I am CashmereCat now.


Twisted baubles replace my brain and I am toxic yet nice. There's a lot to me, but also not a lot going on up there, they say. PM me because I love attention, I do interviews, I do reviews, I do stuff. Here for the long haul. Gotta hustle.

I'm working on whatever I'm working on, and I love RPG Maker games that aren't traditional RPGs. Puzzlers, interactive stories, but nothing too abstract that'll weird me out. Just give me a polished gem and I'll stare at it for days, marveling at the way the light reflects just right, inner inflections, potato top pie.

I want to make games with you.



Rolling Dice

Yes. Yes it is indeed possible, through events. Maybe you should try using the program a bit, to get your bearings? Try some RPG Maker tutorials maybe? It's not that hard to use, really. If you want specific advice on implementing this feature, then ask, but I'm not sure you know how to use the program properly yet. If you do, then just correct me.

What are you thinking about? (game development edition)

author=Killer Wolf
Dae'raseh (Day - rah say) = I'll kill you.
Iveh ret edeh naytum = You are my friend.
Iveh ret edeh'i, naytum. = You are mine, friend.

If you could teach the player the language over the space of the game, that would be flippin awesome.

Whatchu Workin' On? Tell us!

Designing the puzzles for my puzzle mansion game. Playing around with cloning the hero to control several switches at once, combining several puzzles into one great puzzle, non-euclidean geometry, trying out my hand at physical situation puzzles (at failing!), and a physical "switches" version of the Tower of Hanoi. Also thinking about how to integrate the story into the game without cutscenes, in an unobtrusive manner.

The anagram game!

My name: Go Bob! (Fool)

I like that one.

My name makes:
Enjoin men's jab

Yeah... not sure how to draw that.

What are you thinking about right now?

I am thinking about the moment when I get the 10,000th reply, and everyone will hail me as the hero I really am.

The order of writing a non-linear narrative

I think the most obvious example of this would be Hero's Realm. (Do I have to provide a link?) Basically you choose 4 heroes, their classes etc., then go on this grand journey where there are tons of sidequests and stuff. Pure RPG stuff. But what you need to do is bring something new to the table. Like, maybe a new mechanic or something, or deeper customization (bleurgh) and crap. Overall, it's an ambitious thought, and one that takes skill and time to succeed.

What do you collect RMN?

That's still pretty cool. I like the nice patterns.

I collect lists. Well, I actually make them myself. I'm obsessed with making lists, from my favourite games to movies, to aggregated lists of music according to critical acclaim, shopping lists, lists of sites to frequent, any lists in general.

Yeah, I have a problem. :P

(Hopefully) Upcoming Event

This is very interesting... I am looking forward to this!

The order of writing a non-linear narrative

In a lot of ways, the ideal non-linear game is a game design symphony. That may sound grandiose, but I don't mean it in a bland, broad sense. I mean that the game is a tightly built set of puzzles and designs, all interlocking and building on one another into a grand finale that ties everything together. The design is the symphony. The game is the orchestra. And you, the player, are the conductor.

Battling in games, but.. why?

Caz, if you're interested in pacifistic leads that are way better than a Tales game cut-out, you should probably play Exit Fate.

Isn't that game more like a "battle-every-two-steps" game? Plus, the story was lifted from Suikoden II, the music was stolen (full tracks) from commercial RPGs like Secret of Mana & Final Fantasy & Chrono Trigger. So I don't recommend playing the game since it is derivative of so many other games.