- Joined
- Jul 2, 2014
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- RMMV
Now that everything's submitted, I'm curious to get some design thoughts from those of you who participated. How did you approach trying to design something with such a limited focus? Did you experiment with any new techniques? What parts were you particularly pleased with, or was there anything you were disappointed in?
Design
Given the small scope of the game, I decided I wanted it to be aesthetically pleasing. This might have been not a great decision, as I think I spent at least 30% of my time figuring out how MOGHunter's BattleHud worked and how to modify it...but I certainly learned stuff! And I did some image editing, which is not typically my strong suit.
Aside from that, I wanted each class to thematically embody what they were supposed to be (so I don't need to say "this is an alchemist" for it to be obvious to the player). I decided to have each of them rely on different resources they'd need to manage through the fight.
Then, I went for a fairly strong skill design of "this counters this," or "this excels in this situation." This might have a bit of a learning curve, so a player could die the first time or two they try, but that was key for me to having an interesting fight that could be completed in the time limit (as my understanding was that losing did not count against the 10 minutes).
Pleased
I did some new stuff with A.I. that I think works well, especially as related to my skill design plans above. I also think the HUD is generally good-looking - if I were using it for a full game, there's more I would tweak, but it's pretty. I also learned my way through several new plugins I hadn't used before which might benefit me in future projects.
Disappointed
There are a few places where the aesthetics aren't polished. Sound-wise, I didn't have the time to make the animations sound as interesting as I might (the default animations often have 2-3 sounds combining or overlapping, and I was just, like, tossing stuff in so it had some sound). I also skimped on some of the action sequences, so they're not as fancy as I know they can be...I just ran out of time.
Design
Given the small scope of the game, I decided I wanted it to be aesthetically pleasing. This might have been not a great decision, as I think I spent at least 30% of my time figuring out how MOGHunter's BattleHud worked and how to modify it...but I certainly learned stuff! And I did some image editing, which is not typically my strong suit.
Aside from that, I wanted each class to thematically embody what they were supposed to be (so I don't need to say "this is an alchemist" for it to be obvious to the player). I decided to have each of them rely on different resources they'd need to manage through the fight.
Then, I went for a fairly strong skill design of "this counters this," or "this excels in this situation." This might have a bit of a learning curve, so a player could die the first time or two they try, but that was key for me to having an interesting fight that could be completed in the time limit (as my understanding was that losing did not count against the 10 minutes).
Pleased
I did some new stuff with A.I. that I think works well, especially as related to my skill design plans above. I also think the HUD is generally good-looking - if I were using it for a full game, there's more I would tweak, but it's pretty. I also learned my way through several new plugins I hadn't used before which might benefit me in future projects.
Disappointed
There are a few places where the aesthetics aren't polished. Sound-wise, I didn't have the time to make the animations sound as interesting as I might (the default animations often have 2-3 sounds combining or overlapping, and I was just, like, tossing stuff in so it had some sound). I also skimped on some of the action sequences, so they're not as fancy as I know they can be...I just ran out of time.