KARINS_SOULKEEPER'S PROFILE
Search
Filter
One does not simply...
So I just now realized that my biggest weakness is pacing. It's probably going to take an extremely long time to rid of my habit of making my stories fast-paced...
I agree with Isrieri.
Though I think you shouldn't be fast ALL the time, and the same goes for being slow. You have to keep a balance between the two. Emotional scenes and the like should be played on a slow, calm, and steady pace, so as to make the player experience the scene in all its intended glory. Exciting scenes should roll fast; like a giant wave coming from the ocen. It starts small. A peaceful ebb in the water's surface. Then it gains strength, speed, and power. And before you know it, that small wave becomes a colossus cascading at you with a mighty roar. It crashes, demonstrating its might; destroying all in its path. And returns back to the ocean, as small and peaceful as it had started.
But that's just how I see it ;p
Though I think you shouldn't be fast ALL the time, and the same goes for being slow. You have to keep a balance between the two. Emotional scenes and the like should be played on a slow, calm, and steady pace, so as to make the player experience the scene in all its intended glory. Exciting scenes should roll fast; like a giant wave coming from the ocen. It starts small. A peaceful ebb in the water's surface. Then it gains strength, speed, and power. And before you know it, that small wave becomes a colossus cascading at you with a mighty roar. It crashes, demonstrating its might; destroying all in its path. And returns back to the ocean, as small and peaceful as it had started.
But that's just how I see it ;p
After trashing my 11th RPG attempt, it finally hit me: I suck at balancing.
Well, I am making a turn-based traditional rpg, so it's kinda necessary.
I decided to just put up a bare minimum and work with the rest of the game first. I'll balance later.
Oh and a random share: I tried emulating the mapping style of pokemon (continuous maps, moving flowers, and etc.).
It was hard at first, but I soon got the hang of it, and now I'm breezing through mapping! (Hint: I now finish maps 15m less than when I started.)
I decided to just put up a bare minimum and work with the rest of the game first. I'll balance later.
Oh and a random share: I tried emulating the mapping style of pokemon (continuous maps, moving flowers, and etc.).
It was hard at first, but I soon got the hang of it, and now I'm breezing through mapping! (Hint: I now finish maps 15m less than when I started.)
I have a rather solid game mechanic, and an equally good but incompatible game plot. Which should I work on (if I ever get the time)?
I don't think I can work on two projects at the same time, NS. Though I do like the idea of a backup game, in the (highly likely) event that I muck up the main project. So I guess I'll just start two projects and then leave one on hold while I work on the main one...
Thanks for the advice guys
Oh, and just so you guys know... The game mechanic is for a slow-paced puzzle-oriented game. The plot, on the other hand, will only work for a traditional rpg/ dungeon crawler-ish type of game.
Thanks for the advice guys
Oh, and just so you guys know... The game mechanic is for a slow-paced puzzle-oriented game. The plot, on the other hand, will only work for a traditional rpg/ dungeon crawler-ish type of game.
This has been a helluva month for me.
School's at full blast right now. Only now did I manage to find time to go online.
For the events I joined in: I'm afraid I could not commit anymore. I might be gone for some time from the site too. Maybe until Christmas break, if this goes on.
I didn't know where to post this so...
Sorry guys, and byeeeee ^.^
Don't miss me too much :3
For the events I joined in: I'm afraid I could not commit anymore. I might be gone for some time from the site too. Maybe until Christmas break, if this goes on.
I didn't know where to post this so...
Sorry guys, and byeeeee ^.^
Don't miss me too much :3