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Creator Deleted This

It's all good. Your picture was both a good idea, and saved me some time.

I award you, two murdas and a steak from flavor.

Creator Deleted This

Oh, that you have. And it's the same thing I was thinking. This is what I get for posting stuff right after work.

...what you doing in my game?!

I feel violated :(

Creator Deleted This

Now fixed.

The ability to skip it? Hmmmmmmm… not sure how I should implement that.

Perhaps pressing a certain button goes straight to the loading screen? I'll look into it. See what works.

Creator Deleted This

Thanks for finding those, and I'm glad you've enjoyed the game so far.

I currently got my head wrapped around some giant new procedural areas, but I'll take a look at all those when I'm done. Will most likely get a patch up next weekend. (which may even include one or both of the giant new areas)

In favor of level requirements on gear

I'm sorry for being rude. I read it again, and you're correct in what you're saying. You're right, I'm wrong.

Have a nice day, and good luck on your games.

In favor of level requirements on gear

Yeah man, I read the whole thing. That's why I typed what I typed.

"Fundamentally, if a bunch of your power comes from gaining levels, that causes two main problems. The first problem is that it's boring, and the second is that your game runs into severe balance issues. "

If your level ups are boring, then make them... not boring? (like less level ups, but with more significance) What is significance? Skill points, stat points, more stat points, hell, even level requirements on weapons is a form of increasing their significance.

And the whole balancing concept? That's... no, I hear this a lot from a lot of people. Look, ANYTHING can be severely unbalanced. If you think level ups can cause severe balance issues, then so can weapons that require level ups. In short, more information is needed before you sling the word balanced and unbalanced around.

The CLEANEST way for this situation, is to simply increase the time it takes to level up, as well as the stats received when people do. This will make the player treat their leveling up more like a goal to actually aim for.

All other methods require a new game feature/concept that add complexity, thus making them no longer the "cleanest" method.

Sorry if I come off as rude. In fact, you wrote an ok article. It's just, I'm tired of people giving RPG design advice without specifying which type of RPGs they actually apply to. It's like, people imagine the best game in their head, and then think every game should emulate the one they imagined. And when other people imagine a different game, well, endless arguments begin. And, ain't nobody got time for that.

Anyways, have a nice day, and good luck on your future articles and games.

(and who knows, maybe I did read your article wrong, so don't take me seriously or worry about replying, especially since I won't. I've spent too much on this thread as is. And perhaps, you have too. We got games to make, not subjective online arguments about game design that require x amount of time/calories in order to process what other people are trying to say, and even more to convince them what we're trying to say is correct)

Stitched Development Retrospective

Even though I primarily run solo, this was an interesting look into teams. Glad your game got finished in the end.

In favor of level requirements on gear

Why not increase the exp costs of level ups, but make them more significant? Cause... that's essentially what you're doing without realizing it.

Creator Deleted This

Thanks for finding that. There will be an update some time tomorrow.

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Fancy library.