ZEELLO'S PROFILE

Aladdin
Defeat the vermin of the underworld with the help of a fire djinn.

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TCGs as a basis for skill creation

I am making an TCG inspired game in VX Ace. It might have some ideas you can borrow.
https://imgur.com/a/jgIUH

I didn't have to use MtG cards, but I feel the fanservice adds to the game. I try to keep effects literal where possible (Lighting Bolt deals exactly 3 damage, etc) But in some cases like tapping/untapping lands I have to take some liberties as to how those effects translate to an RPG.

Deckbuilding is a part I decided to cut from the game. It would probably create a lot of balance issues which was going to make playtesting more time consuming. But with a good leveling system, letting players choose their deck contents wouldn't make things too unbalanced, since exp/leveling would serve as an equalizer. So maybe I will add it in someday.

One thing I did was offer a sort of real time deckbuilding by adding a skill that shows two card and you choose one. So you can pick the one you want or whichever benefits you in that situation. It took a while to implement this, but I feel it was well worth it! It's one of the highlights of the game.


The game has no summoning. But I HAD brainstormed at one point making a game where the party is only one person and you simply summon monsters (party members) that go away at the end of the battle. They would have less HP than you making them somewhat fragile. I remember looking at scripts to determine whether such a game was possible to make in VX Ace, and from what I remember it is totally possible, at least in theory.
I had a very nonlinear game in mind, there could be guild bosses and you go around learning/mastering the various colors which you can do in any order.
red = damage spells
green = creatures
white = healing
Obviously green would have a major emphasis in such as game. Nothing says the colors have to be equal.

"Randomly drawing attacks is definitely the least interesting part of TCG combat, and the first thing I'd remove if I were making a single-player game."
I may have to disagree there. The same logic apples to both PVE and PVP, it keeps battles interesting otherwise they'd play out the same every time. It adds 'replay value' to battles.
I really like the card system in in Mega Man Star Force 1-3 for instance. Very fast and simple game with tons of encounters but the cards keeps encounters unique and it makes player feel like a improvisational badass using their dealt cards as effectively as possible.
It's also why Black Rock Shooter is dumb. Just equip the best 4 skills and spam them at the start of every battle. Even worse are those skills that pause the battle and make you watch an animation of BRS doing a cool attack. Meaning that most of the time the battle is over as quickly as you can press X and only in those rare cases the enemies survive your initial onslaught do you actually get to, you know, play a videogame.
And in a regular RPG you just spam attack to conserve MP.
Randomized skills are a godsend imho.

edit: This illustrates how deckbuilding could have worked if I decided to include it:

During battle, each draw is a random number (such as 1-10) which produces whichever card the player chose in advance to go into that slot.

What are you thinking about? (game development edition)

I want to put opening credits in my game so I'm trying to pair each of these RTP characters with a real world actor.



Aladdin = Tom Cruise, definitely
Djinn = Dwayne Johnson
Duban = Nick Frost
Sinbad = Mark Hamill

Also, opening credits, they tend to go like:
"____ presents" followed by a pause, then "a ____ production" or "a game by _____".
So I need to think of what to put in the blanks. I guess I go in the second blank, but what to put in the first one? I don't own a company.. I have to make one up, or use an existing one as a joke.

Games with map/level editors

Ridge Racer Unbounded has it, but I have yet to really delve into it. Also I was actually kind of disappointed after trying it out for myself, since it made me realize that all the courses in the game are quite possibly just made from the same preset jigsaw pieces snapped together in various formations and that most of the corners in the game are exactly 90 degrees and I just hadn't noticed. o.o;

The game's official City Editor trailer makes it look much more impressive than what I actually thought of it from trying it out myself. Maybe I should give it another chance.
https://www.youtube.com/watch?v=LZpPTUCpt8E

2019 gaming diary

2019 beaten:
(PS3) Need for Speed: Carbon
(PS3) Need for Speed: Undercover
(PS3) Sonic & All-Stars Racing Transformed
(PS3) Midnight Club: Los Angeles
(PS3) Need for Speed: Shift
(PS3) FEAR 3
(PS3) Resistance 3
(PS3) Resistance: Fall of Man
(PS3) Gran Turismo 6
(PS3) Ridge Racer: Unbounded
(PS3) Need for Speed: ProStreet
(3DS) Donkey Kong Country Returns 3D

edit: well it's 2020 in half an hour so I guess that's it for the year.

