![]() Maybe if less stuff was introduced in that dungeon (like Kammy's flying panels) and were instead later introduced to space it out a bit more so that the first area isn't dense with lots of things then it would feel a bit better. It takes a long time to progress through the area, doesn't have any monster variety, and I think it's a huge turn-off for the most part. Heck, when I even played the demo for the very first time about 10 minutes in I was super bored. For example, the very first area, Bowser's dungeon, is THE most boring part of the game for me. I think it's more of the fact that base movement speed is just slightly slower than what could be considered a healthy speed, and the fact that some places are pretty long but don't actually have that much stuff happening in them for the length they're given. _-Īlso, I don't think it's how they have to be guided through pretty much everything at the beginning. It's a fine balance so we'll see.Įspecially when they ask about installing the fonts. With future games, I'm trying to have quicker starts, but you still have to explain everything because you can't assume the average player will know. (Or you have a big budget game with graphics so good that no one notices) But it's hard to rectify that unless you plunge the player into deep depths so to speak, or you have an extremely simple battle system and world that doesn't need explaining. ![]() I'm not saying SW didn't start kind of slow. There's a line between both ends of the spectrum ![]() But the game was only around 5 hours long and wasn't that great. I suppose Zelda CPW had a quick start, the opening cutscene happened and then you were on your way and could use the AP system. If the game just started with all these things available, the player would be overwhelmed. ![]() So when doing an intro, you have to say: this is how you move, this is how you save, punch blocks, attack, stats, menu, badges, timed hits, desperation attacks, starlite skills, etc That's even why I made those videos for timing attacks. _-), you have to explain everything and do it slowly. Considering all the questions we've gotten (especially when they ask about installing the fonts. When making a game, you can't assume anything about the players. I suppose the other route to take is to not exaplain anything.but that would be bad game making. There are countless other rpgs as examples as well. You couldn't customize Aeons or your weapons until like.10 hours into the game? That game started extremely slow, but had a decent narrative and good production values to keep interest. Or in Final Fantasy X for those who have played. It should've been there earlier like in TTYD. In Paper Mario 64, you couldn't do timed attacks until after you beat the Goombaron (this was bad design imo. You want to start the game off fast, but then you have to explain all of these things so the player isn't lost.and it ends up like every other rpg game intro: slow. Would be nice to return to my old project though, but I currently have a Wii/GC backlog to try and finish as well as college being in the way.ħ4 downloads on that site Penguin, I sort of agree with you. Another problem I had was that I wanted to use my own resources since there's some things not in SW that I needed. Reasons I gave up are mainly the same things C-D just mentioned, the battle system and pretty much all the custom stuff they did for SW. But after a while on barely making any progress, I gave up, I still decrypted the full version of SW even though I did give up. With the 2nd demo, I started making a load of maps and managed to make a decent intro for the game using the original SW intro as a guideline for pictures and transitions. When I started working with the resources I got from the first demo of SW, I was just changing some things to my needs but I was pretty limited. But right now, I guess it doesn't matter since it will be officially open source. As I was working on it though, I got worried that C-D and U-D might get mad if I ever managed to upload screenshots/videos in a topic here since they would recognise most of the stuff. I actually did that myself, I used a tool called DRGSS to decrypt SW and use the resources and stuff for the Mario RPG I was trying to make. Cabal901 wrote:it was already open source with a little effort :^)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |