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Community / DevLogs / Re: Dungeon Masters (Previously - RPG: Core)
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on: June 29, 2013, 05:39:41 AM
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I think this game looks quite promising, so please take the following criticism in the spirit of me trying to help you out. I've settled with a name: Dungeon Masters. Please don't choose that name. - First: it's super generic.
- Second: there is already a super-famous RPG out there called Dungeon Master and a movie called The Dungeon Masters. This means your game is going to get absolutely buried on Google--people interested in this game will have a very hard time looking for it.
- Third: you are just begging for trademark problems because of the second issue. You will not only have a hard time trademarking this name, you can actually get sued over it.
Advice: pick something unique, and search Google first to verify that it's not already being used.
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30
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Community / DevLogs / Re: Bonfire - super hard tactical RPG / roguelike
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on: June 22, 2013, 09:12:34 AM
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I never got why people get so anal about genre definitions (roguelikes especially). I suspect it's because roguelike fans are looking for a certain type of experience, one that involves a lot of exploration and discovery. I enjoyed Bonfire, but it pretty clearly fills a different role and provides a different sort of experience (one which I'd say is closer to a dungeon in a standard jRPG, albeit minus the need to navigate a maze).
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34
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Community / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics)
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on: May 22, 2013, 08:26:04 AM
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Yeah. There were a few folks who cared about multiplayer, but way more people cared about single player! I definitely wasn't prepared for it to be that lopsided. The Banner Saga experienced something similar. You'd be wise to put some feelers out about that--I have a feeling you may end up in the same situation if you focus too much on multiplayer...
(But of course, that said, multiplayer is super helpful for getting the system refined and balanced early on before you dig into single player.)
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35
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Community / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics)
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on: May 22, 2013, 07:37:18 AM
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I'm glad to see this is still being developed (and that you found a good solution for those pesky buildings!)
Out of curiosity, how are planning to handle units in single player? Will they be unique characters, or just generic instances of a class type? Will they level up and improve over time, or remain static?
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36
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Community / DevLogs / Re: Kingdoms Rise - Multiplayer Sword Fighting
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on: May 22, 2013, 07:20:06 AM
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This is looking quite nice so far.
About the name, though: why Kingdoms Rise? (Other than the fact that everyone is just arbitrarily sticking "Rise" and "Rises" on the end of their franchise names lately.) "Kingdoms Rise" sounds to me like a plot-driven, single player aRPG rather than a multiplayer fighter. I'd pick Kingdoms Clash, or Kingdoms Battle, or Kingdoms Brawl, or Kingdoms Duel, or...well, pretty much anything indicating that this is a fighting game.
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37
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Community / DevLogs / Re: Nadia was here [RPG] New demo!
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on: May 15, 2013, 12:35:22 PM
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Sounds good!
One last question: is JaJ your developer name? Like, if I were to write a blurb about this game, would you want me to say that this is a game in development "by JaJ"? Or is there another name you want to use? (You can PM it to me if you want.)
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