woootbm
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  • Sort of an odd thought, but maybe this is a good idea. Finished the script for the first part of the game (which would make the demo) so I thought about making a prototype of the dialogue eventing so I can get a sense of the pace. But iunno. I kinda want to get more proper pieces in place before I do that so it actually looks like something.
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    Nenen
    Nenen
    Seems good to me. Though I fully understand the struggle of wanting more pieces ready.
    Kes
    Kes
    I think you're right to be hesitant. Part of the pacing comes from what's going on 'around' the dialogue. Your visuals and game play directly interact with the words to create the full story, with its pacing. Separating the two could lead to extra work down the line when you bring them together.
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    Had some art AI generated for my game. Such an awesome tool for making placeholders and references for a real artist to draw off of:
    DALL·E 2022-08-26 16.08.11 - Android in a tattered cloak holding a machinegun in an apocalypti...png
    I've been tooling around a scene in my head for a while. I finally got around to the writing of it. Just a couple days ago I finished writing it. And now I've realized, "Ehhhh this whole scene should be cut."

    The joys of writing :mrsatan:
    • Haha
    Reactions: Nenen and KoldBlood
    KoldBlood
    KoldBlood
    I've done the same thing with entire game mechanics. Work forever perfecting something then realize it doesn't jive with the rest of my game and end up cutting it.
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    Working on mapping using RPGTools to create parallax maps using PVgames tiles/assets. It's super cool... but mapping is still something I drag my feet on getting done. I hate this but love the math parts of design, which is the opposite of a lot of dev's around, I think. It really do be different strokes for different folks.
    cthulhusquid
    cthulhusquid
    I like making maps, writing, and brainstorming, sometimes database work can be fun, and hate hate hate making animations.
    I love boring math:
    damagechart.jpg

    Been charting various curves of damage growth. I often wonder if RPGM's dev's do stuff like this. I feel like it's "no" since most people hate math, and I don't think the concept of what system designers do is well known. But maybe I'm too cynical from seeing games with default skills in them, heh.
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    woootbm
    woootbm
    The context of this one was that I had a balance issue to figure out. The "spellcaster" isn't meant to be top damage, but it does do high damage. It doesn't use a weapon slot, so I had to add an exponential component to make it catch up to end game weapon growth.
    CleanWater
    CleanWater
    I do. :guffaw:
    TheAM-Dol
    TheAM-Dol
    Just yesterday I wanted to visualize enemy class growth. Spent a few hours refining the curve for each class.
    DPS, Caster and Tank.png
    Another ugly prototype: hacking.

    The sprite will get replaced by your AI companion's avatar. She has to navigate from one end of cyberspace to the other to breach the device's defenses.
    I actually made this one before lockpicking. Been trying to figure out how to make it more puzzle-y.
    EDIT: Link won’t play in embed. Bah!
    woootbm
    woootbm
    @RianQuenlin Ohhhh! Well, given the number of views this has maybe this idea holds some merit, eh? Of course many of these puzzles are definitely too hard, heh.
    gstv87
    gstv87
    @woootbm well, that's the question: do you want it to be skill based, or wit based?
    woootbm
    woootbm
    @gstv87 It's an on-going debate in my head. On the one hand, skill-based makes it that much more of a break from the rest of the game. On the other, puzzle-based makes it fit more thematically. I think I'm gonna try to find a middle ground somewhere.
    A new ugly prototype: lockpicking!

    Player starts at the left and moves the black balls (IE tumblers) upward. Touching them moves them two squares, running into them moves them three. If they hit the first square (invisible in-game) they'll hear a click. Move too much, the whole thing resets. Very simple trial and error puzzle.

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    • lockpick.png
      lockpick.png
      72.3 KB · Views: 18
    woootbm
    woootbm
    Super interesting! :biggrin: It might take me a bit to wrap my head around this. You've built this in a more sophisticated way than I did. I'll probably have some questions. Also the hard lock doesn't let me finish the last tumbler and I can't figure out why.
    LyraVultur
    LyraVultur
    hmm I'm away from my desk for a while, but I'll check it on my end when I can in case I screwed something up with the hard lock lol
    I added a lot of comments (green text) if you poke around that hopefully help explain stuff :)
    woootbm
    woootbm
    @LyraVultur I can work with this. You did a couple of things more complicated than me, heh. You have it checking the position of the events, while in mine these are purely visual; mine’s a variable. You also have sound play while the event moves. I just put this sound into the movement route.
    I like the buttons on the ground instead of having to follow the tumbler. That's a nice QoL change!
    I had an idea on how to get my encounters to leash after chasing the player for a little bit. After going down the Javascript rabbit hole, I realized I could do it in a regular movement route. Derp!
    I sometimes think about doing a YT channel for RPGM game reviews. Specifically because I don't think the ones out there are harsh enough. Not to be a jerk (although being a jerk is fun), but because artists NEED to hear negative things to improve. It can't just be all positive reinforcement all the time. Ya knoooow?
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By far, the weirdest flex I've ever seen on the internet is "I don't have the attention span to read what you wrote, but I REALLY want the world to know I don't have that attention span!".
Why... the FACK... do I work in customer service?!?!
Excuse me while I go question allllll my life choices.
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Sometimes I wonder why I still try and recruit others to help with my games. It never works.

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