the optional bosses for that challenge.

I was not really going for old school difficulty though, as I don't like that kind of difficulty. I prefer to beat games at natural levels, and go on more the easier side. I'd have added low walk speed and frequent random encounters if I really want to keep a retro feel. But yeah, I hope my next game won't be as bad in the difficulty section.

Too bad i erased the game, i remember:

-Using the regen, speed, and first strike(to scape easily), also the merchant one, of course, that saves a lot of monet.

-Althought i didnt fight enemies i dont rememebr having money problems. The quests gives sufficients, and also, checking all areas for chests, etc, and have a thief or a hidden skill always, also the spped one.

-Obviusly i used the status skills, and defensive ancs.

I used all the classes, i think, i had they balanced. Except assasin and cholocaltier. I changued to any necesary when needed. I also developed the skills that looked better to me.

Because of my low levels i only had a physical attacker actor that used fighter/archer classes, but hte trully nice thing was that his weapons had interesting effects. I remeber using two weapons state causing a lot of time.

I love time mages and autohaste is very good for normal combats.

Note that the final boss took more time to me. The rest, no.

The game seemed pretty easy, at least for me, i didnt win the optional boss, although.

The complains for the a hard challengue... well your game has a nice gameplay. Im a fan of the job systems and was very interesting. The problem with that people is that they will be playing trully bad. Maybe your game is broken is some way, remember FF8? if you convert spells you have 2500 of life and 90 of attack in the 3h of game, in your game i feel somewhat liek that, that without leveling i can do anything and very accesible.

Too bad i cant think in anything particularly broken. The problem for me was the lack of challengue. I defeteated no enemies and i didnt have any gold or ap problems... and the bosses didnt hit that hard. It was just pretty easy but with all that options you give it can be complex for some people.

Anyway i think a more hard standard difficulty will be better. Think that i finished FFVII with only Cloud, for example, but thats a game that i ahve played 10 times. In your game that was the first time and i was doing the same, thats a bad challengue, at least for me.

I dont like 8 bits nes era challengue 100% of the time. But for true i will give this game a challengue at least bewtwenn FFV and FFVI, and it will be a lot better, at least for me.

xd, for my game i want a between FFNES - FFV challengue, with a easy difficulty level and ambe a hard one. Note that i use XP so its more easy to balance diferent didiculty levels.

pd: Note that im a very skilled rpg gamer, but in general i think its easy.

Paradise Blue Review

I post here because i dont have the english skills or time to create a full review. I liked a lot your game but my main problem with it this the very low challengue. For a game that tries to have a retro feel that hurts a lot. In general i have passed the complete game in a very low low level, evading 95% of the combats of the game, ending in in level 7.

I know that in rpg you can calculate the challengue you want but evading 95% of the combats is totally awfull in my opinion, also because you spent A LOT of time creating beautfiul monsters, classes, items, engines, animations... and that gets totally lost when you pass over it.

I suggest you creating two versions of this game. Other will have also a 8-16 bits challengue....

For the rest the game shines. The music is great, art, etc... the history is bad but i didnt care about. And with or without the challengue the game is fun, and that JRPG-Oblivion gameplay is very interesting.

cause of diminished interest in game creation

author=LockeZ
Every time I try to plan a project out ahead in detail, it never gets past the planning stage. I abandon it there.

However, if I've actually started working on a project, I'm far, far less likely to abandon it. I feel like I'm more invested in it, and so I don't want to stop. It especially helps if I've done enough work to create something playable - even if it's tiny and awful so far, I'll want to keep going.

If I have ideas that I can't implement immediately but want to do later, I do usually try to jot them down. But a lot of the time, writing my plans down takes as much time as just doing them, if not more... so I just do them. 20 lines of writing and 20 lines of code aren't that different time-wise, unless you aren't sure how to write the code.


Then you write the design documents truly bad or the code is too simple. For me, writing a portion of the game with all its contents maybe will cost max 1hour. Creating that with all the graphics, maps, combats, scenes, balance, design... it took a lot more. But a lot lot more.

That 1hour of design saves you a lot of trouble. Because if i plan the dungeon before doing it well, i can get any error and chague it erasing only one line, imagine redoing all the work in the map...

Also is very important to know what are you doing and where are you going. You can balance things and do it very well. If you sketch the history you can create a better history, because you can see and modify all the hitory in the same moment. If you just go straight forward cant do this, or you can do that but you eill be forced to redo things.

cause of diminished interest in game creation

author=Crimson_Legionnaire
Pre-planning can do a world of good. If you're aimless, you will more often than not fall victim to loss of motivation and interest, especially if there is no plan in place. If you've set your goals, written the scenario, and completed the basic functions of your game (like Ghost said), it's far easier not to be led astray.

A lot of times, games are just thrown together in the editor without much pre-planning. This can be a recipe for disaster, depending on who you are. Some people make their game as they go. This is not an inherently flawed way of doing things, but it's not what I would recommend.

- - - - -

Pre-production
~ Scenario writing and planning
~ Work on basic mechanics and gameplay features
~ Concept art and art direction
~ Laying out the skeleton of your maps

Production
~ Implementing basic mechanics and gameplay features
~ Development of the story in-game
~ Actual mapping

Post-Production
~ Music
~ Gameplay balance
~ Quality control

- - - - -

Of course, all of this helps if you have just a rudimentary understanding of the programming and eventing. Most people just jump right in before knowing the basics, which is a big no no. This chart is something I'm doing for my own game, but it's by no means perfect. Find what works for you, and go with that. Things can change midway through the development cycle.


I agree. The game design document is very important. I have 4 large projects wirth 60,80, 240, 180 pages of design documents.

Anyway i like improvitzing. You can improvitze a lot using design documents, but also i have a few reserved projects thar are 100% getting the maker and create something...

Lowering your standards and finishing your game

I have a very huge and giant project, and a few small ones. My problem is that its complexity requires a lot of work. I think that planning and desinging and writing a videogame in design documents is the way you can complete a task like this.

My project have:

-7 main characters, with 7 classes and subclasses.
-12 secondary but playable characters.
-Open party selection, and in the end, you can select beyond any secondary.
-A lot of freedom, giant mapamundi and sidquest.
-Each character have 3 habilities that are very unique and complex.
-Exist 10 "shops" (in some way...) more than item,equip and magic.
-Each enemy gives special item with a LOT of effects.
-The enemies have a complex IA script
-A limited inventory based on weight with a improved interface.
-Tactics system with 6 rows and using battlers distance for some things.
-Elements and status have a important twist.
-3 difficulty levels.
-A lot of secrets and extras, including a new adventure, and special methods of playing the game.
-Some other complex sub systems...
-A argumental and playable tree that have 12 different endings.
-You can use the invocations to special combat to other invocations and use them in mapamundi and dungeon exploration.
-6 different tipes of equipment (types based on how are created, not armors, weapons,etc)

And a lot of other things, a LOT. The history is complex, and the idea was to create my own graphics. I was thinking in 20h of duration.

My actual design document have.... 300+ pages!

I'm mad?

The point is that i have been years with that. I have a few practic things... some scripts, etc. For some reasons i havent worked a lot in it, but anyway... 300 pages and i think its only at 60% of completion. Because a lot of things are just writed too superficially, and a lot of systems have to be writen at 100%...

What do you think? Im planning on staying 5 years wuith this game. Its possible?

I think i have to cut a lot of things...