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A wanna-be Thai game designer who wanna be a game designer.

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Enmity

author=WonderPup
It's rarely only about dealing damage. Almost all actions (in games that utilize these types of systems) generate threat.
I understand that part, I'm talking about what happen to a character who generates high threat.

Without categorized threat applied to my scenario above, both Succubus and Golem would attack Alex.

Enmity

One thing I'm wondering about this threat system is, why is it always about dealing damage?

I think it would be more interesting if each enemy has different ways of dealing with threat.
Example Scenario :
Gloria heals the whole party, increasing her threat level. Alex sees that Gloria is in danger so he use Provoke to increase his threat level. Succubus, however, see that Alex is a physical-based character. Comparing two threats, she think that Gloria should just shut up and let the party take damage like warriors so she cast Silence on Gloria. Golem, on the other hand, is stupid and angered by Alex's Provoke, so he doesn't care what Gloria does and his goal is now to bury Alex into the ground.

This way, it won't be too obvious which character should be a tank. Anyone can be a tank if the situation is called for. You can be a tank for damage, a tank for status effect, etc.

Unity3D Mobile licenses are free until April 8th

Everyone should do this, so there'll be more Unity users around here. It can gets pretty lonely, you know. (; w ; )

Splitting one large game into multiple smaller games

I've been wondering about this as well. I guess it'd work with an RPG with a long story, but the game I'm going to make next is an action game and the story isn't that long.

So my plan is to release in a stack ,like King of Games has mentioned, but also add a save transfer that allow people who already play the earlier version to continue their progress. Though I think in my case, it's more like I'll be updating my demo, rather than releasing a small stand alone game as one chapter.

I also suspect that we'd have to do some kind of level cap as well, or else players can keep on grinding in the first chapter and things will become too easy in the following chapters.

What do you want from a ShMUP

I love shmup with a good scoring system. By good scoring system, I mean the following

- High risk high gain
- If my score is low, I know where I can improve or what did I do wrong
- No, or very few, luck involve

I don't like memorization-based scoring system like Dodonpachi though. All combo-system games are pretty much pretty boring to me, since it's too much memorization.

Some good example of scoring system that I enjoy are Death Smiles, ESPGaluda2, Homura, Twilight Refrain, Samidare, etc.

Who cares about credits?


I care about credit. It shows how they manage the team, as well as who's responsible for the part I like in the game or the part I don't like in the game.

With that said, I don't care much about credits in a big game. I care more about credits in an indie game, thinking that maybe I can get in touch with them and do some awesome stuffs later on. Or just so that I can follow their works. Another reason is that the credit in a big game is always too long to read, and is not in a separate notepad file for me to read later :/

Does negative feedback deter you?

Depends. I have to look at the content of the criticism as well as where the person who make the comment is coming from. There isn't much point thinking about a comment saying 'Your game has too many texts' in a visual novel from a person who doesn't understand the genre.

One type of criticism I tend to ignore automatically is 'Your game is like xxx/yyy/zzz' or 'Your game is a rip off of xxx/yyy/zzz'.

Skippable combat?

Why not difficulty selection? And the combat is only skippable in the easiest difficulty. Dedicated players won't feel cheated, and casual players won't care being called a-casual-player because all they want is just to clear the game.

Is modular story based game content the way to go?

Sounds to me like what many board games are doing, and I love that. I'd love to see this implemented in a video game. It's easier for indie developer this way too, since you don't have to develop a big game in one go. User generated contents will really help if you allow modding/creating custom module!

How would you handle multiple learned languages?

author=LockeZ
Heh, yeah, I think I already O_Oed at your language in the whatchu workin on thread. If you really want to do it then cool; it's ridiculous in a good way. It is certainly above and beyond any expectations I have for even the highest budgeted commercial games.

And that's one thing I like about indie game dev. You have all the power to do all these ridiculous things. :)

author=LockeZ
If you're not creative enough to make it sound like a realistic language... write it in English, use Google Translate to translate it to another language, and then use an al bhed translator or a simple caesar cypher to swap around all the letters. End result will look totally legit but won't actually be readable to anyone.

I like this idea. The end result isn't that bad either. Thanks for the suggestion!