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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 02:36:43 AM

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1  Developer / Design / Re: Design pet peeves / clichés on: March 09, 2016, 12:51:58 PM
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Averted with The Legend of Zelda games, as most items retain their value and usefulness throughout.

you mean except for the myriad items in later games that are almost completely useless outside of specific puzzles in one dungeon?  Tongue

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Is there a game where you can get various different equipment, but they are not devalued because they are all useful in specific situations?

bloodborne. not so much specific situations, but every weapon is viable to beat the entire game with.

Touche. I have never played Bloodborne, but I will check it out.
2  Developer / Design / Re: Design pet peeves / clichés on: March 09, 2016, 12:33:39 PM
Mine is the weapons upgrade system in RPGs, although it applies to equipment in general. This is where you get equipment with better stats and discard the "weaker" items that you had before.

For example, you start with a Wooden Sword. Eventually you get enough gold to buy the Iron Sword, which has higher atk, so you sell the Wooden Sword. Well, after that you get enough money to buy the Mythril Sword, which is yet better than the Iron Sword, and so on.

Averted with The Legend of Zelda games, as most items retain their value and usefulness throughout.

Is there a game where you can get various different equipment, but they are not devalued because they are all useful in specific situations?
3  Developer / Design / Re: What do you wish NPCs could do? on: March 09, 2016, 12:22:22 PM
Majora's Mask is a good one, Silbereisen.

As an example, NPC scheduling would allow a shopkeeper to work during the day, but walk around the city at night pursuing his own goals or objectives.

I can think of numerous games that have done this and I can't think of a single one where it was implemented in a fun or even interesting way.  Unless those sorts of interactions / schedules are a key of the game, or there's enough other things going on to make interacting with NPCs in that way fun or memorable, then it's a hassle.

I am happy that you brought that up. So what do you think would make those interactions fun or memorable I wonder?

It is indeed the key aspect of my game and I believe that new kinds of gameplay can be explored through better NPCs. Although I cannot speak for the masses, suffice it to say that many gamers are probably somewhat bored with the random monsters, NPCs that are only sign posts and shop interfaces, cities that have ~20 residents, etc.

Have you heard of Lisa: The Painful? I strive to create unique characters of that caliber, where everyone (or at least a significant number) has some unique quirk, personality, or gimmick that distinguishes them from the others. The fact that they all have names is a wonder by itself.

anyway heres the thing: go and walk out side and ask yourself if you can passively meaningfully distinguish between whether people are just indiscriminately walking somewhere or if theres a set logic and schedule to it. without getting arrested.

Lol. Have you never sat in traffic and wondered where everyone was going?

As a side note, it was done in Pokemon Black/White. Castelia City (which was themed after New York) has a street where the NPCs walk endlessly to nowhere. Even though you cannot speak to them, I think it was a good design decision that made the city feel more alive with a real population.

In real life, it is unlikely that you will get to know every person you see. But there is a possibility that you can meet a few of the hundreds you interact with.



I think the key to autonomous NPCs would be to have them follow a set of rules that also applies to the player. If the player needs to eat to stay alive, so do the NPCs. Where do they get their food? Are there wandering monsters in the game? They should also attack the NPCs. A group of monsters roaming where the NPCs get their food would quickly lead to a famine with in the population and if the NPCs don't have potential fighters -> a quest for the player.

That is an interesting take on it. The same rules apply to the player and the NPCs? At one point, I thought about adding a game mechanic that allows quest and story events to trigger through interaction with the environment. Definitely a good idea to do it this way.
4  Developer / Design / What do you wish NPCs could do? on: March 08, 2016, 05:57:48 PM
In short, what kinds of things do you wish NPCs could do in games? I am interested in making the non-player characters in my RPG an autonomous population that gives the illusion of life. To say the least, it is more of a sim than an RPG proper.

As an example, NPC scheduling would allow a shopkeeper to work during the day, but walk around the city at night pursuing his own goals or objectives.

Good discussion post
https://www.shroudoftheavatar.com/forum/index.php?threads/autonomous-npcs-and-artificial-personality.40782/

Do you have any suggestions?
5  Developer / Art / Re: Pixel Art alternative on: March 02, 2016, 11:27:22 AM
I feel like there should be alternatives to (retro) pixel art.

