Storyteller-Hero
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  • 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...
    Pearl484
    Pearl484
    Are you talking about a more idle game mechanic, where if you leave it alone for awhile, it'll do it automatically until you stop it or one where you walk up and the resource farming is just very simplified?
    Storyteller-Hero
    Storyteller-Hero
    A simple click and random drop with odds of better loot based on what's used or spent to get it.
    There's another game dev assets pack on Humble Bundle - thanks to what's in it I just learned that Dreams Circle has an animations store page on itch.io with animation collections not found on Steam.
    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.
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    Storyteller-Hero
    Storyteller-Hero
    Ugh I can't find settings to move the command window. Nuuuuuuuuuh!
    Storyteller-Hero
    Storyteller-Hero
    It seems that I'd have to move the order turn bar back to the top of screen (I moved it to bottom) for the status/command window to not be blocked. Ugh.
    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.
    BK-tdm
    BK-tdm
    Dont switch ideas just because you got awed by the next shiny thing, have a base idea and develop it, that same hole you're falling is why we had an overflow of isekais in anime/games not too long ago.

    Then again if you're sure that space is really your theme, go for it. :kaohi:
    Storyteller-Hero
    Storyteller-Hero
    The space game has been on my bucket list for a long time so I already have notes for it. At the time that I started planning for my current project I also didn't have access to the resources I currently have now, such as the pad I purchased for my work on a tabletop RPG supplement.

    It's not like I have a problem with following through on a project since I've written hundreds of pages for my work on tabletop RPGs.
    Storyteller-Hero
    Storyteller-Hero
    It's also not like I've invested a ton of effort on the current project aside from writing and testing out mechanics, which would be translatable to the new project anyway, so it's like a difference of one week of work if I switch now.
    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.
    RCXGaming
    RCXGaming
    Funny you mention more new game plus features, but I've actually implemented the story changing upon doing NG+ for one of my games.

    Like it's also kinda the Chrono Trigger thing but also the characters actively remember what happened before so the objectives are different.
    Storyteller-Hero
    Storyteller-Hero
    For the game I'm making, there's a big disaster right from the beginning that the protagonist has to deal with but can't due to being not only low leveled but also lacking knowledge and resources. I might do multiple endings like Chrono Trigger did with the story set up that I'm going with, having the player decide whether they want to solve the game's endgame challenge right from the start or at different chapters.
    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.
    Storyteller-Hero
    Storyteller-Hero
    To clarify, when I say "focuses too much on describing the game mechanics", I mean instead of just showing the game mechanics while teasing the story, they literally make talking about the game mechanics so centered in the trailer that it's hard to tell what the game is actually about other than its general theme and the fact that it's a RPG.
    Storyteller-Hero
    Storyteller-Hero
    It's not necessary to go on and on about the game mechanics when a gameplay side trailer can do that, but for the official trailer, IMO the story should be the main draw, the writing quality should be the top priority, and you don't need to spoil the story to make a great story-based trailer. For example, when watching a movie trailer, they don't focus on what model of camera they used or what types of angles.
    TheoAllen
    TheoAllen
    Again, depends on what you mean by RPG, because a sandbox RPG like Mount and Blade does not need a story.
    It should be safe to assume that some people will take a break from a game for various reasons and pick it up again later. Having a way to recap quickly might be a good way to retain interest.
    Touchfuzzy
    Touchfuzzy
    Phantasy Star IV had a thing where in the menu you could choose to talk to your party. It always gave you both a bit of characterization which was neat, but also reminded you what you were currently doing. (the Dragon Quest series also later started using this method).
    Having different pieces of equipment unlock different skills while worn seems to be a good way to avoid skill bloat and to give gear customization an extra dimension of fun.
    Touchfuzzy
    Touchfuzzy
    I did something like this. I have 3 slots that are "item" slots, as I don't use consumables in the game. Instead the item slots give skills that use the currency in the game as cost (which is used way different than "gold" as my game doesn't have shops, it's used as a pacing mechanism instead).
    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.
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    Storyteller-Hero
    Storyteller-Hero
    I think I've said this before here. Just feeling a return to the moment since I'm going through my wishlist on Steam and was disappointed to find out a game I was interested in had 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.
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    Reactions: Corlagon
    Cyberhawk
    Cyberhawk
    This is p huge. My friend stopped streaming altogether on twitch. Since one of the possible repercussions is jail time potentially. It's single handedly one of the most ridiculous things I have ever heard of. Is it too much to ask to game/stream in peace?
    Philosophus Vagus
    Philosophus Vagus
    There was a lot of crazy pork stuffed into the COVID relief bill, barely any covid relief at all when you get down to it. Should be vetoed but was voted in with enough of a majority to easily overturn it, but there are a lot of congresspeople coming out...
    Philosophus Vagus
    Philosophus Vagus
    ... after the fact and admitting they are incompetent at their jobs and didn't actually bother to read what they voted on so my hope is it won't get the same majority when voting to overturn the veto. US politics are humiliatingly terrible at this point. We're well on our way to having our own state-controlled internet isolated from the rest of the world like China or NK.
    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?

    Hmm...
    cabfe
    cabfe
    That's not exactly new but usually games with that mechanic limit to one teleport beacon, reusable.
    KakonComp
    KakonComp
    Recall is a nice ability in most loot based action rpgs where you can instantly travel back to town, and then go back through the portal to end up where you were when you used the spell. For selling all the useless loot and refilling on healing.
    Kes
    Kes
    I've played a game (LP3) where you could do that with 3 beacons. It was someone's skill, she could set them and then later choose which to go back to. Or she could change them to a different place.
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I'm really sorry I haven't done any streams. I actually just got home from the hospital after a week and a half.
I'm not dead - I promise :stickytongue:

Anyway, some pokemon inspired art (dont ask me which one tho xD)
reali.png
Writing boss music for Pale Coins. This is the Goblin Mage's theme!

Caz
I've been trying to upload more video tutorials for RMMZ lately! Does anyone have a topic they'd like to see covered? :ehappy:

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