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Maps For Hire

I'm looking to have some maps done for my RMXP project and would be willing to pay. Most of these maps would be wilderness, dungeons, or abandoned settlements (which is to say: not many sprawling towns and such, possibly a couple such maps). If you are interested, please post or PM me. I would like to see 3 samples of your work. Thanks.

Mechanics designer seeking map designer

GET BACK IN YOUR CAVE.

Mechanics designer seeking map designer

Ah, yes, I shall modify the original post.

Mechanics designer seeking map designer

So, I hate making maps, and generally all things graphical (I have no artistic flair for them). I'm looking for someone who would be interested in making some of the maps for my game. In exchange, I can offer mechanics design. I am a competent Ruby programmer so scripts can be included in this depending on the request. I would also be up for helping design mechanics related to skills, classes, enemies, and the general game system. So if you need any help in those areas, or just plain like making maps, please let me know!

Details: The maker I am using is RMXP. In general these maps will be unpopulated areas. Generally various kinds of wilderness or abandoned structures. The topography is pretty wide open though.

The game in question: http://rpgmaker.net/games/2628/
Some sample maps currently in the game:
http://s48.photobucket.com/albums/f214/Jacktastic84/?action=view&current=map1.png
http://s48.photobucket.com/albums/f214/Jacktastic84/?action=view&current=map2.png
http://s48.photobucket.com/albums/f214/Jacktastic84/?action=view&current=map3.png
http://s48.photobucket.com/albums/f214/Jacktastic84/?action=view&current=map4.png
http://s48.photobucket.com/albums/f214/Jacktastic84/?action=view&current=Dustopia.png

Soul Shepherd

The download file has been updated with all the necessary minor bug fixes!

Retroquestcap5.png

That is exceptionally ugly, though that doesn't really have any effect on whether or not I'd play it. Pretty maps should be people's last concern in judging a game and so many make it their first.

Soul Shepherd

"Souls are considerably closer to Magatama than equipment" -- I said Magatama are like equipment, not souls are like equipment. Souls completely remake all your character's stats, so it's quite different indeed. Magatama's immediate effects are exactly like equipment, though yes you do learn skills from them too. But I was talking in the context of what you'd equip for one battle.

I'm glad you enjoyed it. Thanks for the feedback. I'm more open to the concept of paying gold or exp for previous skills than I am to an ability to bank... Part of the problem there is I don't want to encourage learning all the skills in the game once for the purposes of building up a pool of skills you've learned. That is also grind-happy, and defeats the purposes of planning and optimizing ahead of time. But we'll see. The wipe-happiness probably won't go away unless I make an easy mode :)

Soul Shepherd

Alright, there's a lot I disagree with here, so I'll have to do a point-by-point:

"Why are the souls randomly dropped?" -- I'm not sure why this is a problem. In SMT - Nocturne demon negotiations are randomly successful, even if you pick all the right answers. You mention conditional drops later, I assume specific actions that trigger the drop? Killing them is the specific action. I like to kill things. I think a poke-ball type effect would be pretty annoying in my game too...

"Why does taking the Soul off anyone other than the main character break it? Why do we have to relearn abilities if we want to place them in our active slots again?" -- To encourage strategic planning in what souls you equip and skills you learn. By observing the enemy in battle you can see all skills that their soul will give you and plan accordingly. If there were a skill bank, not much thought or care would have to go into this process. But I'm rather merciful in how easy it is to correct your mistakes... especially compared to Nocturne. The main char can -NEVER- re-learn any skill that you forget on him, and fusing a demon with a lot of skills you want takes more time than forging a skillset does in my game.

"why does taking the Soul off of a character reset their learning progress?" -- To allow you to re-learn skills you passed up previously.

"The Magatama in Nocturne are in pre-defined locations, making acquiring them predictable and not tedious, and can be swapped freely, allowing you to change your stats and resistances according to the needs of the present battle." -- Yes, but Magatama are more like equipment than souls, which I also let you swap freely. In Nocturne, all the points you put into your main character's stats are permanent and all the skills you passed up are permanently gone. Magatama give a few minor stat bonuses and a resistance. Admittedly my EQ doesn't have resistances yet (it will later on), but it does have stat bonuses. So yeah, have that.

"Yes, there's limited slots and no databank of previously learned skills in Nocturne, but you only have one character to which that applies - your demons are much more flexible" -- I powerfully disagree here, fixing your demon's skillsets is much more time-consuming then fixing your skill sets in this game. I spent 4 hours trying to inherent 5 skills I wanted on Michael. If you don't want to spend hours rolling every demon, then you are forced to be content with a "sub-par skillset" as you complained about earlier.

"implement a "switch present skills for previously learned ones" databank mechanic, and then rebalance accordingly." -- You should play Digital Devil Saga, it is a lot like Nocturne, but it has this databank mechanic you speak of. I've played both games, and as such I know what system I like better. In DDS I felt generic, I felt like there was no design strategy to my team because I could just swap skills out any time I wanted, very little thought when into the whole process. However, I thought Nocturne went too far with how much of a pain it was to undo decisions, so I marked Soul Shepherd as a midway point between these two. Which is why I'm really confused on your comparisons to Nocturne.

"As is, Soul Shepherd is not "difficult," it is "needlessly grindy,"" -- You are the only person I know of that thinks that. Soul Shepherd severely limits the benefits of grinding. What there is benefit to is having well designed skillsets, the latest souls, and enough money to buy equipment (grind with a purpose if you will). Beyond that point, grind does almost nothing. And once you've reached that point, the game is still pretty difficult. The benefits of grinding in Nocturne are much greater as it is directly tied to your character's power.

"The "back to town" items also need to be able to go somewhere other than the initial town." -- They do.

"Dick move" -- Yes. Yes it is.

Soul Shepherd

post=Silently
I'm not sure where to go now.

Yep, all that's left then is Kerberos. No that chest shouldn't have been opened, I'll look into that too. Though I wouldn't worry about it, none of those 3 chests had anything important in them.

P.S. Good luck :)

Soul Shepherd

post=Everguard
hey zombero, do you mind if I use some of the music in this game in one of my games? (specifically Imperial Sorrow and Muladhara) I'm really big on having perfect music in a game, and these seem to fit my quota...


Sure go ahead, they aren't original works anyway.