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Messages - Cheetah

Pages: [1] 2 3 ... 179
1
Non-FFT Modding / Re: Tactics Engine [Just Started]
« on: September 10, 2014, 02:14:06 AM »
Have you checked out Tethical or reached out to Lirmont? This is looking great though.

2
The Lounge / Re: Now Playing
« on: July 25, 2014, 09:08:41 PM »
Overheating PS3 sucks. I had my heatsink repaired a year ago, and just last night it started spontaneously shutting down again. Going to clean it and try to give it better air flow.

In the mean time I got Steamworld Dig for sale of 3DS. It is an addicting little game. I played through it in about 5 hours over about 7 sittings. I would have played it a lot more if it had bonuses or unlockables, but sadly none to be found. Still trying to find the motivation to take on a new large RPG.

3
The Lounge / Re: Now Playing
« on: July 15, 2014, 01:53:56 PM »
Tales of Xillia is pretty good. I played through it quite quickly and did about half of a second play through, which is very unusual. I found Tales of Graces to be better in almost every way, but still haven't finished it. I'm looking forward to Tales of Xillia 2 next month, the collectors edition is tempting, but crazy expensive.

4
The Lounge / Re: Now Playing
« on: July 12, 2014, 06:40:50 PM »
Just finished Shovel Knight. Really excellent, way better than I even thought it would be. I'm looking forward to them continuing to release free content for this game. Now I need to get back to Bravely Default.

5
The Lounge / Re: Now Playing
« on: July 08, 2014, 11:53:20 AM »
I finished Crimson Shroud. The first play through had a nice difficulty curve and I ultimately enjoyed it as a nice short game. The story got really confusing right at the end by introducing a whole bunch of new revelations without much closure. There is a second playthrough for additional content and story, but the enemies get scaled up so much that battles just take forever so I didn't get far at all. It is also similar to Vagrant Story in that I feel it focuses too much on compatibility/weaknesses/buffs/elements so that it is difficult to predict damage output. Probably worth a play through for any hardcore Matsuno fans.

I suppose my next RPG is going to be Bravely Default. I am only a couple hours in, but such a beautiful game. It has a really intriguing world, which is one of my favorite qualities in a game. The battle system is seeming interesting so far. The most interesting thing is how they have added options to streamline the experience, like fast-forward for battles and changing encounter rates. Just really smart modern additions that any turn based RPG should have now adays.

The game I am actually going to finish next is Shovel Knight. I am a backer of the project and am loving every minute of the game thus far. Lots of fun ideas, interesting platforming, awesome retro graphics, and an excellent difficulty curve. I'm playing on 3DS.

6
Spriting / Re: Heavy Metal X-Men Sprites
« on: June 11, 2014, 02:26:16 PM »
Great looking Storm sprite. I was very impressed with Fosil's base and didn't see room for improvement, but Lijj's edits are spot on.

7
The Lounge / Re: Now Playing
« on: June 08, 2014, 04:20:06 AM »
The Borderlands series is definitely great. The DLC expansions do a lot for extending the playability as well. I'm not super excited about the Pre-Sequal yet, I don't trust a new studio taking over.

I also forgot to mention that I played through Uncharted 2 & 3. Truly amazing games that deserve all the praise they receive. Stunning in every way. They are kind of just a must play for anyone and the playtime for them is about 10-12 hrs a piece so not a huge investment. I also got obsessed with getting all the collectables in both games, for no real reason whatsoever.

8
The Lounge / Re: Now Playing
« on: June 06, 2014, 09:27:17 PM »
Wow.

So I bought a 3DS the other day and the first thing I did, after downloading the Bravely Default demo, was purchase Crimson Shroud. I'm interested because Yasumi Matsuno is a designer on the game. It is kind of a throw back in that it is like a pen and paper RPG made into a videogame, with all characters being static figurines and dice rolls playing prominently. I'm only a few hours in, but so far I'm loving the tone, characters, and gameplay. The narrative is a bit odd, as it is kind of emulating a game master telling the story, but then it switches between that, character speech, character thoughts, and gameplay descriptions. I will update when I get further along.

