CraneSoft
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  • My greatest challenge right now is less of the workload but more of the language barrier which I definitely need a local proofreader (without translation) for. I'm wondering if this is even a legit position for freelancing.
    Had to reject a commission because the client was acting like an underage struggling for parent's allowances, this world is real scary even at times like this.
    The dumbest mechanic I just encountered today : boss recovers 10% HP when a party member is KO-ed, who thinks this is a great idea again...?
    Dororo
    Dororo
    It look as a death spiral. If the goal was to avoid any abuse of revive, it does end more like an incentive to grind before the battle (less damage sources + recover HP == more rounds of damage to the party == more KO's coming == enough stamina to never being KO'ed at all == grrrinnddd).
    Kuro DCupu
    Kuro DCupu
    Heh... There's a game which taking "knowledge is power" as part of its mechanic. If you don't actually learn the monster / opponent, your grind doesn't matter. Imagine killed by lowling because you don't know a skill called "wait".
    Anthony Xue
    Anthony Xue
    Bard's Tale IV. Several boss enemies recover 25% of health whenever one of the party members go down. So even people with much larger development resources than us thought it would be fine. I see the general idea, though - it's not about putting the player in a death spiral, but rather forcing them to keep all characters alive during the battle in the first place, which may require different strategic decisions.
    Locking players out of the true ending because they messed up somewhere in the middle...is something I personally didn't like but is also what I am going to do. The irony.
    Riazey
    Riazey
    I don't mind it if they make it really obvious that's what is going to happen, say you choose not to save a party member you actually need. Having some kind of "redeeming" option along the way through is nice so you dont feel the need to look up a guide on every choice. Like say you let that one character die then find out you needed them, but later you can pick up an optional character that fills the gap.
    CraneSoft
    CraneSoft
    Yes I didn't like the cases where the requirements are so cryptic to the point it can't be figured out without a guide, which is usually what I see. Amusingly, since RPG plots are usually linear, we rarely get a choice to decide certain character's fate at various points of the story that ultimately affects the ending too.
    Ragen
    Ragen
    If it is a dating-sim then hellyeah, 100% heart or no good ending...

    Jokes aside, something like this happened on Bioshock ending, and I did not see it as a bad thing... though the extrapolation was a bit over
    By not saving 100% of little sisters, you become hitler.

    However, I would prefer something like Chrono Trigger, where your choices change the ending.
    Player A: Please give me challenge, game is too easy it's not fun.
    Also Player A: This game is too hard it's not fun.
    TheoAllen
    TheoAllen
    @CraneSoft I'm not talking about developing games, but what we can do as a player.
    FirestormNeos
    FirestormNeos
    @TheoAllen *laughs in action replay**cries because I don't actually know how to do action replay for PC games* yes, this too. It's the reason I've replayed Deus Ex: Human Revolution a bunch of times, yet haven't bothered with the original or Invisible War.
    FleshToDust
    FleshToDust
    Both extremes are undesirable.
    The ultimate contradiction : People who complains about cryptic stuff in games yet hates reading tutorials.
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    Kupotepo
    Kupotepo
    I do not like cryptic because it is confusing me. I want to know how your world operates. I like to skip a tutorial that continously. It is like thank you for teach me the basic, but can I breath first before you introduce me with your 100 mechanics (I am exaggerating). You see a lot in mobile games. It is information overload for me. I guess it is dependent on people's patience and forcus.
    CraneSoft
    CraneSoft
    The point is most games that at least try to be creative will often contain mechanics that is only self-explanatory to the developer and may be trial and error to players at best to downright impossible to figure out at worst. Couple that with people that skip tutorials - yeah, the contradicting mindset of people who "wants information" yet TLDR when actually get provided with information.
    Kupotepo
    Kupotepo
    @CraneSoft, I agree that with you that important information that players need to listen to you had to make it mandatory. However, in the beginning, they show to much. It is new things we just get used to. It needs time to processe. Next, players also need to decide if we want to continue. Later, I do not mind at all. Plus, I prefer optional where people can read or not like wiki.
    6 hours of fiddling around battle scripts again due to a memory leak issue... and the cause is something completely unrelated. Fml.
    Every time I felt like making progress some weird scripting bugs tend to rear it's ugly head and by the time I dealt with it, I already forgot what I was planning to do..
    Mystic_Enigma
    Mystic_Enigma
    Oh my, I thought I was the only one!
    Yegitu
    Yegitu
    It's less bugs for me but more "wow, why doesn't this plugin give me power over this and this?". It's always so perfect... until you think about something new and you realize you need some other plugin for that. xux"
    ScorchedGround
    ScorchedGround
    My problem is that whenever I browse through plugins I always find some that are so intruiging that I feel the need to add them to my project. And every time I need to get them to work somehow
    and sometimes I need to overhaul large aspects of my project.
    Sometimes it's faster and easier to make something by yourself than try to find royalty-free resources available on the web.
    Alador
    Alador
    @Kupotepo, I was talking about that is is really hard to find royalty-free things, not about your post.
    CraneSoft
    CraneSoft
    Some actually is, namely specific background images and character tilesets that may not match your style or the setting even if you somehow manage to get them. At least music is one of the easier ones to find out there.
    Kupotepo
    Kupotepo
    Fantasy: Oh! 90 unique quests!
    Reality: 3 quests repeated 30 times each.

