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Sondai

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About Sondai

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  1. Sondai

    Dumbing down the game... Yes/No

    ETA: I messed up the format somehow. Trying to fix it. :-/ Some good points were made and I agree with those who advised against making the game too difficult ... unless<you are trying to appeal to a niche like DS players, of which I'm not sure if the same would play the game. (Something worth finding out via demos/feedback etc.). Even though I play difficult strategy games (i.e. Paradox) and am an avid RPGer, I'm not a DS fan and don't ″get″ it's appeal -- probably because I prioritize immersion. I make up a different demographic-- so that's where defining your intended player base can help. Conversely I enjoy difficult battles in D&D based/themed games where you can play strategically. I'm not familiar with the scope of the RPG Maker battle system or how difficult it is to employ semi-complex strategic battles successfully. I'm saving battles for last mostly. Note that a lot of people find puzzles annoying, let alone hard ones. If the game is battle-centric I would use these sparingly and ask if they add to the game (contextually or otherwise) or are thrown in randomly as something to do. Puzzles like unlocking ancient secrets, breaking a magical ward or hacking at a computer, do well in some games. I think the better the puzzle is related to the story, the greater the chance harder (but logical) puzzles will be tolerated, if not enjoyed. One option is to provide an optional guide (text or video) with hints and/or walk-through. I'm playing another RPG Maker game with such and it isn't a bad experience, though some of the puzzles are obscure and may rely too heavily on this. Otherwise, a ratio of 1 in 4 on a Boss battle seems an easy/moderate difficulty level unless you're aware of mechanics that the player is typically not. It doesn't sound like this is the case, thus far. Lastly, I don't think you can go wrong by not being too stingy with saves ... DS is somewhat an anomaly, -- and clearly defined to be one, priding itself on its difficulty. Though I do know people who try to replay a less difficult game without saving and reloading, and letting the player decide is a good thing, I think. One of the biggest complaints about modern games on Steam or elsewhere is console port play/saves. A story/game has to be really good -- aka Assassins Creed 2 -- to repeatedly play a long event without giving up and the need to repeat should be based largely on a player improving their skill (which should be self-evident to the player), not because of an arbitrary difficulty setting. And if the game is not skill-based this may feel a waste of time to the player. At least that is my opinion. :-)
  2. Sondai

    Hello Everybody, just a writer.

    Hi, from a fellow writer and new person (I'll get around to introducing myself some day). I agree about the screenplay bit and am going to google for free/low cost book writing software that indexes your work (characters, dialog etc) separately, such I had years ago and found most helpful. There might even be tools mentioned on the forum I've missed. Otherwise, I'm a non-fiction writer by trade so not accustom to all these "parts" (dialog, char development and so on) -- and keeping them organized -- but on the whole, writing the story and turning it into a game is challenging and rewarding. The other challenge for me is balancing learning with development and not getting side-tracked with all the raw and refined talent here. I keep finding new shinnies and lose track of time admiring/tinkering with them. Anyway, Welcome!
  3. Ok the Window Color change works...not sure how I missed that. Thanks for the prompt help.
  4. Hi Galv -- I just want to change the color of the "Show Messages" I think -- for any dialog and pop-up messages though ultimately I'd like to have it more transparent and recessed with a colored border. I'm not sure now what the window color function is now so maybe I used the wrong terminology. I'll take a look at that too. P.S. Thanks for making the script by the way and sharing it. I'm trying to keep things simple now but look forward to using it, later.
  5. Changing the sprites look is not a priority when you've only just bought the software. You don't have to jump straight into making a game, your main priority should be learning how to use it. Buy the extras once you've learned the basics. Actually, the priority for me is writing the story/plot and I'm using a technique similar to writer blocks. With that said, I am discovering what I need to learn most (and program limitations) as the story/dialog develops. I've already made it through the first tutortial, sans combat, as that's not my priority now. Though I'm drafting most maps quickly to set the preliminary structure, I still feel mood is important when developing a story. I can appreciate others work differently but that's how I roll.
  6. Thanks! I just looked up what RTP means, too. So, this is more difficult to use? Taking into account what ekomega wrote about the anime-y look, I think the more brooding look and NWNish style (imo) would be inspiring for what I'm trying to achieve. I'm on a limited budget though so using great discipline not to buy it w/o more investigation. Thanks again.
  7. Thanks much. I did find a lot more on rpgmakerweb ...I guess that is the go-to spot. Awesome. I understand too what you're saying Jonnie...I'm not sure what PV is, I was thinking more of the High Fantasy stuff ... http://store.steampowered.com/app/229751. Doesn't this work like the core program? Also, too, don't get me wrong. I know I need to learn A LOT and realize there are other priorities, including plot. But I think changing the character sprites a bit (to revise later if I make it to BETA) will help me more than anything else. It's a mood thing...hard to take a girl with pink hair serious - that kinda thing.
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