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#I have cleaning planned but that's it regarding chores so tons of time to play catch up after working all summer and winter
oculusxcaro · 4 months
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What Does Your Blood Taste Like?
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Strawberry Milkshake
Your blood tastes like a strawberry milkshake, the sweet blend of ice cream, milk, and strawberries. Prominent flavours: sugar, fruit, and a pleasant cold.
Tagged byStolen from: @question-marked (♡) and... somebody else, I don't remember. Tagging: Whoever would like to do it?
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entropy-game-dev · 5 years
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Right, so here’s my plan for the battle system revamp. On the left is the old system, while on the right is the new one. Boxes are colour coded to give you a rough approximation of what has changed and where things go. Let’s start with a recap of what I have currently, and the problems I have identified with it.
The queue system
The queue battle system is something quite common to dungeon crawlers. In essence, the battle is broken up into rounds. Within a round, all combatants choose a move, and then all moves are executed sequentially by turn order. Then the round ends and a new round starts. With my battle system, during the post-round cleanup is when elemental advantages can trigger, in addition to when recruitment and death checks are made. Just as a refresher, enemies don’t die until the round is over to give them a chance to join your party before perishing.
Now, some disadvantages I’ve noted of this system (while playtesting and playing other games):
The mental load of planning out and executing a whole turn’s worth of moves, and the order of which these are being executed (move selection is based on party slot, but move execution is based on speed). This is somewhat mitigated by my speed indicator but still complex.
In order to optimise damage you need to know the enemy's hp and about how much damage you'd do, so that you can select different targets for subsequent moves, lest you miss and hit nothing. This was going to be mitigated through the mechanic of adding a small recruitment bonus for hitting dying enemies.
You also have no idea what your enemies are going to do, so your whole round’s plan could fall apart at the whim of the AI - say you want to heal an ally but the enemy outspeeds you and kills them - you not only don’t heal them but you waste your energy trying!
One of the most important reasons, you don’t get that immediate feedback of choosing a move -> seeing its effects. You have to try and remember what you chose, identify that move in a string of moves, and assess how well it went. Readability is a huge issue I’m concerned about, and considering I want battles to be snappy (so as to not make random encounters a chore to fight), moves with short animation times + trying to understand their effects is a bad combination!
There are, of course, advantages to the queue system, such as increased tactics, a more well defined battle structure (separated into rounds), and you can do some things regarding move priority, chaining effects, interrupting enemies, and so on. But that’s not entirely lost in the new system! And with that, let’s take a look!
The instant system
The instant system is something more commonly found in traditional RPGs. When it’s your turn, you select an action, and the move is instantly executed (hence the name) and you see its effects immediately. This, I feel, will be a lot simpler to understand, but involves slightly more complex programming under the hood to manage turn occurrence better through the use of a countdown. In effect, each unit’s turn essentially acts as a mini-round, containing move selection, execution, pre/post move effects, and recruitment/death checks if it’s an enemy. The elemental advantage system gets slightly more tricky to understand BUT you have greater control over it to compensate. Let’s go through the advantages of such a system first:
Very easy to see cause and effect. You see the results of whatever move you execute instantly.
Mental load is decreased - all you need to worry about at any point in time is what is the best move for the current unit.
Tactical planning is decreased but in exchange you get better reactivity - your move choice becomes more flexible and can adapt on the fly. Wanted to heal an ally but they died? If that unit has a revive, use that instead!
Ok, so what’s all this about the elemental advantage system getting more complex? Well, before it was simple, each round, cells light up based on hitting weaknesses etc. And at the end of each round, any lines turn into effects like additional damage, buffs, etc, and then all cells are cleared and shuffled. 
Now, however, there are no neat ways to define a round as such. Therefore, I’m currently thinking to have lit cells persist indefinitely on the board. Once one or more lines have been filled, the grid will trigger on the next available opportunity. I was thinking to have the player be in control over when to launch the attack, but I didn’t want to player to feel like they had to “save” the advantage for when they needed it, and also mechanically it doesn’t really make sense that you can save such an advantage, you either press the advantage or lose it at that moment. So instead, the grid’s effects will trigger when it’s the end of one of your unit’s turns, and the next turn would be an enemy’s turn. An example:
PPPE 
P = player, E = enemy. If the first P in that sequence scores a line, the effect will happen after the last (bolded) P. After the trigger, only that team’s cells are wiped clean, but the board is still shuffled afterward. This will give the enemy a chance to retaliate, and it becomes less of a winner takes all situation - before, if you had one line on the grid, it was VERY unlikely that the enemy also had a line- just think about the possible combinations of enemy and player lines within the same 3x3 grid and you’ll see there aren’t many at all!
So, that’s the planned revamp in a nutshell. Been thinking for quite some time about it, but I’m excited to get started programming it. Honestly, a lot of the code will remain the same, just repurposed. And there’s a lot of stuff, ESPECIALLY during the move execution state, that will get a ton simpler.
