One thing I absolutely wanted to have in Battlefield of Love is the sheer depth you find with the items in Atelier games. That series has a large variety of items with a large variety of special added effects. But it’s important to remember standard player habits. The more of something you have, the less of it players are likely to actually use. Besides, the Atelier series places a lot of focus on these, and make up more of its playtime than the combat system itself. It would be a fool’s errand to actually expect to harness the full extent of that as a solo programmer.
What I’m getting at is that most items in RPGs are pointless and have boring effects, simply using images and names to differentiate between very similar items. I didn’t want to do that. I decided to take direct inspiration from Atelier to provide variety without padding the item list. This also helped with two other things: I wanted every item to be useful for the entire game, and I wanted the player to have some degree of customization. Continue reading
Game development encompasses a large amount of questions, and one major one is the subject of random chance. It’s not a subject to take lightly, either. As someone who’s played several competitive and/or highly-strategic games, I know full well how much random numbers can screw people over. Whether it’s drawing a random card in any given TCG, randomly-generated stats you can influence in Pokémon, or even the chance of missing with an attack in most RPGs, the more strategic player will decry one thing on a consistent basis: luck is negatively influencing their grand master plan.
There’s also good things to say about random chance, of course. Random chance allows a certain dynamism to be present if a game is to be played solo. Without it, most games would have the same results from the same inputs every time, which causes problems when you’re not playing a multiplayer game. Continue reading
The question of dungeon design came up while designing Battlefield of Love, and I needed an answer. I thought to most RPGs and found their answers to this to be fairly inadequate. Continue reading
Three months of slow news becomes one post collecting all of it. It’s time for a Rundown! Continue reading
It’s time for Under Your Radar! Today’ll be a short one about Cherry Tree High I! My! Girls!, which was recently released on Steam by Nyu Media. It is the sequel to the previously-covered Cherry Tree High Comedy Club, but it’s an episodic, linear visual novel instead. It was released alongside an update patch to the aforementioned game that de-Westernized the localization by default (but it left it available as a launch option). This sequel only uses de-Westernized terms. Continue reading