It has been a real long time since I posted here, but I will do a summary of what I can remember since I play pretty few video games. For RPGs, I have been in the final dungeon of Tales of Graces f for like two literal years, I played through Tales of Xillia really quickly and almost beat it a second time. The fan translation of Tales of Innocence for DS was great as well. Oh and Last Story on Wii a while ago. Last Story was quite enjoyable, the pacing was great and it had some excellent systems. After Crimson Shroud I'm going to decide between Ni No Kuni, Kingdom of Amalur, and Xenoblade Chronicles. In my old age I get overwhelmed by giant really long RPGs, so even though I have all three I'm intimidated to start any of them. Once I start an RPG I need to just play through otherwise I never come back to it. Thus I am very interested in Child of Light and feel that I might end up getting that instead of playing the other 3 I already have.

For multiplayer. With a bud online I played Borderlands 2, Dead Island, and Diablo III. Borderlands 2 got the most gameplay hours by far. For whatever reason we are having a difficult time getting into Dead Island and Diablo.

The other game that I actually finished was Ghost Trick for DS. Such an amazing wacky original game. Probably one of my all time favorites for it's story, characters, and gameplay. I really couldn't recommend it enough. It will hook you in the first 15 minutes, and if it doesn't then it might not be the game for you.

9
Spriting / Re: Seushiro's Sprites... Redoing some sprites
« on: March 21, 2014, 08:58:49 PM »
Nice to see some great spriting happening on this site again. I'm particularly exciting for Besrodio, I made an attempt many moons ago but the cane was too much for me.

10
Tethical / Re: Name Entry State, Multi-Language Support
« on: March 05, 2014, 03:43:32 PM »
You are getting better at making videos, it was a good plan to do the short minute one and the longer one. Is this tech going to be transitioned to in game text in general as well? What is up with the crazy emoticons?

11
Tethical / Re: Plan for Difficulty and Story "Battles"
« on: February 21, 2014, 12:38:44 AM »
In terms or story paths, here is an example. If you decide to negotiate with an enemy general instead of kill him, that could have major implications to your story. In FFT, if you hadn't kill Miluda things would have been real different. If you allow for this much choice in how you play the game I think there would be a corresponding amount of variation in story. Thus, good and bad choices are not physically exclusive; but it does impact the story. Or at least it doesn't make sense for the story to not match your play style.

Your second paragraph. The trick here is that brute force is always the option, because that is what battle is about. Obviously there is some flexibility there and we talked about mission variety earlier, the gameplay of FFT and most RPGs is about the battle system which is about killing stuff. If you want to have alternative ways of conflict resolution, then you need equally engaging gameplay systems to support this play style. This also relates back to how I was pointing out that allowing players this much freedom could make it so they create an unfun experience for themselves. For instance if you as the general chose to sneak in spies to poison the water supply of the enemies instead of facing them in open combat. You can't just have a text box choice to choose this tactics, you need engaging gameplay surrounding this tactic. Otherwise many players are just going to tend towards the most efficient way of finishing a game, because that is part of playing a game, and then they wouldn't really be experiencing the game. So you could design engaging gameplay where you have a stealth mechanic built in around a single unit avoiding being detected and getting poison slipped into all the water wells. The problem is, that for everyone of the vast number of options you are allowing players to make you need another kind of engaging gameplay alternative. Thus leading to feature drift and basically to huge of a game.

The solution I see is as follows, and really it is pretty much Tactics Ogre with more mission variety. Have an in depth and engaging battle system that allows for mission variety and varied tactics, to an extent. Offer players different approaches to battles, not just path A or B, but with meaningful mission variety. Have these choices lead to directed story paths based on player choices and actions during battle. Then add the morality system, or something similar, so that these choices have a cumulative effect that influences aspects of gameplay beyond just story and is visible in the world the player is interacting with. Thoughts?

