I've always been fond of puzzle-solving, so working on game mechanics is one of my favorite things. If I can find a script for it, amazing! But if I don't, I do a lot of tinkering and eventing to achieve what I want. Sometimes I work more on this than the actual game itself ;-;
What drew me to RPG maker is the amount of free assets you're given from the get-go. I was overwhelmed, but also really impressed by what a newbie could do with this engine.
The learning curve isn't too steep and it's pretty easy to throw something together. This suited me when I was younger...
I love exploring the environment and seeing the character's interactions with everything. It's a great way to passively show character personalities and see how they view the world around themselves.
Another thing is the NPCs. If they're well-written (or, at the very least, have interesting...
I'm thinking about releasing a demo soon, but I'm conflicted on how long it should be. Some people say that it shouldn't be longer than an hour, but I've played demos that were roughly two hours and wasn't put off by them. My question is what it says in the title: how long should a demo be?
Honestly, I want to make a game that makes players feel immersed and question everything. A story that keeps them on their toes the whole time, so when they think they're safe, they're hit by a new chunk of information. Things like when they replay, they go, "Oh! The plot twist was so obvious...
1. I really like the idea of blood and stamina! To be fair, HP and MP are just another way of saying life and energy, so it's not too far off.
2. Also the Exhaustion system is very creative and I liked how you regenerated all your stamina after it. You can definitely use it in fights against...
Character Name - Lionel
Gender - Male
Class - 3rd Year
Eye Color - Red
Hairstyle and Hair Color - short black hair with a widow's peak
Personality - Acts like a snob, but in reality, he's too socially awkward to talk to people and is incredibly shy. He wants to make friends, but his...
4) Maybe the town believes the castle is haunted or incredibly dangerous and they discourage anyone from trying to enter there. The protagonist is a travelling stranger and she's used to fighting monsters, so the townsfolk think she can handle herself there.
1. What do you think makes a good female character?
A good female character is one whose personality doesn't overly focus on gender stereotypes. If anything, the biggest thing is to make sure that they're a solid personality on their own first. Considering your reviewers don't seem to have a...
The important thing is to showcase your entire game as story-heavy because some people can come in, expecting something else.
I see the word "long cutscenes" and it makes me pause a little because that seems a little overwhelming for a whole game. Be sure to balance out gameplay and story...
PRODUCTIVE DAY! I think I FINALLY completed all the items for part 1 of Fallen Feather, that includes the animations, the stats, the pricing, etc. for weapons, armors, key and consumables! all i need to be 100% done is write a few more descriptions (only 10 left out of the 40+ items) and to find some nice pants icons (dont ask lol).
For every amazing step of the way I make, I find myself in a moment where I feel really stupid for not knowing something. I probably shouldn't though, but still, it sometimes feels more obvious than perhaps it is
My brain when designing quests:
There is piano, it needs help --> The organ (yes organ now) is missing a component! --> Where the heck am I supposed to put this missing piece!??! --> Add an entire new mini dungeon specifically created to house this new piece. --> Connect this brand new mini dungeon to an already designed dungeon with background information about the town it's found it.