A thought came to mind: By using conditional eventing and switches, it might be possible to create the illusion of controlling multiple parties without actually having multiple parties in-game, switching between different parties as if there are two or more parties active at the same time.
Blade Runner: Black Lotus is much better than I thought it would be. If I live long enough to make the Scifi game planned after my Fantasy game, I want to make at least one side quest deal with androids, like a Blade Runner story.
I had a nightmare last night about playing an MMO and having it glitch so much that my character gets reset. Serves me right for watching so many YouTube videos about New World and WoW going into decline.
Since MZ's 1.40 update enables MV-style animations, it brings up memories of a discussion about deployed game performance on Mobile devices. MZ-style animation was apparently harder to work well on mobile devices, but now that it can use MV-style animations, more people might start planning with MZ for mobile games.
Every once in a while I check to see if my planned game titles are taken or trademarked. Still okay. I plan to take my time for the sake of quality, but at the same time it feels like a race against some hidden dev out there who also plans to publish or register the same title.
Waiting for the 1.40 update before testing out my copy of MZ so that I don't end up adding unnecessary work to my plate. Meanwhile the current fourth draft for my story is taking shape, and I'm fleshing out the lore as I realize how things would make better sense here and there for the world that I'm building.
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.
my old project got abandoned after I started working too much on stuff I'd already worked on - plus, starting to hate the story I wrote for it. Then, well, a lot of serious life **** went down. I ended up moving across the country, cutting off some people, etc. - **** was rough.
So, uh, I guess I'm back for now? Funny how things work.
I'm glad I'm sticking to my guns on having fighting game mechanics in my game, from what I've read, it's not for everyone. but for the most part, I've made it so you don't have to use them motion inputs for attacks if you don't want to.