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Geonamic

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About Geonamic

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  1. Geonamic

    Lackluster loot system? (long post)

    While I can agree that under normal circumstances, the game doesn't need loot, I'm trying to find a new reason for needing loot. As far as your answer goes, did you think of loot as a collectible hunt? What would be the reward for getting all or a lot of them? Just satisfaction? I'd like a more tangible reward that doesn't feel so compelling for players to think that they have to go out of their way to get them all.
  2. I would compare my designs with both old school games of the genre and modern takes of the genre to see just how different or similar you'd be compared to the two extremes. If you see your designs closer to an older generation, then I'm sure an audience of young folk would think it'd be strange, and vice versa with older folk for designs that lean closer to the modern interpretation. Now, if you see your designs incomparable to both extremes, then maybe you're making stuff that most aren't used to, but that doesn't mean it's not fun. It just needs some getting used to or a better polish to ease into the mindsets of players. There are plenty of gems out there that are certainly dissimilar to many games of the same genre and take some getting used to, but I've seen them work. Xenoblade Chronicles 1 and Danganronpa are popular examples of how an RPG and a Visual Novel can start out awkward but feel great later.
  3. Geonamic

    Lackluster loot system? (long post)

    This thread is to brainstorm a function for loot.
  4. Geonamic

    Lackluster loot system? (long post)

    I wouldn't want a lock and key mechanism because that would urge players that don't want a challenge to think, "Boss X is doable without using this loot, but it's a whole lot easier with it, so of course I have to go get it." I could say the same with loot being a nontrivial mandatory rare resource because I'm trying to make it trivial and optional but still there for small benefits. I'm just not sure what kind of small benefits I could make.
  5. Geonamic

    Heres a question

    When it comes to writing and coding, my main worry is that there's ludonarrative dissonance, a conflict between a video game's narrative told through the story and the narrative told through the gameplay. If NPCs need water badly because they're not strong enough to defend themselves against level 1 monsters on their way to an oasis but it's actually not that hard for the level 1 player to do it, that's ludonarrative dissonance. Then, you'd have to decide whether or not you'd change the writing or the coding and also make sure that doesn't conflict with anything else, too.
  6. Geonamic

    A Narrative for an Escape Room

    A really great example of the first category is in Danganronpa 2: Goodbye Despair in Chapter 4. You willingly get yourself stuck in a room so you could solve small mysteries to unlock the room, go into the next room, and find the answer for a big mystery that you couldn't overcome without trying to escape that first room. Here's a video that shows it all. Spoiler warning of course. Since you did mention that you're leaning towards the fourth method of escape rooms, I highly recommend checking out Ghost Trick: Phantom Detective because while most NPCs aren't "trapped" in a room, they can't leave with their lives unless a ghost protagonist does some real world object manipulation to signal the NPCs on what to do since, as a ghost, he can't talk to them.
  7. Geonamic

    What's is the best story game you've played?

    My top 3 story games would be: Xenoblade Chronicles It does start off generic and slow, but when it picks up, everything is just mind = blown. That's all I'll say because it's really good, and I don't want to spoil what happens. If you love your sanity, don't expect the same from Xenoblade Chronicles X or 2. The Legend of Heroes: Trails of Cold Steel Mostly because talking to NPCs between every plot advancement actually paid off either in getting tangible rewards or very interesting dialogue that only got better if you kept talking to them while the story continued. It also made sense for these NPCs to say responsive yet profound dialogue for the plot. I will say that the ending sucked, though. Time and Eternity Ok, I know this game has a really bad reputation because the first 80% is garbage and a total harem, but I couldn't believe the last 20% of the story along with the last few sidequests were able to redeem all the trash I had to sort through first. The story doesn't excuse the trashy gameplay one bit, but we're not talking about gameplay.
  8. Geonamic

    Differentiating the elements of game design

    I'd say rules in a game are restrictions that players should be bound to. Instructions tell players what to do. They may sound similar, but let's put them both in example format. Rule: "Player must not fight enemies from point A to point B, and if player does, it's game over." Instructions: "We should sneak past all those guys from here on until we get back to town. We're dead meat if we tangle with them." It's simply a matter of expression. I'd like to see an NPC say, "Player must not fight enemies from point A to point B, and if player does, it's game over." As far as what element sound goes in, I'd say it depends on how it's used. You can have an audio-central game where you need to listen to certain audio clips to follow a set path to achieve progress, so sound would be instructions, or sound can be background noise to assert mood for plot themes. You could also have good or bad sound effects play when obtaining an item to indicate a good quality item or a bad quality item, so sound is verbal communication to the player. Basically, all I'm saying is sound is a flexible form of expression.
  9. Geonamic

