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6766  The Rest / General Discussions / Re: RPGFan Game Journal XX - Sharpened Pencil Midnight Bathouse on: September 14, 2009, 06:42:39 PM
And the tired mechanic NEEDS to be there, because otherwise you could just stay in Tartarus forever and grind.

P3, being a pseudo-roguelike, needs a decay factor -- something to force you forward. Traditionally in roguelikes, you have hunger as your primary decay factor. P3 uses exhaustion. Personally, I think you should've been allowed to eat in the labyrinth a certain number of times to restore your tiredness, but that may have broken things a bit.

Exhaustion also provided another important link between the life sim aspect and the dungeon crawl, of course, since you could become tired either place and your exhaustion affected both parts of the game.

P3 turned system integration into an art form, dammit.

She did say it was impossible to max out all the social links due to the time limit. Is this true?

I believe so but it's not really necessary to max everything anyway.

This reminds me of Valkyrie Profile and how you are given a certain amount of blocks to use up each chapter before the chapter ends

P3 is nowhere near as frantic as VP in that sense. If you run out of time in P3 you're really trying to. The big exception is if you get really OCD about Elizabeth's requests.
6767  The Rest / General Discussions / Re: RPGFan Game Journal XX - Sharpened Pencil Midnight Bathouse on: September 14, 2009, 11:54:18 AM
I'd really like to try the game again. I'll just restart it, and check a Faq on suggestions for character building I guess.

If you mean Contact, from what I've seen so far, it's more about picking the right weapon for a given situation, since, while there is eventually weapon obsolescence, at any given time there's also generally not a clear best weapon (especially when you factor in that different weapon types have different auto-skills too). The other big thing that comes in later is resource management in terms of food having different digestion times and stat boosting properties. An effective strategy might be to get a few things with really low digestion times (herbs, potions) and save the actually foodstuffs, which have much longer digestion times, as a sort of temporary stat boost. You can't really eat tons of beef to restore HP, because you'll get full and be sort of vulnerable as you can't really heal in that state.

Also there's a way of getting more attacks in a fight, although I haven't really figured out how to get this to happen consistently. One way is to get your speed pretty much equal to the enemy's but slightly faster, so you always cancel their attacks. Another way is to get the first attack (using stealth seems to work on humanoid enemies, here, or at least it did in Ft. Eagle where the level's sort of set up for it).

Also just ignore mochi.

Beat Yoyogi Park in Nocturne, and Mother Harlot.

What's your current time in the game, just curious? I never really did that Kalpas much. I should go back and do that sometime.
6768  Media / Single-Player RPGs / Re: Megami Tensei Topic on: September 14, 2009, 02:50:52 AM
6769  The Rest / General Discussions / Re: RPGFan Game Journal XX - Sharpened Pencil Midnight Bathouse on: September 14, 2009, 02:44:59 AM
I haven't played RPGs in awhile (Ut2K4 in Invasion mode with the RPG mutator on doesn't count) so I played Contact for a bit! Beat Ft. Eagle, finally (still not sure what the pluses/minuses on the wall did. It either disables enemy respawning or it's just for fun. Whatever), explored Aegis a little, went back to Ft. eagle and did some stuff there before getting raped by snakes, uh... unlocked some auto-skill for knuckle mole. Contact makes me feel mellow.
6770  Media / Single-Player RPGs / Re: Megami Tensei Topic on: September 14, 2009, 02:42:26 AM
Traditionally yellow is a color associated with insanity and the sort of simultaneously sick and antiseptic feeling associated with hospitals, hence the existence of literary works such as The King in Yellow and The Yellow Wallpaper.
6771  Media / Miscellaneous Games / Re: New 2-D Sonic game from Sega on: September 13, 2009, 10:46:40 PM
My favorite part of Sonic Adventure is when the game is essentially playing itself because you're running at the camera and can't see shit and any attempt to do anything will inevitably get you killed.
6772  The Rest / General Discussions / Re: RPGFan Game Journal XX - Sharpened Pencil Midnight Bathouse on: September 13, 2009, 10:09:11 PM
I'm, uh, not really sure of what I think of the implementation of undead in this game. :P

They're zombies. They're not SUPPOSED to be sexy >:/

Anyway, I predict that Scribblenauts gets trashed in reviews for not implementing every little possible interaction imaginable, even though doing that with a brute force method is more or less impossible, and that coming up with a system of handling that generically is also borderline impossible. Or would require a ten-year development cycle, or having ToadyOne on the dev team.

They provided exactly what they said they would. Maybe the controls ARE a bit wonky but it's hardly gamebreaking.
6773  Media / Single-Player RPGs / Re: I can make games? Journal on: September 13, 2009, 09:45:04 PM
I decided to entirely rewrite Quogue using a top-down design approach. Currently I have a game loop written, but otherwise no functional code. However, I know what I'm trying to write this time.