    - Most RPGs in a nutshell.
    Aerosys
    Aerosys
    One could just implement a generator which adds quest on the fly ^^
    gstv87
    gstv87
    there's only 4 quest types, as depicted in Age Of Empires 2's scenario builder: "Bring object to object", "Bring object to location", "Keep number of objects", "Destroy object".
    that's what started me into game making.
    that, and Tzar.... same deal.
    CraneSoft
    CraneSoft
    There actually is a lot more quest types that don't belong to any of the above (infiltration, minigames, escort missions, puzzle-solving, interactions etc. just to name a few), just that fetch/kill/collect quests are the "primary" template ones for RPG that can be made without much thought process needed, and I appreciate it when games had that variety.
    ...So RPGMaker deletes your save file when it fails to save for any reason...that's a pretty messed up function right there.
    cabfe
    cabfe
    The best way would be to have a temporary save file, have it tested by the engine and if okay, then it replaces the intended slot.
    TheoAllen
    TheoAllen
    @gstv87 the rescue function in RGSS3 is explicitly delete the file. Not the other way.
    Shaz
    Shaz
    There IS a failsafe - it buzzes. Removing the failsafe would just cause your game to crash.
    Me: *Plays Game*
    Me: *Sees an ATM machine* Pog
    Game Message: This is an ATM.
    Me: Oi let me withdraw my mone- wait what do you mean I don't have a bank account?!
    RachelTheSeeker
    RachelTheSeeker
    Clearly, you need the Bank Card key item. And to beat up some urban critters and neighborhood rowdies, so your dad can toss you allowance from his workplace.
    Wavelength
    Wavelength
    I mean, your protagonist started the game with 0 Gold, of course he doesn't have a bank account! ;)
    CraneSoft
    CraneSoft
    Maybe that's the real reason why modern settings protags are all high-school students with missing parents. :troll:
    One thing I never understand in (some) RPGs, everyone starts out with 0 Gold or pocket change.
    Wavelength
    Wavelength
    I actually did try starting the player off with a significant budget in one game, and a lot of players made this mistake! For the remake of that game, I am going to start the player off with much, much less, so that I don't have to balance the early parts of the game around the assumption that the player will spend their money wisely before they really understand how the game works.
    CraneSoft
    CraneSoft
    Yes I am aware this is one of those acceptable breaks from reality, but from a storytelling standpoint as it is hard to justify why some protagonists with high social status (royalty, high-ranking soldier etc) don't have any starting money/savings like they are born yesterday. Games usually avoid such subject for good reason, but part of me wants an explanation of why they don't have starting money.
    Countyoungblood
    Countyoungblood
    With as many people living paycheck to paycheck its kind of par but without goblins to slay for gold...
    Now gotta remake my whole menu UI and battle system because of a change of TOS by the script writer, such is life.
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Maybe it's just me...but it feels like everyone else has perfectly normal and respectable game threads except for me and @TESTOSTERONE, whose threads are a mess of discussions and jokes with very little relation to our actual games.
Do I... do I just release the demo as one quest line?
"Now that I called the advent calendar done I won't work on it anymore" and other jokes I tell myself...
I lowk am stuck with ideas on Crimson Prelude, cause I got the general idea of the follow-up Evangelist, but prelude is a tricky one, plus the final fantasy project, I need to release something though.

I might just whip up a story real quick and make a high quality game as my first project and push these to the side.

Maybe a gacha rpg xd.......YES

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