12
Tethical / Re: Plan for Difficulty and Story "Battles"
« on: February 20, 2014, 06:50:30 PM »
This example is definitely more in a scale I can comprehend. I still hold two assertions.

1) You can have choice just for the sake of variety, but it will also likely be linked to narrative branches that could really complicate things. You could make most of these choices mostly relate to non-narrative aspects of the game, like shop keepers, but eventually how you play the game differently will have to also alter the story.

2) The more of these battle choices that you can have be organic in that they unfold during battle and aren't choices chosen before a battle the better. I personally find the planning aspects of battles in games tedious. As always there is a balance between providing a player with information they can use to prepare for a battle and leaving unknowns so that what happens is still exciting and dynamic.

Having choices in how you play the game influence more than just the narrative is a cool idea. I like the shop keeper and blackmarket examples.

13
Tethical / Re: Character Generator Proposal
« on: February 20, 2014, 03:11:15 PM »
Thank you for the thorough answer. You basically confirmed what I was thinking, even in terms of division of work load. The face expression idea is slick too. We were also thinking of having some equipment show up on characters, like a sword slung to their belt, and that would have to be a similar system anyways. Could you take this kind of thing too far though? Just thinking through it here are some potential divisions:

Simple: Head, Torso, Right Arm, Left Arm, Legs

Complex: Head, Face, Torso Front, Torso Back, Right Arm, Left Arm, Right Hand, Left hand, Legs

Then there is all the potential areas where you could be adding equipment, layering it all could be a bit complex. Though I suppose if you just start with basic sprites and then start building onto them it would become systematic after not too long.

14
Tethical / Re: Character Generator Proposal
« on: February 20, 2014, 03:29:41 AM »
I can only vaguely begin to follow this flow chart, but my question is actually a slight aside. So lets say you wanted to add some unit variability to "generic" enemy units. You have the standard sprite, and then a couple alternate heads, a short sleeve version, and a long sleeve version. Now you could have the sprites separated into pieces in the first place and then just put the pieces together in various arrangements. This saves a lot of space and is efficient in many ways, but somewhat limits the degree of difference you can easily introduce and introduces constraints in graphical development that could be a bit of a headache. The alternative would be to just have a whole bunch of character sprites with the variations added to the full sheets. This avoids some graphical restrains, but adds a lot of manual reworking and takes up a lot of space. My main question is, which would be faster in terms of computing?

15
Tethical / Re: Plan for Difficulty and Story "Battles"
« on: February 20, 2014, 03:17:06 AM »
I guess you are just moving to player freedom then. As I said I think it is all really cool sounding, but I don't think big budget games like GTA and Fable even get to this degree of freedom and world interactivity. Beyond that, I'm not sure it would necessarily be fun. How would you even begin to wrap a narrative around all this choice. I think Tactics Ogre actually has a great balance, there is player choice explicit (option a or b) and implicit (how individual battles progress) while still maintaining a coherent narrative thread. I'm all for variety and choice to an extent, but you can easily go to far in this direction as well. It just comes back to the balance between gameplay and story, which I really believe is paramount in a RPG. I do love the thought experiment in developing game play variety.

16
Tethical / Re: Plan for Difficulty and Story "Battles"
« on: February 19, 2014, 04:19:33 AM »
A response to your response will be coming soon.

3) Scalable Difficulty:
Obviously you can always up the enemy's level, number of units, quality of equipment, and other techniques to simply make the same basic battle harder. My thought here is making battles harder by changing what the player is trying to achieve in the same battle, which relates to items # 1 & 2. I think a lot of the dynamics and enjoyment of the game is adjusting to the shift and change of battles. Planning is great, but it can easily all go to hell once the battle actually starts. I also like changing difficulty for replayability. Additionally, the concept of scoring or grading a players performance to dull out different rewards to encourage multiple replays of the same battle is also very interesting to me.

