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That's All, Folks! =)
Browser version now available!
Thanks for the passability reports -- should be easily fixable. Never knew that about EasyRPG stuff as I usually don't use a controller... there have been a lot of little hiccups like that
Version 1.2 released
Thanks for the reports -- the homemade bug collection server is long dead at this point. I'll see if I can work in some of this feedback if I ever get to porting this game to a non-Java engine.
Monster design process
author=Zachary_Braun
I just had a thought: what if a player liked one particular lower-tier monster and wanted to take it to the end of the game? Would it be possible to have a monster become a stronger version of itself? I mean, I know part of what makes monsters monsters is that, individually, they don't have growth. But I thought that that would be an interesting challenge, if monsters could grow stronger by, say, eating the meat of lower-tier monsters.
Since you developed the internal record of what they'd already eaten, you could do some interesting things with it, like keep these prospective growths limited, based on the current world or tier of monster.
Yeah one of our ideas on the to-try list was the idea of "prime HP" or something that would be kept consistent between monsters. It's definitely SaGa-ish, but the current form design also helps with the "good form, but too low level" thing: the monsters are broken into families, which mostly share the same niche. For example, the Elf family are all glass cannon magic nukers that eventually pick up the BLOOM spell to restore ally ability uses. If you like that family, you might start with a NIX and then level into a GNOME and finally an ELF and still keep the general sort of build (even if secondary abilities and elements and things like that move around). And all families have a top-tier representative for the endgame.
Browser build now available
author=Frogge
Is there any way to still keep the screenshots on the page despite having a web version?
Oh, apparently there is, I changed it so that they're still there, hope that's fine.
But also - pog, web version!
Nice, I missed that they went missing haha
PUSHTODO2
bob_esc and I used the on github pretty effectively for SaGa ( https://github.com/psywombats/mgne/issues/ ) and he's not a programmer so that's at least viable. But that was more a solution of convenience since we were already on github and there's all sorts of new wave ~fancy~ planning boards like Trelo and junk that I haven't used so might be worth poking around.
But yeah it saved a lot of headaches, during playtesting especially.
But yeah it saved a lot of headaches, during playtesting especially.
PUSHTODO2
Do you have an issue tracker set up for this sort of thing? It sounds dumb but I've found it really helpful haha