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.
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.
The Dark Toon art style is now available as Steam branches. (Both for the main game and the demo)
There are 2 versions. One only affects combat, cutscene, and portraits. The other one changes more.
So, technically, the game now has 7 versions on steam.