There are: vector, 3D, voxel, or even hand-drawn. Pick any one of your choosing and pursue it.

Blender - Free 3D modeling program https://forums.unrealengine.com/attachment.php?attachmentid=27594&stc=1&d=1425219764

Inkscape - Free vector program http://iosstarterkits.com/Fantastic_Worlds/header_slide3.png

MagicaVoxel - Free voxel program http://cfile24.uf.tistory.com/image/262B38465476E007344950

The accessibility of the aforementioned software for beginners is about the same. It takes time and effort to become proficient in any art style, thus the barrier of entry that you mention is nonexistent.
6  Player / General / Re: Examples of games with "randomly generated abilities/skill" mechanics on: March 02, 2016, 10:56:59 AM
Shattered Pixel Dungeon is a roguelike that does this with its items. On each playthrough you will find various potions, but their effects are unknown until you use them at least once. For example, it is possible to accidentally set yourself on fire by drinking the wrong potion. This is randomized each time you start a new run.
7  Community / Writing / Re: Why are a bunch of dudes creating a story about a female protagonist? on: March 02, 2016, 08:37:10 AM
This story was written by our own Mark Lawley concerning why our team (which is all dudes) could possibly write a female protagonist and do it any kind of justice.

...
 
I still keep thinking about how unlikely men are to write good female characters, and I feel discouraged.

For anyone who stumbles upon this, it can be summarized with the above quote.

Forgive me, but even after reading your post in its entirety, I do not understand what issues you are facing in writing a female protagonist. Could you please clarify briefly?

My advice to you is to write them as you would any other character. This link may or may not help you. http://tvtropes.org/pmwiki/pmwiki.php/SoYouWantTo/WriteACharacterOfTheOppositeGender
8  Player / General / Re: Missing the point of "retro" on: March 01, 2016, 10:47:46 AM
Retro only means imitative of a style. For example, if a game has 4 colors and pixel art, you can say that it is imitative of the Gameboy era.

I don't think "retro" is a synonym for "old" (even tho people sometimes use it to mean that). retro to me is imitating old styles and trying to evoke a past era. half life and OOT are the opposite of retro: both were cutting edge and considered groundbreaking when they came out. shovel knight is retro.

Well said. SmileyHand Thumbs Up Right

as Canned turkey said, retro is a style and pixel art is a medium.

i tend to think that retro is just a term used by people to justify the mediocrity of their game.

It is troubling if that is the case. But a lot of people tend to think that games are mediocre merely because they even use pixel art in the first place.
9  Community / DevLogs / Re: Stone Story - ASCII Incremental RPG on: February 29, 2016, 12:24:46 PM
I would seriously pay money for this game. Wow...just wow. This is quite a creative undertaking. Kudos!
10  Player / Games / Re: What happened to text only games? on: February 28, 2016, 11:48:24 AM
So, what's missing from some game developer to make a revival of text only games?

1. Gameplay --> Without guess the verb puzzles. Better choices: dialogue trees, a real text parser that understands common grammatical patterns, an RPG hybrid such as roguelikes where you can walk around, fight mons, and collect things.

2. Art --> Is debatable, but increases the interest-factor [for me]. I saw a devlog here of someone who even animated ASCII sprites. Visuals appeal to a wider audience. What kinds of sprites? Well the good thing about ASCII is that it leaves much to the imagination. No need to make your sprites pixel perfect because the mind will fill in the details. Possibilities: Side-scrolling Platformer, Top-Down RPG

3. Music --> Would it really be text-only at this point? I don't really know. But music might be a nice addition.

I too would like to see a revival of text games. It's not impossible, but it would definitely require some work to get noticed by more hardcore gamers. Maybe Sanctuary RPG is the closest modern equivalent of what you're looking for.

I never finished my own text game, but maybe there's still hope?

11  Community / DevLogs / Re: Mimix - A NES style action platformer with job classes on: February 27, 2016, 10:16:33 PM
I don't have much to say, but please do finish and release this game. I love your pixel art and the animation is incredibly fluid. Keep up the good work!
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