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The Screenshot Topic Returns
author=Archeia_Nessiah
Speaking of World Maps...
This is the result of a discussion between Rhyme, Nessy and Decky
Nessy your world map looks.. very parallel to the Super Mario World world map. It may not be THAT close, but it was close enough to make me think of it within seconds of seeing it, and I haven't played Super Mario World in years.
Shalza is World 1
Astoria is World 2
world 3 is indoors so..
Ursulesta is World 4 (albeit snowy)
Lazerine is World 5
Devil's Eye is World 6
and Mainlands is world 7
The Void even looks like the Star Road just above Bowser's Realm.
Again it may just be a coincidence that I saw in my head that isn't actually there.. but like I said. I hadn't even seen this map in years. I only just looked it up after I started writing this post.
Teamwork Simulation
There are some amazing tools online for collaborating work. Particularly the Google Suite of online document editing.
You assign certain people for certain tasks regarding the actual creation of the game. One person works on Skills, Enemies, Balancing and Combat. Another person works on mapping and dungeon design. Another person works on adding events and storyline interactions (on maps that are completed by the mapping guy.) and another guy works on scripting the custom features and designing the interfaces.
You then have a whole host of people (the above needs 4-5 people, you could then have 10+ more people) working on Google Doc spreadsheets and documents. A few guys would work on writing out a story and dialogue. NPC interactions, that sort of thing. Another couple of guys start designing items and skill descriptions. Monster names, all that sort of Database-y type stuff. The guy who is working on Skills/Combat balancing would then reference that sheet to determine what he needs to add, balance, tweak, etc. He could go back to the sheet and add notes like "This doesn't work, I can't do this, could you change this?" type of stuff so the content makers can adjust and work with them.
To be sure, like anything else, this is all very daunting and a large task. However organization is key. You aren't going to make a 40-60 hour epic in a month, but you could easily pump out a 5-10 hour game in a month. Particularly if you aren't focused on custom graphics in any way.
You assign certain people for certain tasks regarding the actual creation of the game. One person works on Skills, Enemies, Balancing and Combat. Another person works on mapping and dungeon design. Another person works on adding events and storyline interactions (on maps that are completed by the mapping guy.) and another guy works on scripting the custom features and designing the interfaces.
You then have a whole host of people (the above needs 4-5 people, you could then have 10+ more people) working on Google Doc spreadsheets and documents. A few guys would work on writing out a story and dialogue. NPC interactions, that sort of thing. Another couple of guys start designing items and skill descriptions. Monster names, all that sort of Database-y type stuff. The guy who is working on Skills/Combat balancing would then reference that sheet to determine what he needs to add, balance, tweak, etc. He could go back to the sheet and add notes like "This doesn't work, I can't do this, could you change this?" type of stuff so the content makers can adjust and work with them.
To be sure, like anything else, this is all very daunting and a large task. However organization is key. You aren't going to make a 40-60 hour epic in a month, but you could easily pump out a 5-10 hour game in a month. Particularly if you aren't focused on custom graphics in any way.
Battling in games, but.. why?
author=slashphoenix
My friend and I were talking yesterday about a non-standard DnD campaign written entirely around diplomacy and international affairs. You had to create peace treaties between kingdoms via your words whether you tried to win people over using your reputation, history of the kingdom, or lies!
Of course, randomness was involved (it is DnD) but the only fighting that took place were things such as honor duels: for example, one kingdom was led by a warlord who might challenge you to a duel to settle a dispute; you would have to discuss and settle on a set of rules for the duel, and the duel would not only affect your dispute but your social reputation (are you a dirty fighter, did your opponent shame you in some way) that would affect many other situations and add bonuses/negatives to your later rolls.
It sounds fantastic.
That sounds fucking boring as hell. Sorry, but if I wanted to sit around a table and discuss politics and political intrigue, I would talk about the real world. Like, holy crap does that ever sound boring. Have you ever watched C-SPAN? This D&D campaign sounds like C-SPAN the Game.
The Screenshot Topic Returns
I'm not saying that a flat cobblestone road doesn't exist, that would be non-sense.
What I am saying is that the tile that Kyrsty is using is designed to run up and down the map, not side to side. That is evident by the shadows and steps.
