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Everything posted by Kayzee
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So apparently they are "remastering" SaGa Frontier and Legend of Mana for the Nintendo Switch. What do you think about that?
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Hehe, I figured you would have something to say about it.
But yeah I mostly feel the same. Not sure how much will be changed besides upscaled backgrounds, though SaGa Frontier is apparently getting new quests/events. I doubt it will be adding an 8th main character/quest but who knows, there were apparently plans for one that got cut from the original (I heard Fuse of all people was going to have his own quest at one point). I personally really really wish they would overhaul Legend of Mana's battle system, but I doubt they will. Of course I know you think it's perfect anyway so...
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Yes, Fuse was suppose to have his own quest that would have fleshed out the IRPO much more.
The original has a ton of unused content from items, spells, playables; It's kinda insane. The Fuse quest is like 95%, I am holding out for a Gen quest added to the mix. Perhaps show the fall of Wakatu in a feverish flashback before we find him in the bar at Scrap.
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Oooh I just heard, but apparently Fuse's quest is gonna be in!
Also even though Gen is definitely one of the most fleshed out secondary characters, I am not sure about a Gen quest. I think it's kinda neat the way Gen's story sorta weaves it's way through a bunch of other character's stories. I think it would be great to see Gen's storyline expanded on a bit, but to me it feels like something that would fit in an expanded version of Lute's quest (the final boss of Lute's quest was the one who destroyed Wakatu, though don't know if this was ever stated in-game).
Also, apparently both the SaGa Frontier and Legend of Mana remasters are making use of AI upscaling (like this) for backgrounds. Maybe sprites and/or textures too in some cases. I thought it did, but wasn't sure. It's kinda interesting to see that technology used for remastering old games like that, though I imagine some might complain it's not redrawn or left as is. Looks mostly okay to me though.
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Lately I have been feeling kind of like there is something unstable as I lay in bed, like the earth is shaking under it just ever so slightly, or maybe like my bed is drifting away. Weird.
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What was that you ask? Well I kind of think of it as a lesson. A very important one. That for all the heights humans can reach with logic and reason, the depths of human delusion and ignorance reaches just as far. I think it's worth permitting it to continue to be a thing for that alone don't you? :3
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Unnn...well, I missed out on quite the discussion here, lolz
But, a time cube...unnn...Imma leave that alone...xD-
That One NPC reacted to this
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Phew, actually did some work on my game today... Yay! I really need to do that more often.
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I need to work on a game to work on, way more often. A game script would be sooo huge. From there I could begin building pics for each character and their class. Map out skills and spells, from there plot their Glimmer paths, and plan the combo moves.
I really need to pick a game, (I'm between my Bound-Like, Legacy Frontier even though i know I need more experience with a full game before I do that justice, and my Final Fantasy Tribute, which would be slightly rebranded to avoid being shot into the large Hadron Collider along with the project by Square-Enix's legal team) and just finish it.
I have a plethora of ideas but out of that symphony of ideas singing in my head, certain ideas sing the loudest, and hold their notes the longest. It's harder to mute that out whilst trying to work on another idea you have to dust off before you can even get going. If that makes sense to you.
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PhoenixSoul reacted to this
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It often seems like you and me are opposites in many ways but, I know what you mean about a symphony of ideas. Should I probably focus on a much simpler game? Yeah probably. Will I? Nope! Or at least not unless I make enough progress on a side project that it seems better then my current idea.
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PhoenixSoul reacted to this
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I myself have done things here and there...
Nothing too significant but I am hopeful to have something more complete at some point, maybe...-
That One NPC reacted to this
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I got 'Shiren the Wanderer: The Tower of Fortune and the Dice of Fate' for my switch the other day! The Shiren the Wanderer games are one of the main inspiration for my own game project so it's pretty inspiring to play, but it also reminds me of how much I still have to do.
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Just about everyone has a Stardew Valley living inside of them, very few people are meant to see it through alone.
The weight of indie deving as a solo endeavor is crushing. I feel it every day. The sheer size of it drawfs my very efforts because I'm not a game developer.
I want to be, but I lack the proper avenues of approach and training. It kills me every day. But I refuse to quit.
I keep trying to find a "simple project" that will "Just give me some experience with completing a whole game." Sounds easy. Sounds doable. Until I get started, and remember that nothing I do story-wise will ever be simple. XD It happens without me even realizing it. It can go from an arcade cabinet with some Ace mini games, to a full blown Triple Triad RP with player properties/decorating, vehicles like bikes and cars, etc.
Anything I touch will mutate into something more than I found it.
It's rough, but don't give up. 20'ish years of RM tinkering has taught me the errors of these ways. The main thing that prevents steady progress for tinkerers who get seduced by the editor prior to having an actual game to make, is without having a script and plot outline to guide and inform the process, it becomes a case of butterfly chasing. Constantly jogging in place, developing fragmented aspects of the plot, world, characters, skills, concepts, etc. Making small breakthroughs in any given area from resources, to edits, scripts, animations, items, whatever it may be.
This kills projects, which is why I have grown so jaded toward the soloist approach to game development. Everyone wants to be the next Eric Barone now. And because Stardew Valley exists, they will never be able to see the fact that it is an enigma. Games like that are 1 in 10 trillion. "It's possible, you just need a good idea (oof!) and the
time(organizational skills and discipline)."It's a tough road on our own. I suggest making something not featured on your bucket list, but still strong enough to showcase your merits and value as a developer, in the hopes that when you sit down and say publicly, "Okay, I'm working on one of my bucket list projects," people will come to you with their ducks in a row, asking where you could use some assistance, and if they can be of any to you. Depending o your leadership//directing skills, and given how much more difficult that becomes online, you could end up doing something great.
