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Omega Metroid

Member Since 02 Apr 2004
Offline Last Active Mar 04 2012 10:22 PM

Posts I've Made

In Topic: Closed Beta Test

29 February 2012 - 02:55 PM

I didn't say it wasn't great, but I do find it interesting to see how far Game Maker has come. Very interesting to me. That said, I've never messed with android or ios apps before, (I've done extensive testing with the HTML5 side already) how does one even test an application from Studio on that sort of device?

In Topic: Closed Beta Test

29 February 2012 - 02:06 PM

Base? Does that mean the other modules are purchased separately?

In Topic: Closed Beta Test

29 February 2012 - 01:37 PM


This actually concerns me, I mean, I paid to bug test HTML5 and to get in on the ground floor before the price went up. I've heard nothing about when HTML5 is going full, and they've started a second product in Beta. I understand they've mentioned a discount for Studio, but if they drop HTML5 altogether, it'll felt like they took my money and ran off with it. I know I'm not entitled to it, but it kind of feels that if that happened, it'd be as if they pulled a switch-a-roo on me.


Nope, that's not the way it'll happen, so don't worry. You made a sound investment... Posted Image


Alright, well, then I'll wait for GDC next week for this news you mentioned. Hmm, where to begin on my bug testing for Studio...

In Topic: Closed Beta Test

29 February 2012 - 01:29 PM

This actually concerns me, I mean, I paid to bug test HTML5 and to get in on the ground floor before the price went up. I've heard nothing about when HTML5 is going full, and they've started a second product in Beta. I understand they've mentioned a discount for Studio, but if they drop HTML5 altogether, it'll felt like they took my money and ran off with it. I know I'm not entitled to it, but it kind of feels that if that happened, it'd be as if they pulled a switch-a-roo on me.

In Topic: Customizability or Predictability?

31 January 2012 - 05:48 PM

Uh, you actually do have some control over your character stats in Disgaea, given that you initially put points in certain areas during creation, then they develop skills as you use them, and give them specific equipments to augment the stats themselves. It's just removed from the leveling up process. I've had the Thief with all the Mage magics before. It is very customizable.

However to answer the question, it's deeper than that. Customizing is obviously seen as good, since it lets players immerse themselves into your game more easily. It also lets them play the game a little differently each time, letting you learn more and more about how the game works and to see things you haven't before. In some games, like Warzone 2100, it's what the game can be all about. However, there is a caveat to this great benefit. Customizing is basically a choice presented to the player. Make the choices matter. Let's say I'm making a character and he has a customizable gun in say a first person shooter. You give me a choice of different gun coloration, and the ability to choose where all the stat points go. That's a lot of freedom, and lots of players would like it. But lets say there's only three stats: rate of fire, damage and ammo. I'm given enough points to fill all the bars halfway. I can put all my points into damage and make a high-powered, single-shot, slow reload weapon. Or a weapon with lots of shots, but low damage and low reload, or a gun that has fast reload and low damage and low ammo. I can also choose any colors I want. Balancing becomes a problem now, because one of those options is clearly superior (assuming all other things equal). Lots of damage and one shot, kills my foe in one go, and I go hunting for another bullet. You'd have to tweak it to make it more balanced. And what about color choice? Is that really worthwhile to put in the game for a gun? Sure, a few people would like it, some groups might make clans around it (We're the Red Pistols) but if you're in a crunch to release, is it valuable to worry about? Basically, the more you put into your game, the more you have to test it.

Secondly, don't discount predictability. It permits strategy, it permits planning, it permits tension. Don't believe me on tension? You think jump scares are more dangerous? How many times have you played a game and got to see the wrecking power of a boss before you even had a chance to fight him? Say, a dragon ruins a town, and you have to go through his dungeon first? Predictability says he'll be a tough fight, he might even kill you, but you need to do it to win. Tensions can make sure you're anticipating and preparing enough to have a real chance. If everything is random, or happens for strange reasons, some players throw out strategy altogether. Heck, I play Yu-gi-oh with friends once every other week at gaming club. I hadn't played the game since day one. I don't bother learning all the new sets or cards that come out, so i have no idea what to expect out of my friend's decks, or the decks the loan me. I play without strategy, which, sometimes I win, sometimes I don't, sometimes they let me win just for the ridiculousness of it. But since I can't predict much in that game since it's gone through so many revisions since I first started playing before I got out years ago, I don't have strategy or planning.

So, evaluate what your game needs, and don't discount either of those qualities out of hand. It's ultimately your game, your decision, so try and make the best one for your needs.