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Post by Hexadecimal Dude! on Jan 9, 2005 14:44:30 GMT -5
What i'd do with the shop thing is to have a door behind the counter. If you want an inexpensive item, u could just go to the shelves, but for valuable stuff, u could have the shopkeeper take down a list of what u want, then have a nice little animation where they bring it 2 u. as 4 the many disks thing, if you want a player to think a battle is the last 1, but you're only on disk 2, save a bit of each disk on all disks. eg, a game with 16 events, 16 being the final battle: Disk 1: events 1,2,3,16 D2: 4,5,6,7 D3: 8,9,10,11 D4: 12,13,14,15 thus the player would be on disk 4 and come up against some ultimate enemy, they would believe that the game was over, but after the battle the game could continue, and prompt the user to put disk 1 in again!!!!! it would be even better than a 1 disk rpg, as the player would feel even more strongly that it was the end of the game. Finally the stupid women's outfits. I think the simple answer (allthough it could take quite a bit of effort) is to supply characters with 2 outfits. 1 for scenes when they need to look sexy, 1 for when they have to walk great distances or fight. If i was really cruel and i had the time, i'd create a game where the player chose which outfits the players wore, but having the more impractical ones lessen stats without warning!!!!!! (eg some fool may have a lead female character in a tight skirt & high heals all the time and be left wondering why she couldn't perform physical attacks without falling over. muhahahahaha!!!!!!)
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sub
Active Newbie
Posts: 7
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Post by sub on Jul 11, 2005 11:09:05 GMT -5
i hate missing buttons or swithces in an rpg.. (ie: to open a door etc)
often i have consulted a walkthrough on the web and the solution has been a simple click on a lever or some other object that seems to be merged and indistinguishable from the background..
my solution (and i am trying to implement this in my game) is to have a 'notice' skill.. the character will remark on any interesting items ir things that can be clicked / interacted with in some way.. (also a small graphical box or something to highlight the object briefly)
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Post by Xenith on Jul 11, 2005 14:44:10 GMT -5
mainly i'm tired of seeing anime rpgs about being a chosen one where you have to save a princess, i've been working on a story and i'm hoping to someday use it and blah blah blah
also i think i'm tired of turn based rpgs not much I can do about it, it's just not what i'm into anymore,
ki'm tired of games that have statistic that don't make sense, in real life a man can only be stronger than another man by a small percentage, but in rpgs near the end of the game you fight enemies that were 1000 times stronger than the ones in the begining
and i also hate it when you fight a super powerful badguy and when you get him to join your team he becomes weak.
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Post by IsmAvatar on Jul 12, 2005 17:17:26 GMT -5
I agree with you sub. In ZOOT, Navi serves that purpose, which is totally awesome. They still miss some things tho, like it took me a week to figure out you get rid of spiderwebs with fire.
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DFortun81
Active Newbie
The Fortunate One
Posts: 7
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Post by DFortun81 on Sept 12, 2006 15:17:38 GMT -5
In all of my RPGs, there is an Auto-Save everytime a piece of data is changed.
It's better that way because if the game freezes, you have everything you did already saved!
Auto-Save Method I use: 1) When game is first started, (via New Game), it writes the initial data to the savefile. 2) When you change a variable, area, etc., it writes only to that variable's position in the file.
-DF81
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