NARCODIS'S PROFILE

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The Looming Spire
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C++ Crashing?? [2K3]

If you're using DynRPG, then it is more than likely at fault, as it uses C++. It's difficult to determine the exact reason with what you've provided though.

Fight it out!

I think its important to have a skill progression that ties into your story, at least thematically. If you look at final fantasy games, all their skill progressions are directly tied to the story... Materia, Espers, GFs, even the job system is (kinda) tied to the story, as they are inherited from the crystals. The sphere grid is a bit of a stretch, in that regard... The whole game has this fixation with spheres, but doesn't really give the sphere grid a proper place in its story. But still, it thematically ties in, to a degree.

Then again, linear skill progressions, or buying magic at a shop, both those work fine too, as they provide a reasonable progression for your characters without interfering with the plot unnecessarily. Skill trees are cool too, but I feel those are better suited to games that have more "blank slate" characters. I'm not sure how your game is laid out in that regard though.

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Damn, this looks pretty neat. I especially like those sprites.

Fight it out!

I hate the sphere grid, personally. I've been replaying FFX recently, and the sphere grid is clunky, slow, and most of all, totally unnecessary. Navigating the sphere grid takes some high level of wizardry to do correctly (just go UP AND LEFT, not jump across three nodes to the right), and for the most part, you're just traversing a linear pathway. It's a chore, and you end up having to do this every 2-3 battles; or if you're like my wife, you put it off, stocking up 10 sphere levels. Then you end up spending the next 10-20 minutes leveling up your characters. When leveling your character becomes a thing you want to procrastinate because it disrupts everything so heavily, it's a bad thing. I hate that stupid thing. Just another flaw amongst a sea of flaws for FFX, though.

Re: your second bullet point Mog, I love non-traditional elements entering into a traditional battle. A monster changing its skillset based on certain actions taken by the character is a rad idea. These are things I really need to brainstorm a bit harder for my own project. I've got a custom battle system that works moderately well, and yet only one boss fight to speak of for lack of ideas T_T . These are some good thoughts though, and have definitely given me something to work with personally.

Remember when IRC was the bees knees?

I like the idea!

Would need to consider how to moderate it exactly. Should it just be a free-for-all everyone discuss things? I mean... I honestly see nothing wrong with that.

Is it bad to add tons of custom stuff?

It's a double-edged sword... Custom systems and graphics will definitely hinder the development of a one-man team, no doubt. But it sure as hell is fun, and will always be appreiciated from a player's perspective.

It's not bad, but takes serious dedication.

Remember when IRC was the bees knees?

IRC was a staple for me in my formative years. Wish I had time to sit and chat like I used to. I idle in there almost always now, but won't really be able to get much free time to do stuff in there unless I'm done with work/homework and the wife isn't home :>

But IRC is great! People should go there and discuss more things. Post shit about your games. I always check out backlog stuff when I get the chance.

I need a name for a damage stat that is more harshly mitigated by armor. Attackers using this stat are much more damaging to low-armor targets than to heavily-armored foes.

Piercing? Or maybe just call it Armor Penetration, for clarity's sake.

Screen shots Less = More?

I will say lots of screenshots are good, so long as they are varied and distinct from one another, and also aren't boring. I don't care about screenshots showcasing relatively minor details, like the icons you have for items in a menu, or the map inside a house. These are nice details, but you really want to show off things that are exciting, like a big panoramic view, or some intense battle action, or maybe some really compelling dialogue... Just as long as it is enticing. Let the small details be more a part of the experience.
With that said, I will say that screenshots can be dangerous for your own sake. Most people post screens purely for feedback -- which is good! -- but all too often I notice people will simply post a screenshot, and wait for those sweet sweet comments, which we all as developers feed off of, and then feel satisfied with that level of feedback.This inevitably delays your games release. Then your project becomes vaporware, with nothing to show but a bunch of pretty screenshots. So, make it a rule not to post a screenshot every time you make a bit of progress. Try to get a release out, more than all things. Screens are a marketing thing. Use the screenshot topic for feedback, or share screens on IRC.

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