SLASH'S PROFILE
I make video games that'll make you cry.
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author=unity
Absolutely lovely! :D Your character designs are wonderful ^_^
Thanks, Unity :D :D :D
Although, I can't take credit for the last one, I left that design up to accha (and she did a fantastic job ofc! her dress and hair and everything are all wonderful) but you'll be seeing more of her~

I rewatched Game of Thrones and sketched the second hottest guy!

Lily doodle! She's a great tank in BOSSGAME, but I'm sure the armor gets tiring to wear after a while~
I'm still not happy with my lineart, but you gotta churn the milk to make the butter, right? I think that's a phrase?

Back in the day I was really into FLCL, so when they announced more I decided to draw this little punk~
I'm trying to stay on top of practice between working and promoting BOSSGAME stuff! I'll post everything I can stand up here~
Devlog 1: Surviving Bossgame, Taunting, and Shields
Devlog 1: Surviving Bossgame, Taunting, and Shields
*thumbs up*
Puzzle bosses sounds about right! There's no preordained combination of skills you can use to win, it's more like, you have your own basic set of tactics that you have to constantly adopt to the current situation.
I expect everyone to die at least once to each boss, and designed for it - it's super easy and fast to jump in and restart, or to go and mess around with their gear & skills, so~
Puzzle bosses sounds about right! There's no preordained combination of skills you can use to win, it's more like, you have your own basic set of tactics that you have to constantly adopt to the current situation.
I expect everyone to die at least once to each boss, and designed for it - it's super easy and fast to jump in and restart, or to go and mess around with their gear & skills, so~
Devlog 1: Surviving Bossgame, Taunting, and Shields
Thanks, everyone! I'm so glad I can finally talk a little more in detail about the game & the combat - I've been quiet until now because I've been testing all sorts of different systems and I wasn't sure what I would go with until now. I'm psyched to show off more!
Losing a party member is very dangerous, but you can definitely win every battle without losing anyone! The bosses are difficult, but their tactics can be strategized around, and anything that could blow you out of the water can be predicted and countered.
It definitely keeps the pressure on - I really like the idea of proactive healing and the feeling of "inevitability" you get with an unrecoverable health bar. There's nothing like desperately stacking shields on a character that got knocked down to 3 HP~
Thanks Unity ^^ I've made quite a few changes, but the core is still very much there!
Oh, Craze, do you think I would do that to you? takes notes furiously
author=NeverSilent
The only problem, considering that using all four characters strategically seems to be essential, could be that if the player makes one mistake and one party member gets knocked out, that could immediately mean losing all hope of still winning the battle.
Losing a party member is very dangerous, but you can definitely win every battle without losing anyone! The bosses are difficult, but their tactics can be strategized around, and anything that could blow you out of the water can be predicted and countered.
author=Red _Nova
I really like the idea of not being able to restore HP during battle, and I can't wait to see how this plays out in game.
It definitely keeps the pressure on - I really like the idea of proactive healing and the feeling of "inevitability" you get with an unrecoverable health bar. There's nothing like desperately stacking shields on a character that got knocked down to 3 HP~
author=unity
As someone who test-played an earlier version, I can attest to the battle mechanics being fun, refreshing and challenging! ^_^ I am very much looking forward to playing again and seeing how things have been refined! Also I think the shield-point system is super cool! :D
Thanks Unity ^^ I've made quite a few changes, but the core is still very much there!
author=Craze
Sounds fun. Can't wait for a boss that attacks everybody except the Taunter.
Oh, Craze, do you think I would do that to you? takes notes furiously
Lately I have Wyrm Warriors and community games on the brain...
That sounds like fun, unity :D
It'd probably be a lot of work, but maybe you could plan in advance for people who are late or slow? Like, you could keep a backlog of a few extra member-heroes just in case!
I'd be mean about you starting multiple projects but I am barely keeping myself from doing the same :P
It'd probably be a lot of work, but maybe you could plan in advance for people who are late or slow? Like, you could keep a backlog of a few extra member-heroes just in case!
I'd be mean about you starting multiple projects but I am barely keeping myself from doing the same :P
How long does it take you to make a game?
I have "finished" about 10 or so games now... the shortest were 48-hour game jam games (Mirror Boy was one of these) and the longest that I've finished was It'll Look Great on Your Resume, which took about 4 months. Right now, I've been working on BOSSGAME for about a year. It's worth noting that I have a full-time job now, which slows things down quite a lot, but it's also my biggest project yet.
I have two general rules I follow when I'm trying to predict how long a project ~should~ take:
1) Be honest and try to math out how long it will take to do each part. Come up with a general estimate. Then, multiply that by three. It will take at *least* that long. This has pretty much never failed to be true for my projects. It's almost a guarantee that a dozen things will crop up and make it take way longer. Seriously, I know it sounds ridiculous, but multiply your estimate by three.
2) Scope games only as long as my motivation will hold up. I'd rather have a shorter finished game than another incomplete prototype - I already have plenty of those :P I have a hard time keeping my attention on a single thing for a long time, and it's something I'm trying to improve. It's a big reason why BOSSGAME is made of only boss battles - I know I don't have the patience to stick it out for a full-scale RPG. I tried to cut every single corner I could.
After I finish BOSSGAME, I think I'm going to go back to smaller games for a bit... trying to manage bigger projects when you can only sneak in a couple hours here or there is really tough.
I have two general rules I follow when I'm trying to predict how long a project ~should~ take:
1) Be honest and try to math out how long it will take to do each part. Come up with a general estimate. Then, multiply that by three. It will take at *least* that long. This has pretty much never failed to be true for my projects. It's almost a guarantee that a dozen things will crop up and make it take way longer. Seriously, I know it sounds ridiculous, but multiply your estimate by three.
2) Scope games only as long as my motivation will hold up. I'd rather have a shorter finished game than another incomplete prototype - I already have plenty of those :P I have a hard time keeping my attention on a single thing for a long time, and it's something I'm trying to improve. It's a big reason why BOSSGAME is made of only boss battles - I know I don't have the patience to stick it out for a full-scale RPG. I tried to cut every single corner I could.
After I finish BOSSGAME, I think I'm going to go back to smaller games for a bit... trying to manage bigger projects when you can only sneak in a couple hours here or there is really tough.
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What are you thinking about? (game development edition)
author=Luchino
I'm thinking of making a small, commercial game and selling it for less than $5, maybe less, just to get my feet wet in this industry. Maybe do a little retro sci-fi jaunt. Crunching some numbers, even if I sell 10 copies a day over the course of one month, I can still earn decent money on top of my regular work salary, what with my country's currency at 15:1 against the greenback.
But I also know that selling a product is 90% marketing and only 10% of your blood, sweat and tears, so it may not even sell.
That sounds like a good idea, Luchino! I've been thinking the same - After I finish BOSSGAME, I think I'd like to make some small games just to practice and learn a little more about marketing and selling things for money, y'know? Gotta get your feet wet sometime, haha :D
I imagine it's like 50% development & 50% marketing... or maybe more like 100% development and 100% marketing ;__; marketing is intimidating. But, hey, I can talk about my games for hours, so maybe it's not that bad..!














