SLASH'S PROFILE

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APATHY IS FOR COWARDS
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I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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Breaking Up: Text Boxes, Line Length, and You

I thought this topic seemed nitpicky from the title, but then I saw some of the examples of bad text placement... holy shit. If your game is fantastic, don't lose the player's attention by making amateurish mistakes :/

If you forget about polish, you're shooting yourself in the foot.

Tiny Dr. Fetus sprite!

I've been teaching myself how to sprite today, and this is what I came up with:



It's not much, but I've never really worked with pixel art outside of color editing. What do you think?

How do people port their games?

Any art style (and almost any game system) can be built in Unity - although it's built for 3D, you can use it for 2D projects (ex. Battleheart). Admittedly, it takes a deeper knowledge of how Unity works to lock out the third access. I've only just started using Unity for 2D games and I've worked with it for two years now. To me the ability to make a web version of everything is important enough to use Unity despite some limitations.

Designer wanted. Paid. RMVX

Kind of curious about the numbers here to be honest, although I have no experience with RMVX. But I'm wondering how those numbers compare to something I might do in Unity.

How do people port their games?

1) Making a game and wanting to make a profit is completely acceptable and screw anyone who says different. Making a game for profit is quite a different thing, though.

2) Porting requires quite a bit of programming experience. I don't know much about the porting scene between RPG Maker and other engines/platforms, but it's not terribly easy.
If you have the time, I highly recommend Unity3D, for its ability to build games for any current platform or console. This requires a lot of time investment at first, but if you plan on making games for more than the next 6 months, it will make your development much, much easier on many fronts - and the knowledge you learn will help you with most future development with any engine.

By the way, To The Moon was just released on Steam... has anyone heard how they ported that? I assume it's not still using RMVX/XP

Make the player use offense

@Master of Mayhem: If people have fun playing a game in a unique way, more power to them. But since we're designing the games, we're the ones in control when it comes to the rules of the game, and the trick to game design is figuring out how to get the player to experience something they'll enjoy.

Games are about interactivity; players prefer to be active rather than passive in a game. Being on the offense usually feels more active than playing defensively.

Make the player use offense

author=Craze
slashphoenix
If you combined no-healing with the ability to predict the enemy's next target, you would add a huge incentive for players to use the all-too-ignored "Defend" command too.
it's ignored because it's fucking boring


Agreed; it's boring because it's not satisfying at all, it doesn't accomplish your goal (winning) and only slightly postpones your loss. But then again healing is kind of boring too. We gotta juice those commands up or just cut 'em.

Make the player use offense

author=kentona
Have the boss enter an enraged state after X amount of time rendering it essentially unkillable

They called it a "hard enrage timer" in WoW, to distinguish it from "soft enrages" that were meant to be counterable. All your suggestions are excellent, by the way.

One thought is simply removing healing abilities from said game. If you combined no-healing with the ability to predict the enemy's next target, you would add a huge incentive for players to use the all-too-ignored "Defend" command too.

EDIT @ Craze: Did you ever play Desktop Dungeons? I love 15-minute dungeon crawls.

Storyline vs Gameplay

Games are an interactive medium. The best story-driven games focus on interactivity that helps drive the story and get the player involved. It doesn't have to have combat or even graphics, but a degree of interactivity that draws in the player is what will separate a game from a T.V. show or a book.

If the player and the game don't both communicate with each other - both of them with degrees of control - you may ask if it is even considered a game.

Dear Esther is a game, but a digital storybook is not.

Why is "The Legend of Zelda A Link to the Past" such a great game?

author=kentona
I concur. Designing cool and interesting systems is only half the battle. Designing interesting challenges (ie- levels) to pit against those systems is just as important.


Level design and gameplay mechanics are best friends and not-so-secret lovers