    Pierce vs Penetration

    Since Pierce and Penetration can be whatever you want in your game, why not decide what they do instead of relying on how other people made them work in their games? Maybe some dude says Pierce ignores defense, but what if you want Pierce to ignore buffs instead? You're the creator, and those terms aren't set in stone.
  10. For my game, Forsaken Alchemy (FA for short), I've got a loot system that's pretty simplistic to start but doesn't get me anywhere. I wanted to get rid of the RNG loot drop trope I've seen so many times in games. Instead of relying on RNG Jesus, you get specific items from enemies by killing them a certain way, so you get what you earned 100%. For example, if you want some hair from this hairy enemy, that's not going to be there if you burn it to death, right? However, if you stab said enemy to death, you'd always be able to harvest its hair. I'm not putting equipment or money as loot because in FA, all the equipment you need is handed to you early on, and there's this Replicator item that lets you duplicate most objects, so there'd be no point in having a currency system, in my opinion, if you could just replicate items infinitely and sell them. Ok, I know for most RPG players out there, what I just said must sound shocking, but equipment in the game isn't like major stat modifying gear that's in Final Fantasy, Dragon Quest, any MMORPG out there, etc. You've got 3 sets of armor. Light, medium, and heavy. You can only equip up to 5 pieces from each set at a time. Light armor increases a stat called turn priority, which is one of two things that dictates who goes next in the turn order, but the trade-off is that you also take more damage. Heavy armor is the opposite, so you're slower but more defensive. Individual pieces of medium armor protect the character from debuffs. Each character has their unique, personal weapon, so there's no weapon upgrades out there. Accessories are also there for reducing damage taken of one element while increasing damage taken of another element as a trade-off. The only reason why I made equipment so simple is because I'd like minimalism to be one of the game's strong suits. Instead of having a hundred different armor pieces, accessories, and weapons that players collect throughout the game until finally getting gear that's completely superior to everything else, just give them all near the beginning, so they can experiment and learn what best fits the scenario, and there will be several situations where each piece of equipment is useful, so none will be forgettable. As far as why you have a Replicator that duplicates most items, I have that to remove the need to grind/farm for items that'll be necessary for a lot of alchemy recipes to make battle items. It'll be balanced by having a strict space and weight limit per item per character, and the Replicator can't be used in battles. Also, everyone automatically gets healed after every battle, so there'd be no reason to replicate healing items to use over and over again outside of battle. I didn't want that to be a chore for players to constantly make new healing items right before using them after fights. Anyway, now that you know why equipment and money aren't part of the loot system, and we're only getting enemy-related items, like that hair I mentioned at the beginning, where to go from here? I was thinking of having that be a completionist hunt for all the different types of loot, but then, what would be the purpose of doing that? Maybe have an optional cosmetics thing that uses loot? I don't wanna say I've written myself in a corner because I'm sure there's a viable answer out there that doesn't remove what I've already laid down. Before you say, "Make quests that revolve around getting enemy-dropped items, so you kill enemies in specific ways to get said items," I'm not going to do that. That's just a twist on the trope of "Kill this enemy to get this item" that we see in so many games. Besides, even if I do make quests about that, what would be the reward for the player? I just talked about the lack of need for new equipment and money. The sidequests I do make for FA will have character relationship development rewards, and no, I won't make kill quests give that reward because that kind of thing is meant for sidequests that have a mystery conflict the player has to solve through gathering evidence and piecing them together alongside certain characters. Before you say, "Make each loot item be an optional ingredient to make alchemy recipes stronger," I thought of that already, and I don't want players to think, "Look, a new enemy! Time to get all the different loot and see what they do to make alchemy stronger than usual." The reason why not is because, even though this is an RPG and RPGs usually have you kill a ton of random enemies to get leveled up in preparation for bosses, I'm not doing that. I'm giving the player alternate paths around random enemies, so it'd be possible to go boss to boss, and level ups aren't beneficial since enemies will level up with you. In fact, I made level ups more of an extra challenge for those that think the game's too easy. Of course I'll throw in a warning in-game, so players don't accidentally make their playthrough harder. That's not to say you should avoid all random enemies because I made it possible to still beat them but not get exp while getting all the different types of loot. The reason why random enemies are even a thing is learning practice for bosses since I have a very adaptive A.I. per enemy type, so players are always learning to train their responsiveness.
  11. Geonamic

    Forsaken Alchemy

    Album for Forsaken Alchemy
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