RODEN'S PROFILE

Roden
who could forget dear ratboy
3857
He/Him
Artist, Game Designer, Furry, Rat-Dog

Working on a game project in RMMZ since 2025.

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IT'S HERE! Soma Spirits is released!

Congratulations on finishing! It's mental how fast you've gotten this off of the ground. I almost couldn't believe it when I was hearing your updates on Twitter... Makes me feel like I need to get off my ass and work a lot harder, hah.

Screenshot Survival 20XX

https://rpgmaker.net/media/content/users/29496/locker/WashupWharfB.png


I'm around 3/4 of the way done with this town now. Still need to make the northern chunk as well as add loads of small details to the boats and docks and shit. unreal amount of work.

This is three maps stitched together, so it's a rather big image.

I am setsuna

Looked uninteresting. I'll pass.

I mean, Chrono Trigger was nothing that special, so why would I blow money on a CT look alike?

Screenshot Survival 20XX

Whatchu Workin' On? Tell us!



Boats. Working on boats.

No one is coming to my 4yo son's birthday party :'(

Fly all of us up

Should a game tell you about upcoming 'turning points'?

I feel like games should try to be as open as possible, in that optional content shouldn't become locked off to the player if it's at all preventable. That being said, I do believe that it's fine for content to become locked. Sometimes you just have to make concessions for the sake of something more important. There's no hard and fast single "right" way to do anything in a game, after all.

If there's going to be a point of no return, I think the game should tell the player, but, when talking about RPGs, in a way that doesn't break immersion or seem too mechanical. I don't like it when a big message pops up saying "YOU CANT TURN BACK". I've found, in my own experience, that when characters involved in the plot make warnings about "we won't be able to turn back after this" I believe them, as it's a conduit for the designer to reach out to the player and warn them.

I guess it's a similar principal to the designers warning the player about boss battles via save points and art design/imposing doors/corridors/keys etc. There are ways to give your player more subtle hints that you recommend something, and to me they're preferable to system messages and the like.

Clinical Depression: "Hey there! I see your project is almost done.But I'm back, buddy!"

Clinical Depression: "Hey there! I see you woke up today!"

Screenshot Survival 20XX

The left trees actually use three colours. You're right, too, popular opinion says the three colour trees are best, so they're what I'm going with.

Thanks though!

Screenshot Survival 20XX



Looking for some feedback on which amount of colour looks best on these conifer trees. I never know what to do with conifers. Any help would be appreciated.