As an upgrade of the dungeon difficulty selection menu that I'm planning for my game's dungeons (menu at the entrance when entering, inspired by Battlechasers), I'm going to see if I can show info like possible rare loot drops and enemy types on the menu after completing the dungeon. Varied info by difficulty. This will save time for collectors who want to find everything and keep notes to do it.
Designing a game with new game plus in mind from the start instead of tacking on new game plus seems to be like the difference of filming a movie with 3D in mind instead of tacking on 3D during post-production. Shyamalan's The Last Airbender (tacked on) versus Cameron's Avatar (pre-planned) is a good example of this.
If you're going to do a crafting system for an RPG, I want a crap ton of recipes to try out, not just the bare minimum, and I don't want to see obvious combinations turn out to be invalid. If cheese + tomato + dough doesn't become pizza, it's a missed opportunity of epic proportions.
I was about to buy MZ Bundle S during the Halloween Sale but it looks like the bundle was removed from Steam just a day before I was about to get it. I think I'll wait a bit longer to get MZ and work on everything else (like dialogue scripts and art/sound/sprite editing) in the meantime.
Big Google Warning Today for chrome users - apparently some kind of security threat has happened and everyone is being advised to update their Chrome browser ASAP by going to settings and/or "About Google Chrome", to update their browser version to a new one just released.
One uncomfortable truth that has withstood the test of time, is how most people will stand by while they see a crime happening, unless it's illegal to stand by. We probably wouldn't have stories about "special heroes" or games about heroes if the "everyday common folk" were largely capable of being heroes. Heroes face dangers that most people are not willing to.
Apparently MZ lets you preview move routes in the move route editor without having to start up test game. That could save a lot of time during development compared to MV, especially for a long game that uses a lot of event movement for cutscenes.
Efficient marketing seems to be about gaming the system to overcome the veil of market saturation, to shift reliance towards strategy over luck. Since some methods can cost money and/or significant time expenditure, they can feel like a big gamble just because of the cost.
I did some rough map sketching today for the first town in my game and my planned world map. Fifteen towns on rough draft. I think this might be the one I develop from after going through several drafts.
The plugin dev behind Ritter Title Movie plugin (on itch.io for MZ) added a random playlist feature to the plugin that I requested. Being able to play multiple different movies while idling at the title screen opens up some really fun possibilities for the planned dressings in my game project. I've also decided not to do two at the same time, the scifi game will have to wait for the fantasy game to complete first.
Ugh too much work piled up and NYCC is this coming week so I have to make up for lost time. I don't think I'll be able to finish an entry for the boss battle jam after all, at least not the way I want to do it. Good luck to everyone in the contest though.
I think I'm going to put in an entry for the boss battle jam since I already prepared a lot of ingredients while testing out stuff for my game and it wouldn't take too long to move some stuff over to the sample template.
One of the worst design choices I've seen in an online game is to significantly nerf in-game rewards (to drive profits from in-game microtransactions) after players had already gotten used to a certain level of reward over a long time. It's always better to start low and give more as needed, or offer something new, rather than to blatantly take away from the players.
A surprising number of plugins have appeared for MZ since last year. I'm currently making a "shopping list" so that I'll know what I need to test when I switch over to MZ later this year. Much of it is stuff updated from MV plugins, but there are also a good number of new things. It'll be fun to test it all out.
I've been viewing trailers and product banners on Steam as part of studying marketing for videogames, specifically JRPGs. There's a huge gap between the top and bottom in terms of quality and even a mixed review game can have a much better look than a game with great reviews. I can see why skilled publishers become attractive (for hire) to many aspiring game devs.
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...
Folks, if anyone sends you a message inviting you to add their API to your game, please report them. We don't want people spamming our members asking them to add stuff to their games for their own (or others') benefit.
I'm listening to iiluminaughtii talking about the secrets behind shady businesses and scams. Meanwhile I'm writing a fanfic about Sephiroth from FF7, one specifically for my stepmom. I'll get to give it to her, too, because my boss said I could take the holidays off! Dec. 22-27 I will be in Orlando, and maybe Fort Myers too, visiting my dad and stepmom!
No more spam from me today, I promise! Just wanted to upload this, people have been giving me feedback that my weapon sprites (which were RTP) clashed badly with my battlers for ages, so today I finally took the plunge and updated them! Really happy with how they came out