My current concern is that I THINK my Level class might be leaning towards being a rather sloppy God Class. CURRENTLy, or at least how I'm intending it, it'll be a large, essentially singleton (bad for this, but in a later program where I have multiple levels...) class that stores the map's layouts, collision layer, and actors (where actor is loosely defined as player, pickup, jumppad, or projectile). It has absolutely no functionality in and of itself. It's just a large, compositional container class. Actually functionality -- such as projectile movement or player movement -- is relegated to the specific classes (IE, there's not Level level movement function. Only player.move(), projectile.move(), etc.)

(Additionally there are external movement functions which are mostly there to provide another layer of abstraction and do stuff like call every projectiles movement command in sequence).


Okay, figure something out with how I need to structure actor data.

Actors, here, are defined as any entity in a level that actually does something. In my case, that'd be the player, projectiles, jumppads, and pickups (and bots, if I ever implement them). Originally, I had a single Actor class containing arrays of each kind of actor. However, I couldn't come up with an elegant manner of dealing with all these things. So, for the time being, I came up with an interesting kludge to mimic inheritance.

There's an Actor class, which contains a pointer to either a jumppad or a pickup (projectiles and players are now handled differently). Additionally, there's an integer specifying which 'class' the Actor holds.

As I said, kind of a kludge, but it seems like it should work. Now I can, say, have a single getActor function which will locate any given actor in the list with any given ID (because Actor ID is in the actor object and not the specific subtype it's pointing too), and then call THAT specific actors functions based on it's type id.

I might also be able to move the subtype functionality to the Actor container class, by having a function pointer to, say, getName in the actor class, that'll either point at jumppad.getName or pickup.getName, and calling actor.getname will immediately call the right function because function pointer wizardry is awesome


Tried rewriting this in C++. Remembered how much I hate C++.
6774  Media / Single-Player RPGs / Re: Which series has gone the longest without a dud? on: September 13, 2009, 05:48:04 PM
I think Alicia was talking about graphics, although from a mechanic's only standpoint, I'd say MTG is more interesting than FFVI as long as we're not talking about Planeshift era MTG because Planeshift was retarded as hell. and the art sucked. HURF A DURF RAINBOW AIRBRUSHED RAINBROS ^_______________^
6775  Media / Single-Player RPGs / Re: I can make games? Journal on: September 13, 2009, 04:10:17 PM
Although must people don't have the time to make all the graphics in their games

I'm totally cool with Using somebody else's public domain/royalty-free sprites, but I consider using ripped sprites to be really bad form. (And, of course, ripped sprites in a commercial game is outright illegal). There are a LOT of talented artists out there that can't program at all but want to be involved with game making in some way, and using ripped sprites is not only really lazy and just produces ugly looking results, it's also kind of a disservice to said artists who want to get involved.

It's worth noting that making a font doesn't take anywhere near the time that making a tileset does though, partially because fonts are generally entirely monochrome and small.
6776  Media / Single-Player RPGs / Re: Nostalgia on: September 13, 2009, 04:03:36 PM
I thought I remember hearing that this was good but looking back I'm probably thinking of that space RPG for the DS that's coming out soonish.

and generic looking graphics,

The graphics in this game are generic as hell.
6777  Media / Single-Player RPGs / Re: What RPG world would you like to live the rest of your life in? on: September 12, 2009, 08:14:55 PM
2. No one ever violates traffic laws. Which is the exact opposite of the city I live in. :(

Bowling Green, Ohio.


Also I think people have intentionally tried to run me down before. That hasn't happened recently. But back then I used to look like a hippy and now I look like the creepy gay lumberjack son of Aphex Twin, Hitler, and John Carmack, so maybe that's part of it.
6778  Media / Single-Player RPGs / Re: I can make games? Journal on: September 12, 2009, 04:55:46 PM

Hrm... Just since I was complaining about fonts recently...
6779  Media / Single-Player RPGs / Re: What RPG world would you like to live the rest of your life in? on: September 12, 2009, 02:08:52 PM
Is Princess Maker 2 an RPG?
6780  The Rest / General Discussions / Re: RPGFan Game Journal XX - Sharpened Pencil Midnight Bathouse on: September 12, 2009, 02:00:05 PM
I almost bought BoF3 a few weeks ago when I saw it at a kiosk in Dayton, but it was more than 10 bucks and I didn't like any of the other first four BoF games so...

Anyway I discovered Scribblenauts at that was pretty much the end of my weekend, there. You can trick god into killing babies with a railgun after you tape the baby to a wall. This totally appeals to the massive retard portion of my brain! (And the actual puzzles appeal to the rapidly shrinking creative part of it, I guess).
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