I just tested out HIME's party switching scene plugin for MV. Switched out characters in-game and then did a test battle, then switched out characters and did another test battle. It worked perfectly. This is going to be super useful for my games.
One of the potential effects of having good, memorable sound design for a game (and its advertisement) is that it produces a memory trigger that either gets a customer to come back for purchase, or gets a player to remember (sooner than later) that they have an unfinished run to complete.
I'm feeling a bit of melancholy about a certain games site which used to be a great place for playing browser-based games until the death of Flash was announced and they started shutting down parts of the site like chatrooms and forums. I played so many games there over the past decade and now they're currently in a slow death spiral.
I'm thankful for all the good game experiences I had there.
I've just finished organizing music files from a music Humble Bundle I purchased a while ago (putting in specific themed playlists, deleting from playlists, deciding which games they'll be used for. etc.). I'm feeling pretty confident that the sound design for my games will be up to high standards. Sound design seems to be relatively under-discussed as a topic in game development imo.
I just watched a trailer for the upcoming 2021 JRPG Fantasian. They demonstrated an interesting mechanic where random encounters can be sent to a stockpile instead of fighting them right away, which can be emptied in a single battle string at the player's choice of timing.
I think I'm going to have resource farming (ex. fishing ) in my game, but in a chill way that doesn't require massive clicking. Maybe a random drop mechanic that shifts to different apportionments of probability depending on the quality of implement (ex. fishing bait) used...
It's decided. I will work on both my originally planned first project (magical fantasy RPG) as well as a different project (Space SciFi RPG) at the same time. My first project is considerably smaller in scale from the Space RPG I have in mind so it won't be too stretching on my mind.
I just tested Shaz's battle mode switch plugin together with Olivia's Octobattle plugin suite. They seem to be compatible, though adjustment might need to be made to move where the action menu appears.
After watching space anime (Legend of the Galactic Heroes), I'm considering switching over my current project to a different one on my bucket list. I'm still in the early stages for my current project while learning the system and organizing resources so it wouldn't be TOO much to change course atm.
My current project is a magical fantasy RPG - the new project would be a scifi space fantasy RPG if I switched.
I finished playing Shadows of Adam. With just the increased stat monsters and keeping gear from completing game, I didn't feel much motivation to play new game plus. I feel that there should be new content to discover if new game plus is part of a game, like Chrono Trigger's multiple endings, or the Diablo series' vast collection of loot and lore items.
If a developer focuses too much on describing the game mechanics in the official trailer for their RPG, I'm going to wonder whether their writing is so bad that it doesn't deserve center stage for their game. This seems to be a pitfall for the marketing on a lot of games.