Sometimes plot important details are better left revealed much later in the story. Would it be possible that the emotional impact would be much higher if the player finds that out later rather than sooner?
Thinking about it, I played a jam game that has a similar premise to yours, it can definitely work as a regular fantasy rpg as well. I was thinking horror since it can make the player feel the protagonist's fears. Then again, maybe doing a regular fantasy RPG might benefit from being more...
To relate to that, I once got praise for a section of a game I made that had interactable objects for literally every thing. It was when you control a quirky minor character for a random character arc I added for padding. He had quirky dialogue from everything from curtains to pillars. My...
By "interactable background objects" I mean objects that does anything from showing some text or change a visual effect in another room, but aren't part of any puzzle or isn't needed to drive either the main or side stories.
When are they done right? When do they detract?
There are huge political implications that come with seeing that people have unchangeable characteristics of being criminal. The game also takes an extremely violent solution to the problem, I would be more likely to take interest if instead of the solution being to kill the person, the solution...
Took a while but I managed to get my desired lighting plugin working!
For whatever reason my masking layer needs to be applied after 1/8th second wait after loading otherwise the mask gets ignored. I can't figure out why and nothing in PIXI's documentation says anything. Oh well, I will just...
I'm really close.
After restructuring my assets and the code so lit and unlit versions are on the same tileset, I found out that I can just assign a PIXI.Graphics object to the map scene's Shader_Tilemap object responsible for handling the game map's rendering.
I got a masking effect working in...
If I see these styles used for a RM game I'm expecting it to be some sort of "realistic" game. There's a lot of JRPG mechanics that might clash with the art style, just sayin'
I speak only for myself but a game that most likely grabs my attention is one that has an art style that communicates what the game is about. Good graphics can't just be unique, it has to synergize with every other aspect of your game design
So I'm aiming for a horror game which I need to start getting gud with lighting. My goal is to make a lighting plugin that works by having all tiles and sprites having a "lit" and "unlit" version each rendered on to a lit/unlit layer respectively. Then, a transparent mask applied on the "unlit"...
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