DFALCON'S PROFILE
DFalcon
2141
Software engineer and amateur game developer with a focus on challenging non-twitch gameplay. I set the bar for "challenging" pretty high.
Other major chunks of interest go toward reading, math and tabletop games of many stripes.
Other major chunks of interest go toward reading, math and tabletop games of many stripes.
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What are you working on now?
Switching gears for a bit, I decided to update a Flash game I did awhile back to post on RMN. Didn't take long.
Need some thoughts...
I have to agree with everybody else regarding the neon pink/purple.
To add to edchuy's link, there are a few working virtual Star Trek-like interfaces: http://www.google.com/search?q=Star+Trek+computer+interface
To add to edchuy's link, there are a few working virtual Star Trek-like interfaces: http://www.google.com/search?q=Star+Trek+computer+interface
Would this annoy you?
I have to agree with the choice of Fallout as an example here. For a long time you're basically just exploring the wasteland and doing stuff without obvious relevance to your objective, but:
-you're never without that fallback objective, and
-you always have a fairly direct way of finding someplace else interesting.
Just being told "this is a world, here you go" isn't very motivating.
-you're never without that fallback objective, and
-you always have a fairly direct way of finding someplace else interesting.
Just being told "this is a world, here you go" isn't very motivating.
A way to differentiate reviews whether it's for the demo or the full game?
Okay, to toss a wrench at all of you - the complete/incomplete distinction works fairly well for an RPG developed/released in the usual RM order of things. But thinking of some popular freeware games, many are quite playable as-is, but versions add features or optional segments like campaigns - they're at a point they can be reviewed, but still improving in the long term. (I may also end up releasing my current project like this instead of invoking one final cut-off milestone.)
So I don't want to let people to be reuploading something just to tweak the version number to wipe their scores, but I do think we want to at least attach any review strongly to a particular release.
So I don't want to let people to be reuploading something just to tweak the version number to wipe their scores, but I do think we want to at least attach any review strongly to a particular release.
The Master RPG Maker Helpful Things Topic
I once wrote a Python script for reading switch and variable values from an RM2K(3) save file, for fairly little reason. On the off chance that this might be useful to someone, it's in my locker: http://rpgmaker.net/users/DFalcon/locker/rmsavereader.py
Best RM Games you've Ever Played
Good to see you, Diedrupo! Sadly Lys doesn't even do his "pop up when somebody mentions ABL" thing anymore, yeah.
What would you like to see with an enemy generator?
Maybe this changed in XP/VX, but isn't basic RM* attack/physical skill damage all still something times (Attacker ATK - (Defender DEF)/2)? One would think a DEF value on a boss more than twice as high as all but one character's ATK could be a problem... and likewise, ATK values on monsters less than half any PC's DEF are pretty pointless.
Regardless, I don't think I've ever seen an actual stat system where blindly multiplying values like this makes for effective enemy balance.
Regardless, I don't think I've ever seen an actual stat system where blindly multiplying values like this makes for effective enemy balance.
Combat-Only RPG's
That description fits my current project even better than it fits AW.
I don't think it would be very fun to smush all the battles together in most existing RPGs and play that, of course. Care and interesting battles should both be necessary.
I don't think it would be very fun to smush all the battles together in most existing RPGs and play that, of course. Care and interesting battles should both be necessary.
Is it just me, or are battles where it all goes wrong for RM games?
post=135602
Honestly, I think it's best to just release different versions of your game. That way, you can customize more stuff, like HP and whatnot.
To back up a bit, this is a bad idea because of a well-understood design principle known as "single point of control". Anytime you unnecessarily copy something you greatly increase the effort needed to update it and the error rate of doing so. Even a "finished" game typically needs bugfixes and updates for some time, so this is an easy way to make lots of work for yourself and screw it up worse in one stroke.
The ease of implementing difficulty levels depends on what exactly you want to do. I'm sure everybody could find a way to include more consumables in treasure chests in an Easy game.
post=135546
I would feel the need to fight every fight in the game on every difficulty level because I am kind of a perfectionist. (There is one fight on the Hard mode of the original Iron Gaia that I never got around to testing in actual game conditions and it haunts me to this day. Did anyone ever beat it? Was it even beatable? Was it too easy? I have no idea.)
One of the things I accepted with Aurora Wing is that I had to leave the judgment of the appropriateness of other difficulty levels to others! On the other hand, I was testing on Hard and knew the constant stat adjustments I was putting in for difficulty levels shouldn't be too horribly gamebreaking, at least for Normal mode. Gripping hand, I probably would have wanted to be much more careful had I been adjusting enemy strength upward - nobody likes "Oh, same battle as Normal, only it takes twice as long because the boss has 150% HP and defense!"
What Videogames Are You Playing Right Now?
Desktop Dungeons! It's a neat little twenty-minute roguelike with a lot of replayability.
So far I've cleared the normal dungeon with 9/12 basic classes. I'll probably finish up the last three then work on the challenge dungeons a bit more.
So far I've cleared the normal dungeon with 9/12 basic classes. I'll probably finish up the last three then work on the challenge dungeons a bit more.













