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.

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What's your favorite Game Maker?

Unity! But mostly because it's the one I have the most experience with. I feel really comfortable with it and can prototype pretty much anything I want fairly easily :D

RPG Maker (and other Indie Game Dev) Communities List

I'd definitely second itch.io for a place to host your free & commercial games if Steam's not an option!

As far as communities go... I would definitely recommend gamedevs use Twitter as a way of keeping up with what's happening. If you keep your eyes open, you can find job opportunities, available artists, etc. It's how I've met new artists and kept in touch with a lot of people I've worked with :)

going to nyc for a game dev conference for the weekend!!!

Ahh, all the VR stuff there looks like a blast! Have a good time \o/

Why is the enemy attack pattern part of the database a total pain to work with?

Haaaaa, yup! I think Bossgame has, like, four different scripts from four different authors that all have to do with managing enemy AI.

When you're designing characters, and you can't think of a name, do you recycle names you've used in the past?

I have a bunch of old names from projects on eternal hiatus, and if I really liked 'em and I think it fits, I'll use one of those, usually!

eeeeeeebangeeeeerionnnnnnnn

Is this... one of eevee's new evolutions...

Great article on JRPG level design: http://tiny.cc/tsvk9x

Ahhh, I'm glad you all liked it! The article's by Aevee Bee - she's written a lot of other good stuff about RPGs & games (my favorite one is Aevee Reviews the Destiny Flavor Text, also highly recommended).

Anywho, I definitely agree - I think the biggest flaw is that there wasn't really anything exciting happening when running around in BD's dungeons. Because of how the combat worked, you could almost certainly take out the average monster party in the first turn (especially if you set up your party for it, which I did ASAP). So now you have all these random encounters which boil down to:

  • Battle Transition In
  • Brave 16 times, kill everything effortlessly
  • Get EXP & Gold & Loot
  • Battle Transition Out

And when there's no excitement in the battle, those transitions start to reaaaallllyyyy grind on you! It got to the point where I stopped caring about finding treasure chests and just ran through dungeons as fast as possible, until I saw that you could disable random encounters, at which point I got unnecessarily angry and turned off the 3DS. (I kinda went on a rant about RPG design after I read this article :P )

It's a shame too, because some of the art is so good... I saw the cover of BD 2 and was seduced for a half-second, before my sanity returned.

#notGDC is the most realtable hashtag ever

One day...

Using Chance well in games

Well-designed randomness can definitely add a lot to a game. It's a way to make your player have to plan around any possible scenario. It doesn't have to be "Flip a coin, heads: you win, tails: you lose". You can use things like "parallel results" where there are two outcomes that are different but have an equal magnitude of effect on the game. If you know that your enemy has a 50% chance to cast Poison and a 50% chance to cast Sleep, and both are going to cause trouble for the battle, you have to be prepared to handle either.

I find things like critical chance to be a little more boring usually, but anything where the player has some way of interacting with the dice rolls - buffs that increase crit chance, or having the opportunity to re-roll a miss - those things make innate randomness more interesting, because it gives the player more to think about and gives them more credit for their successes (and failures).

I actually wrote an article about this a while back! http://rpgmaker.net/articles/874/

So where are the Tactics RPGs?

author=Ratty524
@slash:It'd definitely work well for mobile, but I kind of think trying to speed it up would kind of water down the game. Tactics games are about careful planning and positioning, typically relying on using the level layout and the positions of your opponent to your advantage. It's inherently as methodical as a game of chess, and trying to speed that up kind of runs the risk of ruining that strategic element imo.


True - I think you'd have to design a system that was fun to play sort of quickly. It'd be more like speed Chess, although obviously a lot less complex.

I wonder, if you could build a dungeon-esque mini-tactics game... randomly generated dungeons, discoverable upgrades, mini-battles in rooms with random terrain you can strategize with, and a focus on being efficient with your resources. Maybe!