2019 was my PS3 year apparently. Maybe 2020 will be my Switch year.

Minimum viable product for a trading card game

The original base set of Pokemon TCG had only 102 unique cards.

You do not need that many because many TCGs let you include multiples in a deck. Magic players are familiar with the "rule of 9" which means that, if your deck has 24 land, and four copies of each nonland card, then your deck has only 9 unique cards. A two player product would therefore need only a minimum of 18 cards, even less if the same card appears in both decks, but more for there to be a deck customization aspect. (though even 18 offers SOME customization since you're able to mix cards from the two decks, something you can totally expect a competitive player to do if you tried to hold a tournament where that was the only product)

The Best Battle Animations You've Seen?

Battle animations are a very good way to help the player digest information about how the battle is playing out, who's doing what etc. So it would be ludicrous to suggest that they are unimportant.

What are your favorite and least favorite parts of gam mak?

I hate scripting cutscenes. I tend to be happy with the results but getting there feels so arduous.

Just now I was doing an event and I decided to replace the event with the player. Which isn't really a big deal but my brain just shuts down and is like "I don't feel like doing this right now".

I am doing a scene with the player, an NPC, and a dragon and want to have all three moving. This is such a hassle in RPG Maker. You can make the player and one event move but when you introduce any other event you either need global switches, parallel processes, or some other form of gossip and trickery.

*sigh* I want my second game to be entirely in first person. :|

2018 gaming diary

Beaten in 2018:

PSP:
Armored Core: Silent Line Portable
Armored Core: Last Raven Portable
Armored Core: Formula Front Extreme Battle
Tekken: Dark Resurrection
Tekken 6
ToCA Race Driver 3 Challenge
The Warriors
Warriors Orochi 2
Wizorb

2DS:
Pokemon Moon
Ace Combat: Assault Horizon Legacy
Ace Combat: Assault Horizon Legacy +

PS3:
Grid

Currently playing:
(2DS) Final Fantasy Tactics A2
(PS3) Need for Speed: ProStreet
(PC) Magic Duels
(PC) Magic Arena

Commercial Games That "Take A While To Get Good"

I couldn't get into Trails in the Sky at all. I got up to the farm where you have to kill some animals and they decide to release them. After that I couldn't take it anymore. I hated everything about the game except for the battle music.

[RMVX ACE] Khas light script nullifies screen tinting.

Haven't posted in a while. When I first started using RPG Maker one of the first things I tried to do was lighting scripts but I couldn't figure it out.

I thought I'd try again today seeing as I've become more familiar with the software. And I was able to implement it in my game! I was pretty excited but I just ran into a serious problem. I'm working on the very first area in the game (in the desert at night) I had the screen very dark and blue to simulate night. Now when I run it the place is ugly and yellow. What puzzled me at first is that the only events I have in that area that change the screen tint/brightness are set to the same setting. (-119, -119, 0, 85) So it's not like I had another event with the wrong color setting.

Another thing I noticed was that when I changed the setting to something radically different, it did cause a slightly different result. Which leads me to conclude that Khas script leaves you with the ability to make the image brighter or darker (and only to an extent, it seems) but completely unable to change the color.

I AM VERY UNHAPPY WITH THIS. If I really must choose between color and lighting, I might have to eschew lighting from my game in order to be able to color tint my game. But I wish there was a way to keep the script and only have it active in places where I need lighting (such as caves) while having it disabled in places where I need color tint. (such as outdoor areas at night) It's pretty strange that that the script is a liability in areas where I'm not even using it. I'll try to post screenshots to show what I mean.

edit:
Here is how my game looks with the script:


Here's how it looks after I delete the script from the Script Editor, and the way it was meant to look:


What a waste of effort learning how to use the script! Well I guess not really, I guess I should feel good that I went back and figured out how to use something that I gave up on in the past.

What's pretty weird though is the rules for screen tint when the script is present. At times it seems that changing the screen tint settings seems to produce no noticeable effect. But if I remove screen tint altogether there is a big difference. It's almost like there are only two settings for screen tint, "on" and "off", instead of the full range of colors, brightness, and grayness effects you're normally alloted.

EDIT: I also noticed that with the script, when I start the game it's bright for half a second and then becomes dark.
Without the script I'm able to get it dark from the moment the game begins.
(Though I just realized I could do this by simply having the game start in an area without any tiles and then transferring the player to wherever the game normally begins.)