But regardless of what it is meant to be used for, it doesn't look right. In fact, it looks bad. Mapping is all about how it looks and functions. I'm sure it functions fine, but it looks bad, and looks wrong.
additional point
Not to mention that if you visually trace those arcs on the tile, you can see that what I am calling the lower step, the stones along the arc aren't as large. This visually implies that they are under what I would call the upper step.
What I am saying is that the tile that Kyrsty is using is designed to run up and down the map, not side to side. That is evident by the shadows and steps.
But regardless of what it is meant to be used for, it doesn't look right. In fact, it looks bad. Mapping is all about how it looks and functions. I'm sure it functions fine, but it looks bad, and looks wrong.
additional point
Not to mention that if you visually trace those arcs on the tile, you can see that what I am calling the lower step, the stones along the arc aren't as large. This visually implies that they are under what I would call the upper step.
The Contemporary Touch: Traditional RPGs for a New Generation
I like the checkpoint idea for autosaving. Like, you transition from the worldmap to Cave of Lulz, it autosaves you just inside the room. You clear a few rooms of the cave and it opens up into an underground temple, it autosaves you at the entrance to the temple. You clear through and find a cloister with a menacing demon, it saves you at the entrance to the room.
When you fight, if you lose, you get the option of starting the fight again or going back to the last checkpoint you were at, or going back to the last town you were in. Resources should remain spent, though, if its a game about managing resources in the dungeon. Perhaps let you start the dungeon again from the furthest checkpoint you were at so you don't have to replay the whole thing again, Diablo style. The only issue with that is, get to the last boss, teleport out, restock resources, teleport back in and fight him. You don't manage resources that way. So I wouldn't do that, personally.
The other idea with Weapons that Jude was starting into, that I had while reading it, is rather than have various weapons get progressively better. Just have different styles of weapons that do different things and cause you to have slightly different combat styles. Simple things, like a Spear would make the Defend ability less useful, a Bow has Defense-ignoring properties, but the enemies Evade stat is more effective.
Have the weapon types become available as you go through the game (Secret of Mana style) and use Armor/Trinkets as a way of customizing things instead of just having weapons get progressively better.
When you fight, if you lose, you get the option of starting the fight again or going back to the last checkpoint you were at, or going back to the last town you were in. Resources should remain spent, though, if its a game about managing resources in the dungeon. Perhaps let you start the dungeon again from the furthest checkpoint you were at so you don't have to replay the whole thing again, Diablo style. The only issue with that is, get to the last boss, teleport out, restock resources, teleport back in and fight him. You don't manage resources that way. So I wouldn't do that, personally.
The other idea with Weapons that Jude was starting into, that I had while reading it, is rather than have various weapons get progressively better. Just have different styles of weapons that do different things and cause you to have slightly different combat styles. Simple things, like a Spear would make the Defend ability less useful, a Bow has Defense-ignoring properties, but the enemies Evade stat is more effective.
Have the weapon types become available as you go through the game (Secret of Mana style) and use Armor/Trinkets as a way of customizing things instead of just having weapons get progressively better.
The Screenshot Topic Returns
These. They are shadows. In particular, the one on the right is a shadow. The one on the left is a "lip" which would indicate the edge of the stones as it's increasing in height. Either way they are designed to run up the map, not sideways across it.
edit because I don't know my lefts and rights
The Screenshot Topic Returns
The perspective on that road/path tile is.. well, it's just awful. Sorry, but it has a clearly top-down perspective. It might pass if it was running north-south, but when its running east-west and the shadows would indicate that the sun was to the right of the screen since it was clearly rotated to the side without the shadows in mind.
I'd replace it, it just doesn't look right and no amount of justification will make it look right. You'd have to essentially redraw the entire tile just to make it look proper.
I'd replace it, it just doesn't look right and no amount of justification will make it look right. You'd have to essentially redraw the entire tile just to make it look proper.
Naramura
Those battlers were made to represent the default RTP sprites of RMXP. There are a few (along the bottom of that page) that were custom and had sprites made for them but the sprites were really ugly and didn't match the RTP at all so I wouldn't be surprised if they faded away.
State in Response to State?
The best way to do this would be to have a Battle Event check every turn if any member is dead, and apply the Rage state to the character whom is supposed to receive it.