SLASH'S PROFILE

slash
APATHY IS FOR COWARDS
4158
I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

Search

Filter

Challenge, hidden or outspoken?

Yea I was about to say, SSBB/Kirby's Air Ride did achievements and unlocks very well. You would always randomly acquire at least a few achievements when you started playing the game, and each achievement you completed would tell you about a few more achievements, and when you beat one of those you'd learn about a few more... etc.

Extra Credit: Are you a good Designer?

author=Blitzen
In my opinion, everything was preachy and practically useless.


I'm curious, care to elaborate?

Define your Numbers

author=Feldschlacht IV
That sounds awfully static for some reason. What if the player wants to grind or just enjoys a battle without any strings attached?

Oh, it's unbelievably static. On purpose! See, if I have my druthers the game will end up about 2-3 hours long, with virtually no grinding, and battles won through strategy and rewards earned through the story.

The battles will be decided by the amount of resources the player has remaining (HP, Blitz, items), which will be decided by how well the player has fought up until this point (better fighting = more HP left = more battles = more found items). "Better Fighting" means 1) using your skills intelligently and 2) reasonably predicting the outcome of battles and fighting just up to your limit (any more and you die, and any less and you don't reap the rewards).

The reason stats aren't heavily involved is because they're unnecessary. Characters have their remaining resources (HP, SP and Blitz) and ATK and DEF to decide how quickly they kill or die. Magic damage, elemental affinity, resistance - not being used or touched. Agility is the same for every character, so turns are taken in the same order. Since random chance is removed, any stats involving criticals or evasion is as well.

Grinding is pretty much removed from the picture, so it's all based on your decisions. It works because the game is short, so making skill-based battles and event-driven rewards isn't complete overkill.

Define your Numbers

A Reversal of Fortune:

HP: It hits 0, you die. The game has few rare healing items and no healing spells, so it is generally recovered by resting at the end of the day - and since the game is "timed" in days, you can only afford to fight so many battles.
SP: Start each battle with 100, and each character recovers 10 on their turn. This way, it creates choice in every battle and discourages "spell-hoarding".
Blitz: Once-per-day special move that does extraordinary damage (or possibly the rare healing spell).
Attack: Determines the amount of damage dealt by attacks and skills.
Defense: Determines the amount of damage taken by opposing attacks and skills.

That's about it. It's weird, after writing this, it struck me that HP is by far the most important stat in the game...I usually take it for granted in other games.

Battles don't reward EXP or Gold, so the only way to acquire higher stats is through equipment earned through in-game events... but battles are scripted and avoidable, so it's up to you to pick and choose if you can afford to fight another battle and if the reward is worth it. Finally, since characters have a wide variety of skills and options, but the damage is nonrandom (no evasion, no crits), the outcome of battles can be somewhat predicted, and if you fight intelligently, you can come out without a scratch.

Extra Credit: Are you a good Designer?

I'm in class so I can't re-watch the video, but I have seen it and those guys hit the nail on the head.

I'm pretty sure they cover it in the video, but one thing I've heard repeatedly and firmly believe is that people like to feel smart, and the corallary: If your game makes the players feel smart, they will like it. Not just mathmatically smart, but creative, clever, and ingenious.

It's like when you trump a game's challenge in a way that made you think, "Ha, you bastards didn't think I'd do that, did you?" It's the best feeling.

Suggestions needed

Honestly, I would probably find VX the same way you found 2k3.

which i'm sure was completely legal RIGHT GUYS

My community (Oniromancie)

These are really beautiful screenshots, but I can only imagine that these games rarely get finished. Drawing graphics like these for an RPG with a decent length would be brutal. You'd need a huge team... or maybe the Europeans just have a way better work ethic than us.

Speaking of hand-drawn art, a lot of these screens remind me of Wilfred the Hero, which is a beautiful game with custom art that saddens me by not being finished.

Still... I would love to see more games like this, but we'd need way more dedicated artists and pixel artists.

Ways to improve the community/maintain its awesomeness.

Our community is nice enough - most of the time - and may be nicer than most of the communities on the internet, but as always, perfection is to be strived for and never achieved. This is a good topic.

As far as the jaded gamer thing goes, people should definitely throw that away - no one is more boring than a person who has no passion, especially in a community striving to create. "Why bother, give up, start over, you suck, nothing's good". All boring shit-talk. That being said if you're going to make a passionate (i.e. angry ranting or strong opinion) post about something you damn well better be smart enough to follow it up with some logical arguments.

OTHERWISE YOU'LL BE LIKE CRAZE


(jk craze is an example of a very opinionated person with logical arguments)

EDIT: I've been playing a lot of HoN lately and holy shit is that the worst community. The game is fun as hell but god forbid you start losing because your team will start raging at each other like nobody's business.

Fascinating Shit

author=tardis
author=kentona
I liked the part about how the later in the game you introduce a new tool, the fewer places it can be used. That's a good idea.
not always. twilight princess did that with the Spinner, and i always felt it was kind of gimmicky. sad, because i really liked the design for the item. i was psyched when i got it and was all rolling around tracks and shit, but without the tracks, it was... completely useless. you use it essentially twice in dungeons and there's one optional spinner track out in the field that you can run up to get a piece of heart. laaaame. would have been cool if it were some kind of hardcore desert transport system or something. speeding across the desert on it would have been cool. or using it to skim across water. or something. something that wasn't just 'portable moving platform lol'

I always hated those items - ones that require specific places/events. The best Zelda items were ones like Fire Rods, Ice Rods, and Boomerangs/Bow & Arrows, because not only were they used to solve puzzles (melt, freeze, hit switches) they were also useful for combat or getting rupees. Busting out the Fire Rod when you had full magic and didn't feel like swordfighting is always a treat.

And I'm gonna read the SHIT out of this article. looks neat.

Challenge, hidden or outspoken?

Stuff like that should be alluded to in-game somewhere, especially if its something extremely vague or unlikely to happen on accident, like "Beat XXX Boss without using the 'Attack' command". Seperate achievements lists have proven their success in inspiring optional but fun challenges, either for tangible rewards or just because people are 100% completionists.

If someone's a completionist and is at 99% and there's no way in hell they can tell what they missed, well... that's kind of a big screw-you to the player and forces them to use a guide (which is lame).