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.
What if all items that give buffs in combat also restore HP or MP instead of having to make a choice of buffing versus healing? Hmm...
So many cool items get unused in RPGs because they remain suboptimal choices in the action economy of battles. It feels like a waste.
RPGs have different subgenres so think about what you want to actually make within the genre.
Consider who your desired audience is and choose a theme based on that.
If you find yourself lacking in an aspect of making RPGs then either find a collaborator or learn new things to improve...
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'm more or less primarily focusing on one game at a time - I just know what I'm going to make and deciding the order. Currently three games planned for a shared setting, one game in a modern setting, and a fifth to be set in space.
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.
Whatever you eat, make sure you stay hydrated and get plenty of fiber, and replenish your gut bacteria if you can because many different aspects of health, even whether or not one has chronic headaches, can be attributed at least in part to the stuff inside our intestinal tract.
I hope my annual #DoItForHargon contest gets lots of entries this year (since a Playstation 5 is a pretty big prize lol) XD On further news - I'm back to game devving next week after hiatus cause of that tragedy of losing everything I own.