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The Screenshot Topic Returns



From a horror-ish game I was making.



For this short-lived project I made a town with open interiors like seen here. The problem? Try making a decent-sized town run without lag...



Here's the throne room intro for funzies (all that exists of this project), but while making this scene I realized how well 7th Saga's mechanics actually translate to Rpg Maker, and how long overdue this game is for a proper remake... one that would make more use of its interesting mechanics than the original game did... and being 178% less grindy in the process as well.

Sound design

Sound is so important but often taken for granted when it's there. You start to notice things like opening/closing doors making no sounds all the way to more subtle things like footsteps being silent, when playing games that are not paying so much attention to sound design. It's not so easy to find sounds that fit, though, or to find something frustratingly specific for your game when it isn't easily found on the net. It's even more difficult to settle for lower quality sound effects in a horror game where you really want to hit that ambience just right.

So keep focusing on sound and even if no one praises you for it in the end, you know they'd enjoy the game far, far far less if you didn't put as much effort into sound/music as you should have :)

"This above all; to thine own game be true." ~William Shakespeare

"As a game developer, you don't rake in millions of Makerscore without performing some sacrifice on the altar of Gaming." -Franz Liszt

Old Scary Movies

Night of the Hunter (1955) has a great atmosphere, such an intense movie, even if you could say it's less straight-up horror than most of the movies mentioned in this thread. And for an old black/white movie it was exquisitely beautifully filmed as well, one of those movies that sticks in your head long after you see it.

Large Numbers!!!!

author=LockeZ
WildStar Online suffers badly from high number syndrome. You can do upwards of 1000 damage per swing before you hit level 5.


They've scaled the numbers so high because higher numbers are easier to tweak for balance. Reportedly they're going to scale the numbers down for launch. Not a bad approach, honestly.

Original Paper Mario is one example where extreme small numbers end up as a detriment: I felt its battles often ended up repeating their motions, as there wasn't any variation in damage and everything became predictable once you had fought a certain group of enemies the first time.

Silverest

Looking at the screenshots of those inventory screens, there's only strength/defense/mana displayed. Are those the only stats in the game beside HP/MP? I reckon the gameplay might get fairly one-dimensional without things like agility/luck/hit/dodge/evasion/magic power etc affecting things.

Game_20130822_000550507.jpg

I read that like his full name was "Steel Equipment".

Typos and default font aside, this is a good, non-cluttered item screen. What's that Ready for?

Silverest

Sounds good, looking forward to see how crafting works in a game like this -- I take it that monsters/items don't respawn like in many EOTB style games, so you essentially have to try to make best of what finite supplies there are/RNG loot throws at you?

Silverest

Cool custom art! How close are you to releasing a playable version?

Are Core Scripts getting out of control?

I don't mind the purpose of core scripts, if the people who write all these great scripts feel the need to better organize their scripts in this manner who'd I be saying no to that?

That in mind, I hate it when core scripts also interact and change the game in subtle ways that I wasn't asking for when I'm using this other script -- like changing font colors, gauge types and colors and the like. Easy to correct, often, sure. But it makes me feel like I'm helplessly walking in circles when using a new script requires me to know how to tweak the core script in a way it doesn't break the new script, just to keep the core script from changing other features of my game that I don't want...