4) Morality System:
This is a pretty high concept. I think it is really cool, but really increases the scope of a game. For whatever reason I see it working better in a RTS than an SRPG, because it almost seems like your choice of attack plan is more important than the actual battle. It also seems really susceptible to feature drift and could be difficult to balance and keep fun. But at the same time if you could get it right it would be pretty amazing.

17
Tethical / Re: Plan for Difficulty and Story "Battles"
« on: February 18, 2014, 05:02:38 PM »
Many really fantastic ideas here. I want to break it down into smaller components for further analysis.

1) Basic Mission Variety:
I think mission variety is an interesting double edged sword. Having it can definitely make things more fun and less repetitive, but at the same time these gameplay variations also need to be as engaging as normal battles or their really is little point. For instance, escort missions are a videogame trope that is often despised. It adds variety, but they are often too slow paced to actually be engaging. So while variety for the sake of variety isn't necessarily true, I think creating mechanics that allow for interesting battle objects is a must and then trying out many different things and seeing what works. Capturing locations, protecting stationary objects, grabbing a briefcase from enemies and then escaping, etc. I would love to see just a giant list of potential SRPG mission objectives. Your going undercover story gave me an idea for a battle where you control your team and then character that is pretending to be the other team, and the goal is to have your infiltrator achieve objectives while appearing to fight for the enemy.

2) Choice of Battle Tactic:
This is an interesting one and I think can come in two forms. The more common one is having the ability to choose tactics based on how you act in battle. In classic FFT it would be the difference between an assassination mission where you kill every enemy before the "boss", or just go straight for the boss. The other is where you choose your approach before the battle starts, and the objectives and battle layout adjust so that this approach can be implemented. I like the first approach more because it allows for more dynamic changes, and the outcome may not have even been an explicit choice of the player. However, I imagine it would be difficult to allow all these different approaches and objectives with a single battle setup. The second approach is interesting as well, but if provided in large doses I worry that a player might end up making the game unfun for themselves. Too much freedom can be a bad thing. However, at proscribed points it could be excellent. "Tactics Ogre: Let us Cling Together" is an excellent example of this kind of stuff.

3) Scalable Difficulty:
More coming soon.

4) Morality System:
More coming soon.

18
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: February 16, 2014, 03:48:55 AM »
That is really amusing LD, I kind of like it. Can you control all those units though or would you get capped out at like 5 or 6?

19
The Lounge / Re: Yasumi Matusno new kickstarter!
« on: February 13, 2014, 06:50:19 PM »
I'm still pissed about a terrible kickstarter campaigne, but they still have my support.

20
Tethical / Re: Camera-Locked Map Proof of Concept
« on: February 13, 2014, 03:03:45 AM »
I disagree about different systems making little impact beyond graphical and user interface. I think it can make drastic differences in gameplay and game design, particularly in the logic that drives them. I'm struggling to organize all my thoughts around it without some graphical representation, I will do some mockups to continue the conversation.

I like the way you are thinking here with the fire and lightening examples. Gameplay diversity is key, with cost and benefits related to various choices that can also alter situationally. However, I do believe that various Grid Systems to have a significant impact on what can be done, how it is done, and the logic behind it. For example: What I'm currently intrigued about in regards to the Equilateral Triangle system is how the six connections to each vertex can relate to team attacks or synergy between multiple characters. Such as in this image:



Now this system can and has been done with a grid system (Joan of Arc), but it is more flexible and intuitive with the triangle system.

Regarding baseball and throwing spears. I like your ideas, but I'm struggling to fit them into a traditional SRPG format. Turn order is just so crucial with single character turns at a time and no real time combat. Valkyria Chronicles is close to what you are talking about, and Frozen Synapse is kind of closer but also much farther away. Both games and strategically very cool and different than FFT. I guess what you are looking for is more AI driven passive/reactive skills for your units.

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