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PhoenixSoul reacted to this
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My game project isn't really a 'bucket list' game, it's much more of an experimental tech demo or prototype that I have gradually taken ever so slightly more seriously and has become more of an actual game as time has passed. And that honestly is probably more how games like Stardew Valley come about then them being planned and scripted. It's a fundamentally different way to develop a game, one that takes a long time and yes involves a ton of 'butterfly chasing' as you put it. But it can work... eventually. Problem is keeping motivated enough to see it through.
It's funny though, because you know what also kills projects? Having big elaborate plans you can't actually follow through with. It's actually tricky to know sometimes if you can or can't do a thing until you go to do it and often it's easy to get stuck up on a bad plan. Here's the rub: No matter what you do you are going to find out any good game is a 1 in 10 trillion game. Doesn't matter if it's something like Stardew Valley or something like Final Fantasy or SaGa. Doesn't matter if you are one single person or have a team of 100+ people backing you up (though if you can convince 100+ people to help you in the first place you probably are in a good spot). Most people's game ideas just aren't going to work.
In any case 99% of my problem is just my own laziness.
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PhoenixSoul reacted to this
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My main issues tend to be 'idea explosions' and lack of ability to implement them...
I've never, ever gotten to play/try Stardew Valley (Steam Wishlist), so I dunno. I dunno if the game will even run on this 2008 DELL PC. I know that some games that I thought that it could/should run do not, like some games I've recently tried...eh, whatever.
I know the story of Ramsey in my mind, since the source material is a short and very ambiguous (also NSFW) novella, which if I were to stick to the source material, would make a very short game, and it would be more or less, a click-through VN type of thing since there would be a lot I couldn't make interactive.
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I just had a dream where there was a MMORPG of sorts with a sort of guild-based morality/ethics system, like if Dark Souls had player created covenants.
Players could select a covenant or create their own and each one could be created with different rules/protections/roles/advancement systems/etc.
Biggest reason to join a covenant was to prevent possibly being enslaved to a higher level player (unless the covenant allowed that). Players could join one right away upon character creation so it wasn't hard get protection.
Covenants could be setup many many ways, some might have have a strict hierarchy and lots of roles and special roles, while others could have have no rules/ranks/roles at all so it was very flexible.
The dream it's self involved lots of shenanigans involving clueless new players, slaves (willing and not) and some naughty stuff, but I mostly only remember the covenants bit.
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Neither are really like what I'm thinking. I played IMVU very briefly in '12 for the RP community, and although users can create content like clothing and 3D "chat room" environments, it's a very non-mmo style of game based on social interaction, and broken down into micro-spaces.
My concept is closer to what Minecraft offers. Every new server world that is released is a fresh canvas. There are dev-made key cities spread few and far between that host some of the vital locations and functions and quests, but the majority of the game world is ancient ruins and the wilderness that has reclaimed them. Any player at any given time can purchase a lot of tiles, anywhere in that wilderness, and begin to build whatever they want. It's not an instanced, custom map, it's directly on the game world. So you can buy a lot of land 40x40, just down the road from the starting city on Game World 1, and build your own house. Buy npc livestock to graze, even "break down" for resources. And every time someone logs into World 1, and walks down that road, they will pass by your house. When inspected, that lot will say:
Owned by: Kayzee
Built by: Kayzee, 17/1/21 (Project completion date)
Last Modified by: Kayzee, 18/1/21
Or, you could find a big field not too far from the starting city, on World 3, and start building roads. Add some small houses. Fences, trees, a town square. Plant some npcs including town guards. Maybe now you buy another lot directly north and build a little palace. Now you can work on setting up shops, designing quests, etc.
An actual MMO, with actual world building elements that empower the player. Again you will get giant phallic symbols appearing in fields overnight like crop circles, but again, it's an issue of problem solving vs loading up the cannon to shoot ideas down in flames.
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PhoenixSoul reacted to this
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That's pretty much how Second Life works. Unlike IMVU or VR Chat everything is connected on one giant grid. Even more so then Minecraft actually because the grid actual spans multible servers. The down side of doing things that way is basically all of Second Life is owned by one corporation that charges for virtual land/serverspace and there is basically no way to make private servers or local servers (Though there is OpenSim, which is an attempt and making an open source version of second life). It still isn't really a game though, more a virtual environment.
Personally? I rather have a mix of instanced and connected areas rather then just one or another. Why not let players own land and also create personal pocket dimensions? I think it would be nice to have a big grid of land while also having a private place to play with things or do other stuff.Maybe that's just my personal antisocal nature, but having a free small place to build and experiment without needing to buy land would be neat.
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PhoenixSoul reacted to this
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I found a fish in my nose! ... No wait it was just a big fish shaped booger.
Edit: ... Wait why did I share that again?
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The internet is wonderful sometimes, don't ya think?
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PhoenixSoul reacted to this
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I forgot to say yesterday but marry yuletide everyone! It lasts till new years too! I know this wasn't a great year for holidays, but I am sure everyone can find some way to have fun if they try!
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Well, I may be working on making an actually in progress thread for my game. It's one of those things I wanna do but keep putting off.
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It's really a different type of thing I think, blogs being better for updates and side information and a thread being better for getting people interested in the game.
Also, might release an official demo thing soon. Maybe. I think enough features are done where it's probably worth it, but I still have lots of stuff I wanna change and features I wanna add. Though I am at the point where most of what I want to do in the future is increasingly more difficult.
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PhoenixSoul reacted to this
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