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spicynbachili1 · 6 years
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The Yakuza team could make a pretty rad Chibi-Robo game
The evening membership equal is a Barbie dollhouse
After Star Fox Zero flopped, I feared that Nintendo was going to go away the beloved house shooter collection within the mud. So after I noticed that Star Fox would have a serious cameo in Ubisoft’s Starlink, I used to be pleasantly stunned. It’s a far cry from the sequel followers are asking for, however after I was anticipating the worst for the collection’s future, it gave me a breath of aid. Most likely not as a lot as I first thought, given the kinks outlined in our assessment, but it surely at the least exhibits Nintendo is keen to let different studios experiment with IPs they’ve turn into hesitant to work on themselves.
It’s led me to ponder in regards to the destiny of an much more area of interest however fervently beloved Nintendo IP –and one which I’ve extra of a private historical past with — Skip Ltd.’s Chibi-Robo. Much like Star Fox Zero, it was acknowledged if Chibi-Robo Zip Lash didn’t promote effectively, it is likely to be his final recreation. Zip Lash additionally flopped even tougher than Fox’s final outing, having little to no resemblance to something his followers discovered interesting and charming within the first place. However simply because the Star Fox staff was given a brand new lease on life by Ubisoft (in addition to the SNES Traditional), I am hoping Nintendo might additionally give one other studio a shot at this oft-neglected IP.
But when Chibi-Robo is to return to its unique gameplay type (or at the least one thing new however basically related), most studios would not be keen to sort out its weird area of interest. He’s recognized for his healthful allure (barring the occasional can-butt), exploring a “large” home, doing mundane family duties, scrambling his manner throughout furnishings with varied easy tips, and serving to a forged of lovable weirdos by way of their relatable emotional aspect quests. And generally, extraordinarily bizarre weirdos with bizarre however nonetheless endearing aspect quests. It’s a distinct segment that the majority builders don’t even contact, not to mention make profitable. Naturally, the primary candidate for this job to come back to thoughts was the studio that developed Yakuza, a collection well-known for that transfer the place Kiryu neuters his enemies with a gondola.
Okay, so possibly there’s some kinda sorta excessive tonal dissonance between these two IPs. Disregarding that, Ryu ga Gotoku Studio’s already received plenty of fame in areas parallel to the place Chibi-Robo has endeared its followers. Whereas it’d be a ton extra work to make their design philosophies mesh with Chibi’s method as an alternative of adapt their very own engine in direction of one other franchise (like they did for Fist of the North Star), I’m assured they’re one of many few non-Nintendo builders who might do Chibi-Robo’s idea justice. Actually, infusing Chibi’s chill however bizarre world with their very own model of high-energy hijinks might elevate it to the mainstream success that producer Kensuke Tanabe needs this collection to turn into.
I’m not going to prattle on too lengthy about narrative particulars, however simply in case, minor spoiler warning for each collection? Solely for 2 Yakuza aspect tales and somewhat of the primary Chibi-Robo‘s most important plot.
Although its over-the-top antics are what Yakuza largely advertises itself for, followers of the collection often reward its extra private aspect tales. These are not any much less excessive than its gameplay, starting from role-playing with a dominatrix to faking membership in a weird cult. But they’re grounded in charming and emotional struggles, such because the dominatrix’s need to beat her submissive character or a mom’s need to reconnect along with her daughter that fell into the cult.
Whereas a boy as pure as Chibi would by no means step foot in a BDSM parlor, his video games are recognized for their very own model of wackiness and relatability. As a substitute of episodic aspect tales, Chibi interacts with a forged of characters over the course of his journey, regularly constructing upon every of their sidequests till he lastly attracts them to their conclusions.
The Sandersons from the primary recreation are a unusual bunch with varied hobbies, but it surely regularly turns into obvious how these quirks drive their struggles with escapism and monetary stress, and the way critically problematic they really are. In the meantime, the handfuls of aspect characters Chibi meets include a plethora of over-the-top personalities, but their issues are normally so simple as craving to search out happiness in their very own relationships with different characters or meet different fundamental wants.
Spoiler warning over. Backside line, each of their narrative tendencies are related sufficient that I might see Ryu ga Gotoku Studio simply cook dinner up new tales for the tiny robo buddy.
One other cornerstone of Yakuza’s model is its plethora of fleshed out minigames, lots of that are complemented by their very own aspect tales and mechanics. Whereas they’re non-compulsory, they function an attention-grabbing aspect attraction to get extra out of town setting and its individuals. Chibi-Robo doesn’t have any mini-games that drastically change controls, however it’s price noting the bot does plenty of totally different little issues (pun not meant). He collects trash. He cleans stains. He fetches misplaced gadgets. He gardens. He cooks meals. He performs with individuals. And rather more.
All of those mundane aspect actions are central to his aim of incomes Pleased Factors (which assist improve Chibi), like how the rewards of aspect actions in Yakuza video games are varied gadgets. Non-compulsory as they’re, they’re nonetheless a centerpiece on the coronary heart of their worlds and the development of their recreation mechanics. Evaluating the 2, I’m wondering why the previous shouldn’t have minigames or at the least little controls and regular gameplay mechanics as concerned because the latter? Chibi-Robo Park Patrol already danced with the idea of constructing chores round goofy minigames like dancing with flowers to make them sprout. Fleshing these actions out with extra depth can do plenty of good, particularly once they make up the majority of Chibi’s day.
