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UNITY'S PROFILE

unity
You're magical to me.
12540
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.

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New Demo (With All New Prologue!)

Uploaded a new version that fixes some small errors that I failed to catch at first:

-I had turned followers off in the prologue and forgot to turn them back on. As a result, Chisa doesn't appear to be following you when she joins. Fixed.

-An NPC in the prologue had their self-switch working improperly. Fixed.

-Fixed a couple of typos.

New Demo (With All New Prologue!)

author=skaiano
Ah dang, I was looking to make a sort of video involving the last demo, I only just finished the recording the other day! Ah well, in any case I really liked it so far and am willing to try this one out as well!


O_O Oh wow! :D I'd still love to see it! I had gotten a lot of feedback on the writing needing expanding, so that's what this new one addresses.

author=urano23
Downloading, I will give you my thoguhts later :)


Thanks! I'm looking forward to hearing what you think! ^_^

World map or not?

author=Rave
World maps in old RPGs (chrono trigger first few Final Fantasies, etc.) was made because of size constraints (cartridges were often smaller than floppies). Now there is no excuse for making those other than "I failed to make interesting world player want to go through".


thatbennyguy already made a great point about abstraction. If a game's not about showing every step of your journey through detailed environments, then it doesn't need to do so. It also causes realism problems, like LockeZ said, with the desert being minutes from the iceland, etc.

I'm working on a game right now where everything is connected and there is no world map. But the game takes place on a series of small islands, so its feasible. Size constraints aren't the issue: If you're making a globe-spanning game, you can't literally make an entire world interconnected like that without it feeling very small. Traveling in the real world on foot takes forever. You can't exactly replicate that in a game across an entire world without it getting boring or the world being tiny.

author=Rave
As for fast travel, it is sick concept. It's like watching a movie, but skipping like 15 minutes every so often. It just doesn't work and lessens game's immersion.


I don't find that analogy convincing. Movies and books skip to the interesting parts of stories all of the time. They don't spend tedious time showing the characters walking from one location to another with nothing interesting. They skip time to the parts that propel the plot. In a sense, fast travel is doing the same thing.

World map or not?

I personally like making a game without a world map and everything is connected directly. Reminds me of Earthbound and how much fun it was to explore that world.

That said, even though it may be overused, the world map is a tool, and a useful one for making your world seem bigger than it is. If a game is meant to be world-spanning, I'm not sure I'd accuse the designer of being lazy for including a world map, more that its a necessary evil.

While you want your game to feel polished and well designed, I think you can still do that with a world map. You mentioned Chrono Trigger: Now here's a game that actually has you navigate some towns on the world map rather than going into a big city map all the time. You go directly to stores and buildings from the world map in some cases. Yet I wouldn't accuse Chrono Trigger of being lazy, instead they're merely making their world map work for them and putting the time and resources in other areas.

So, Another Brand New Mana Game Is Slowly Upon Us

After trying out a couple of them, I generally stay away from microtransaction games, as I'd rather just pay once for a well made game than play a free game where they're going to go all "death of a thousand cuts" trying to make me pay for tons of little things. It can be done well, but it usually isn't. ;_; Oh Mana series, I agree with Ratty, it would have been so much more glorious on the 3DS.

author=Liberty
I swear to God, I swear! If Konami does this with Suikoden I might just have a break down. First Breath of Fire, now Secret of Mana.


Don't test me on this Konami. I will go postal.

Yes, please, do not make Suikoden: Pay To Win.

Not even sure if it's all worth it anymore. Might just give up on all of this...

Haha, glad to hear it!

Now that the graphics are not even close to done, it's time to work on the actual game!

Use graphical placeholders if you have to. Good luck, and godspeed! ^_^

Game Chill 2013 winner and runner-up to be announced on Friday, March 7th

You're still cool in my book, Addit! And I'm looking forward to seeing the winner ^_^

An RM Venture

I dropped the ball on this, between real life problems (got sick) and working on my own stuff and Wyrm Warriors. I'm happy to see that so many people have stepped up and provided feedback, though! Is there anyone who has gotten no feedback yet for their game? If so, I'll review it.

All talk, no play

author=thatbennyguy
Good answers, unity. Very down-to-earth.


Thanks. :D

author=thatbennyguy
This brings up another question in my mind, and it's something that is more practical and less theoretical than the other questions: to what point should you say that a piece of art is done? Whether it be an entire game, or a tiny sprite, or a game mechanic. To what degree of near-perfection should you stop and say that it is good enough? Is it relative to the amount of time that a person would spend on it, or the value that the developer/player places in that element?


It's more a feeling in my case. It's trying to look at the element objectively and say "does this work for my game?" It's very gut-based, and thus I have to rely on feedback for when I fail to measure it. I'll think a sprite looks good, and then players will say "the colors look flat" or "the hair doesn't move right." Then I have to gauge if the players' perspective is correct, and then go back and polish the element that was lacking. I have a lot of flaws, so I'm grateful to be in a community where people can pick up on them.


What part of creating a game, or anything else, makes you happy? Is it the process of creating, or the enjoyment of the finished product? If it is a combination of the two, where on the sliding scale are you? And is there a place on the sliding scale where a person would find ultimate happiness from developing? Can you, as a person, choose your place on that scale via your mind?


A lot of the process isn't purely fun, but its all about goalposts. Trying to make a sprite look right is painstaking and annoying. Seeing the sprite move around correctly is the goalpost, and seeing it pulled off makes me happy and recharges my urge to keep going. Making the boss battle is fun but tedious. When the challenge feels just right and the boss and his minions are unleashing attacks the way you want, that's another goalpost that grants happiness for me.

On the bigger scale, there's the big goalposts. I felt extremely accomplished and happy to release a demo, even though there was a lot that was lacking in it (most of which I needed pointed out to me ^^;;) but it felt good because all the little things I did over and over added up to something.

And I guess that "doing what you want to do" is both admirable and sane. Good reply.


Thanks very much! I like these sorts of discussions, even though they are difficult.