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.
Since my first game takes place on an island large enough only for a few towns, I'm reconsidering the world map originally planned. Playing Ara Fell gave me some perspective on smaller scale environments. I'm considering a cross between Ara Fell and Battle Chasers for the outdoors.
Geuttykreum's tiles and VexedEnigma's tiles might actually work well together in building a modern style city for my fourth planned game, which I'm tempted to work on at the same time as my first game, set in a medieval fantasy style world.
I resized and filtered some pixel art style 32 x 32 tiles to MV size then superimposed a couple of default MV sprites to see how they look. Unsharp Mask and changing the brightness+contrast made a huge difference in quality.
Lately I have been taking a break from game and resource making so I won't get burnt out. But I am also interested in the Game Jams this site periodically holds. It'd be great if I knew when the next one, if any, is planned.
apparently since its turning 15 years old this year the ps3 is considered "retro". now how old do you feel?
guess that means im an "antique" gamer since ill still play games as old as i am.
"you know your getting old when your childhood console changes ethnicity" lol it turned yellow