However we nonetheless have to deal with the polka-dotted elephant within the room — fight. All the things that I’ve simply described solely overlaps with part of what makes Yakuza such a widely known collection. If it weren’t for Yakuza’s frequent beat-em-up gameplay and over-the-top fight types, it may need remained as obscure as Chibi-Robo. Kiryu’s violence works effectively within the context of a person with felony ties who simply needs to assist individuals in want, particularly in a shady city the place harmless individuals get jumped by not-so-innocent individuals each minute. Chibi is a tiny cute robotic designed to assist one small household (and their toys) be happier by fixing their issues, 95% of which might’t be solved with violence. Kiryu and Chibi is likely to be equally altruistic, which shapes lots of their tales and actions, however the former’s most important gameplay and the latter’s nature are usually not an important match.
And but in every of his adventures, Chibi additionally has some type of micro-menace he fights part-time. This fight has by no means been a spotlight of those video games, but it surely exists. In all my time taking part in by way of the GameCube unique, I by no means disliked random Spydorz encounters, nor did I stay up for combating them. They have been simply kinda there, barring a number of sturdy set items that unnerved me and received me within the temper to confront them. I believe Ryu ga Gotoku Studio might make an important recreation with none of that in any respect in the event that they so needed. Even so, I insist it’d be finest in the event that they gave the pint-sized robotic a equally rad fight system of his personal, albeit a considerably toned-down one in comparison with their normal work.
For an journey recreation protagonist, Chibi would not have many strikes to optimize his journey from level A to level B. It may be a little bit of a drag to hold your plug all the way in which throughout the ground to the following room. Usually the best resolution to this might be to simply add quick journey, however since managing time and battery ranges are a few of Chibi-Robo’s most important mechanics, that on-foot journey time is definitely essential to plan your day round. He does have a number of instruments to hurry this journey up, together with a number of precise teleporters. However circumventing these limitations altogether runs counter to the purpose of creating you are feeling like a tiny robotic helper making an attempt your hardest to assist large individuals with larger issues.
I really feel these enemies have been added largely to make that trek from level A to level B simply harmful sufficient to really feel much less tedious. And I believe that helped, however it will assist much more if such encounters felt extra participating themselves. Whereas Zip Lash didn’t fulfill my cravings for motion, an professional at motion video games might take the concept of utilizing Chibi’s plug as a weapon and provides it the polish to turn into one thing very enjoyable. Fight shouldn’t steal the highlight from every part else, however that includes it as an rare pillar supporting the exploration and/or character tales is likely to be sufficient so as to add that mainstream attraction Tanabe was on the lookout for with out eradicating Chibi from his native gameplay method. Plus I’m a sucker for any polished and clear beat-em-up or hack-and-slash gameplay!
Extra thrilling gameplay would assist Nintendo to purchase into the pitch, given what Zip Lash mentioned about their religion within the collection, but it surely’s not what issues most on the coronary heart of Chibi-Robo. What endeared the Gamecube unique to me and its different followers is much less its gameplay and extra its world and writing. That’s a serious motive why Zip Lash, a recreation wholly centered on platforming gameplay on the expense of character interactions, did little to curiosity Chibi-Robo fanatics. It’d be onerous for anyone aside from its unique creators to recreate such an deliberately weird allure. But when anyone can accomplish that, Ryu ga Gotoku Studio’s resume is certified sufficient to present it a shot.
A heartwarming 3D happy-em-up doesn’t precisely want thrilling gameplay to be lovable, and I’m nonetheless a bit heartbroken by Nintendo’s choice on the contrary (not to mention how little Zip Lash thrilled me in my total playthrough). But no matter whether or not Chibi-Robo wants it or not, within the correct palms, I might love a return to the character’s roots together with his personal antics dialed as much as 11. Yakuza’s proven that adrenaline-filled fight or juggling dozens of over-the-top aspect actions doesn’t should be on the expense of heartwarming narratives, and given tweaks that matches his character, I might solely be much more excited for a return to Chibi’s origins with a hand like Rya go Gotoku Studio’s. Perhaps it might even persuade Nintendo that the little man’s received much more potential together with his unique method.
Or possibly I’m simply so hyped for Yakuza Kiwami on PSPlus subsequent month and in addition so determined to revisit Chibi’s roots that I’m stretching my creativeness. That may be it. Disgrace that I solely rented Chibi-Robo as an alternative of shopping for it. I’m wondering how Picture Finder stacks up…?
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from SpicyNBAChili.com http://spicymoviechili.spicynbachili.com/the-yakuza-team-could-make-a-pretty-rad-chibi-robo-game/
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A Breakdown Of Locating Issues In Fly Fishing Gloves
A Breakdown Of Locating Issues In Fly Fishing Gloves
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A Breakdown Of Locating Issues In Fly Fishing Gloves
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