Storyteller-Hero
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  • My Overworld might be a mix of inspiration from 2D Final Fantasy games, Breath of Fire, Battlechasers: Nightwar, Super Mario World, and Pillars of Eternity. If I can make it more in-depth than just walking from point A to point B, that might do a lot for the gameplay experience. Hmm...
    Apparently some artists have aphantasia, preventing them from producing images in mind. When ordering a commission, it might be prudent to include some visual examples for reference to what one desires in the finished product in case the artist has aphantasia.
    TheGentlemanLoser
    TheGentlemanLoser
    @gstv87 I thought it was but if people with this disorder can still draw...that's pretty weird! Not sure how that works!
    gstv87
    gstv87
    @TheGentlemanLoser I mean, if you're drawing as if copying a model, you're just *interpreting*, not *abstracting*.
    you can also do poetry... metric and rhyme are measurable features, and don't require abstraction.
    granted, poetry that sounds like that of Cdr. Data, isn't very artistic.
    Storyteller-Hero
    Storyteller-Hero
    @gstv87 I would argue that abstracting can be done outside one's mind. Artists can currently use multi-layer, multi-function art programs (now sold at affordable rates) to form and freely reshape/edit imagery on screen instead of the interior software in their heads.
    The release of Final Fantasy Pixel Remaster series will be good for commercial indie RPGs imo, in that it renews interest and nostalgia for classic 2D gameplay. Indie devs releasing their games within the next couple of years could have a golden opportunity to ride the nostalgia train, but their games and marketing still have to be good to avoid getting kicked off the train in transit.
    It seems to be never too early to research and prepare a list of things to do for when marketing one's commercial indie game begins. I've figured out some things to do that should be done months before I even start beta testing my game. If I live long enough to finish my game, the last half-year up to release day (after beta testing ends) is going to be intense.
    I really liked the world map interaction when riding a chocobo in FF9, and the random events of world travel in other games. The world map can be so much more than just a way to add time between locations. I think that I'm going to make non-entry interactive spots on the world map in my game, turning the map into a side-game of exploration and treasure-hunting.
    Quexp
    Quexp
    Mine is basically just getting from Point A to B, without enemy encounters. I do have some off-the-wall places for the player to discover though. I never considered having extra interaction in the overworld so I'm curious what you come up with! :)
    Until I studied acting and playwriting in college, I felt that I was a good writer, but seeing where the ceiling truly exists in a larger world made me rethink a lot of my mental processes and approaches to storytelling. Writing for an RPG is very similar to writing for a play or movie, so IMO taking some related classes or even just watching educational videos could do a lot of good for solo devs of indie RPGs.
    Tai_MT
    Tai_MT
    You know what's even more amazing and scary? Even the most famous aren't the ceiling. Even the most well-written thing has flaws and isn't the ceiling. The most important lesson you can ever learn is, "there's always someone better, and you can learn a lot from them, especially if you can swallow your ego."
    Storyteller-Hero
    Storyteller-Hero
    The Theatre program at my alma mater was (probably still is) pretty great in that there was a mix of classic and contemporary, from world-famous works to new works by people I'd never even heard of. Learning different world perspectives is also important imo.
    Tai_MT
    Tai_MT
    I've always really liked the way it was put in "The Last Airbender" best. "It is important to draw wisdom from many places. If we take it from only one place, it becomes rigid and stale." That's why it's important to realize that there's always someone better you can learn from. The world is a wide and varied place. "The world is indeed a stage, and we are merely players."
    I will probably upgrade to a new Mac during the next few years, which makes my decision to switch to MZ soon all the more prudent.
    It's disturbing to see some people readily support the Bob Chapek approach at Disney when a similar dynamic occurred at Activision Blizzard, leading to the decline of World of Warcraft. Giving power to Distribution/Merchandising can lead to a focus on squeezing money out of consumers instead of improving product quality.
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    gstv87
    gstv87
    @Animebryan in the age of mass media, Reputation directly affects Service through Quality *AND* Profit.
    if you're selling to people, and people have a bad opinion of you, said people doesn't provide profit..... and service is no longer relevant.
    >concepts<
    Storyteller-Hero
    Storyteller-Hero
    Final Fantasy XIV was able to find a good balance between profit and quality of service because Square Enix gave much of the decision-making power on changes to the game to the developers rather than the executives in the money-focused departments.
    gstv87
    gstv87
    @Animebryan
    if you were selling one product every long while to a vast variety of people, opinion wouldn't matter.... it would help if it was positive, but not enough people daily review your product to the extent that bad reputation would affect you in a negative way.
    games, on the other hand....
    I'm thinking of playing FF14. I checked a Square Enix website player search to see if the name I'm considering for character/account is taken. I was surprised to see that it's available. I might start sooner than later to get the name.
    I've decided to keep the main story in my fantasy game linear, but in new game plus mode, open up hidden alternate endings that have to be discovered by the player, much like what was done in Chrono Trigger. That really ramped up the replay value for me when I played Chrono Trigger.
    kirbwarrior
    kirbwarrior
    I love the idea. Although, to be fair, CT had three endings you could get before NG+. Two that were actually the end of the game, then the super secret ultra ending. Actually, you might have technically had access to all the endings, but those are the only three where it would be conceivable for you to get without insane grinding.
    KazukiT
    KazukiT
    I think that method helps you stay focused until you are done making the main game. Post-game and alternate endings are like dessert you eat it after the main course. (main game)
    Learning about how trademark works for game titles has given me new understanding about another reason why AAA developers/publishers sometimes reveal new games as "Project XXX" as a working title instead of the actual title. The cutthroat world of trademarks and IP trolls gets rougher every year as the pool of available titles for (legally safe) use shrinks due to the limitations of language.
    bishiba
    bishiba
    That's why my game's name will be Ahru of Kokuraualasiataiano. Hehe (Jk)
    I think I'm going to make each equippable item in my fantasy RPG grant a skill while its worn (in addition to the character's learned skills). Equipped gear that might be weaker in stats can still be useful in certain situations if the skill they grant exploits a weakness or resists a strength in the monsters being fought. This could potentially open up lots of build strategies to play with for fun.
    Sometimes a mechanic that is meant to add challenge is just annoying. Even the Final Fantasy games did not completely escape this pitfall of design. (FF8 draw system I'm looking at you - grrrr)
    doctor-squared
    I must be the only person who loved and still loves FFVIII. When it was released, it was more critically acclaimed than FFVII with reviewers saying the FF creators had "found their way" again. I was a newbie to JRPGs, and the junction system worked much better than the more detailed armor/weapon systems traditional with most JRPGs at that time.
    overlordmikey
    overlordmikey
    @doctor-squared A fellow VIII fan. I never thought this day would come, I was lost in the darkness but now am found.
    Did you replay Eyes On Me like 6 million times analyzing ever little detail and it's connection to the over arcing plot.
    doctor-squared
    @overlordmikey I re-fought so many battles just to watch all the FMVs and see how they connected to the plot! I loved that game and the movies.
    So apparently the surprise Google Search page browser game saves your progress when you close the browser.

