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.
I think that giving a player the option to choose different levels of difficulty, whether it's a menu popup or set levels in different areas, is much better than just scaling everything automatically. Sometimes people want to feel like they've progressed by smashing up weaklings and sometimes people want a challenging foe. FF8 would have been way more popular without the auto-scaling.
I've noticed that Early Access debuts are very risky for a game's reviews/ratings on Steam. It can be useful as a beta period, but devs might jump the gun too soon out of the alpha testing stage and get slammed for things that should have been fixed during alpha testing.
I just learned that something called The CASE Act was snuck into a COVID relief bill for the U.S. and though I haven't read it yet, the description of it seems like it might affect videogame developers, reviewers, streamers, and critics.
I've been busy with other things lately but I'm getting back into working on stuff for my game next month. I think I'm going to fiddle with making NPC busts next, mixing and matching stuff from DLC I've purchased.
I just saw in a manga an interesting mechanic - setting up a stationary teleport beacon that one can go to no matter where one is in a dungeon. I think it'll work with a similar setup to how I did my airship transition.
Ooh what if you could set up multiple beacons and choose from a list of the beacons you set up?
I've been trying out Fell Seal: Arbiter's Mark, and it has an interesting approach to consumable items - you get a limited inventory that is automatically refreshed to max limits (1 or 2 each, craft to expand + improve effect) at the start of each combat. It's a mechanic that goes against the common urge to hoard consumables.
I played around with making an indicator for special spots to interact with for loot and whatnot. The Chrono Trigger style of something tiny but shiny on screen might be one of the less annoying ways to do it, for both player and developer.
I successfully tested out binding a test parallax for parallax mapping (some simple colors on a photoshopped png image plus copy-pasted tiles) for the first time. I feel like a weight has been lifted off my feet and can move forward with much more confidence.
I think I'll make my fourth game my second release after my first game, which my originally planned second and third games share a setting with. This is because of how much fun it's going to be making the originally fourth game's maps.
>Testing with fonts change.
>Tries installing a plugin. Doesn't work.
>Tries changing the plugin commands. Doesn't work.
>Tries installing another plugin. Doesn't work.
>Changes a few more plugin commands. Doesn't work.
>Goes directly to the gamefont file and changes the src. Works.
Looking back at some sketches, and game design documents on my PC dated summer of 2015. I started development with the release of MZ, but in 2015, I felt a strong desire to make a game out of the blue. I remember feeling sad for no apparent reason, and all these ideas rushed into my head. Now that I think about it, since that day, everything has become easier to do on my PC . . . it’s very creepy.