    This really makes me miss the golden age of Flash gaming.
    • Like
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    JPlaysan
    JPlaysan
    I tried it out yesterday and then stopped playing after some time. I was wondering if it saves progress. Good to know! :)
    Holy Guacamole -- the Google search page turns into a browser game today when clicking the play symbol on the title.
    • Like
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    Quexp
    Quexp
    That surprised me too. I just expected search results on something RPG related.
    The details coming out of the Activision Blizzard lawsuit are horrifying, and explain a lot about the declining quality of products from the company in recent years. A lot of the people who migrated to FF XIV from WoW have even more reason to never go back now.
    zerobeat032
    zerobeat032
    I read somewhere about how bad it is. I need to see what actually happened tho, but I've been randomly hearing bad things for quite a while now. especially with Activision in general.
    Storyteller-Hero
    Storyteller-Hero
    Since this is coming from a state department after a 2-year investigation, and police evidence appears to be on the table for the prosecution, and given the vitriol of the Activision Blizzard response statement (parts of which are shockingly unprofessional for a company of its size), I think that there's going to be plenty seen and heard in the court room.
    zerobeat032
    zerobeat032
    yeah I finally saw a bit of it and wooow... it's rough what's going on over there if that tidbit was any indicator. I already didn't like Activision in general but this is just a mess.
    I saved three particular Steam reviews of MZ that have pushed me to save up for a transition to MZ. Apparently MZ has much larger device power usage limits than MV, is far more optimized for large projects, and can handle animations with much less potential lag. The map layering system in place is also a plus.
    Cootadude
    Cootadude
    It will differently help RPG Maker dev's since many people will like to be able to play games made with RPG Maker on the go. Just because of both the control scheme and how the games are designed.
    I've decided to switch from MV to MZ (because of the potential issues for a large game) but I'll wait until Fall or Winter since I'd have to spend beyond my current budget for the extra plugins if I buy now. Meanwhile I'll focus on writing dialogues and editing audio, busts, and parallaxes which would be the same whether I'm using MV or MZ.
    I think I might switch over to MZ because of problems I'm reading about for larger games, preloading issues, and compatibility of deployed games (not just the maker itself). I'd take a slight hit for what I've spent on plugins but if my game doesn't work a year from now it would be pointless. I'm still very early in the process so maybe now is the time to change over.
    • Like
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    Storyteller-Hero
    Storyteller-Hero
    I'm talking mainly about games working on Mac OS, but I'm also wondering if games made on MV will still be compatible for Windows beyond the next year. I'm not an expert so I'm reading bits and pieces here and there trying to make sense of it all.
    OpheliaEnigma
    OpheliaEnigma
    If your game is already too advanced you can always fix any compatibility issues by coding or asking someone to code plugins for that purpose. Switching to MZ won't save you forever, in a few years, it will also get outdated and computer architecture will render it obsolete unless you keep making plugins to prevent it.
    Storyteller-Hero
    Storyteller-Hero
    Well, I don't need it to be forever. Most sales for a videogame come from the first two years anyway. Plus, MZ is still in the relative beginning of its lifespan and drastic changes to Mac OS don't happen frequently.
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Sneak peak of my upcoming update! Who's holding her, you may ask? Find out tonight!
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Finished another GUI! Turn indicator wasn't made by me.

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Added a small refining scene to my game.

It makes sense that you try to focus on the squishy mages at the back of the party first, right? If the mage can out-DPS the enemy DPS before the latter can kill the tank in front, the fight becomes boring.

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