MV - Fidel & The Pauper's Paradox (Sean Murray)

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Started by TheAM-Dol 140 posts Page 4 of 7 View original ↗
  1. alice_gristle said:
    Came here 'cuz I didn't want to derail the Dime thread more than I already did. Just wanted to say that you gotta come up wid a snappier term for "ConP". Summat like "Guts" or "Grit" or "Pluck", I dunno what exactly. But it's gotta be something else than "ConP". Not giving you a deadline, but I wud really like a Christmas present! :kaoluv:

    Yeah we've gone back and forth on what ConP should be replaced with, since it stands for Confidence Points.

    The least jank replacement I can think of (that I think I already suggested) would be CF (ConFidence).
  2. Buuuut... CF just as obtuse as ConP tho... :kaoswt: Can't think of a good answer off the bat, gonna hafta sleep on this one!
  3. Just Con, perhaps?
  4. How did I miss all this conversation going on? Maybe it's all those old general chat threads getting bumped after months of inactivity; thanks for the alert spam...

    Yeah, Alice and Dan, I think christmas is going to be a disappointing one from Fidel.
    On a scale of "Fix this now" to "save it for the next game." I'd put this at a "too stubborn to care."
    Between existing terminology within the game's systems referencing ConP and the thematic purpose "Confidence" itself plays in the game it's not something I'm looking into changing.

    However, as food for thought, perhaps you are looking to change the wrong word.
    Anyone down for expending CV?


    Y'all are welcome to pitch any idea, so long as we aren't abbreviation it to CP
  5. Oh well, I can live with that, I kinda admire bullheaded obstinacy :biggrin:
  6. It's time for the monthly progress report!


    A lot of what I am going to cover today was actually covered in my last dev stream. Honestly, you'd probably get all the information faster by reading this, rather than watching it; but watching it might include some additional insights and thought processes behind my decision making if that is something that interests you.
    The video is here:


    FAST TRAVEL & FAST TRAVERSAL

    First, I want to talk about my new fast travel system. I believe it was Mr. @RCXGaming who talked about the importance of fast travel systems in modern games. He helped motivate me to think about traversal, and after letting @TESTOSTERONE , Wind Ryder himself, get special access to an extremely busted build of the game, he pretty much set in stone the importance of reworking traversal in my game; mainly within the Cave level (the level that the beta test from last year took place in).

    Redoing fast travel event
    So it's funny to me, that I clearly was aware how important quick traversal was in the first level I built, the Seas, because from its inception it had both a key item that could be used to create a short-cut and a teleportation system to jump around to specific points on the map.
    However, I had tunnel vision (ha) on how I wanted my Cave to be formatted. I felt like these tools could not be used in the level. But thanks to RCX and Wind Ryder, I folded on this.

    So in my efforts to improve traversal, firstly, I remastered my teleportation system so I could implement it into the Cave.
    The new teleportation system looks like this:


    This video was made mostly to show off some of the sound design work I had done (Including positional audio), but it also shows off how it works.


    Basically; the player will unlock new fast travel points as they explore the level. Once unlocked, they can jump to it at any point in time - pretty standard fast travel system.
    However, what you don't see in the video is the "Restore Fidel's Position" function.

    RESTORE POINTS, QUICKLY GET BACK TO THE ACTION!

    Restore Fidel's Position
    At its absolute basic functionality, it is just a checkpoint system. Whenever you change map or reach certain trigger zones, your position will be saved to a checkpoint.
    In my game, whenever you die, you are brought back to town. This checkpoint system means that after you are done fiddling around in town, you can go to the teleporter and jump back to the last checkpoint before you died.
    What is unique about this is functionality that had to be built into it because of the way players are able to play the game.

    It's a nonlinear game, so players can take on any level they want at any time they want whenever they want. So it is very much possible for a player to go to one level (let's say the cave) and then die (or save and quit - we'll talk about this later), and then decide that they'd rather make some progress in a different level (let's say the Seas.)
    With a typical checkpoint system, you are just constantly overwriting your checkpoint with the most recent checkpoint. Well if that's how I did it, then if the player decided to go to the Seas, then when they return to the Cave and use "Restore Fidel's Position", Fidel would be brought back to the Seas. Oh dear. Now poor Fidel would have to trek all the way back to where she left off in her Cave Adventure because she dared to take a break and adventure around the Seas.

    So, the checkpoints are unique to each level. When you select "Restore Fidel's Position", Fidel will be restored back to the most recent check point within that specific level!

    That pretty much covers the fast travel system so far. So in a nutshell,
    Players can unlock dedicated fast travel points as they explore and use those points to quickly jump to different portions of the level.
    Players have checkpoints independent to each level of the game, and when returning to the level, they can use the fast travel system to jump back to their most recent checkpoint.

    Next is traversing specifically the Cave...

    REVOLUTIONARY DESIGN: GOING UP AND DOWN

    One-way design is gone.
    The cave was designed with this idea of "one way forward." The fish mechanic - allowing the player to catch a fish then throw said fish into lava to create a temporary platform across (yes it's silly) - is designed to facilitate the one way direction of the cave. Once you jump across your temporary fish platform, there may not be a fish to catch on the other side to go back.
    The cave being split into what I called a "right ribbon" and "left ribbon" (called ribbons because it's a thin, long, linear path that loops back around on itself), the right ribbon puzzle gimmick is that the player could only test the results of their puzzling later. With the actual elements that control aspects of the puzzle on the lower part of the ribbon, and the ability to complete the puzzle on the upper part of the ribbon, the player needed to observe carefully what the puzzle elements are doing, and have the foresight for how those puzzle elements should be set up for the future.
    If the puzzle elements were not set up properly: bad news: It's a one way trip back down the cliff face for you to adjust the puzzle elements, then have to shamefully walk all the way back around to the upper ribbon again. (And sometimes that could be a really long walk).
    This is really unfairly punishing to the player. So to alleviate this unnecessary back-tracking, I have changed all of the one-way jump-down points to points where the player can place a ladder to climb down or up.

    While both of these updates break the original philosophy of the Caves design, I feel like these improvements both improve the overall experience (making it less stressful) and better aligns with the overall philosophy of the entire game which is to play however you want.

    Next up is Parallaxing! Let's make those maps beautiful!

    MAKING MAGNIFICENT MAPS

    I have been struggling with the flat look of my game. It's hard to put into words other than "flat" to describe my game, but it's just this feeling that things aren't really popping out. I talked about this in my previous update post on the game, so we'll just gloss over this. (You can read more about it in this post here: LINK TO POST # )

    I started by doing a few tests on the on-going Forest level, then decided to test to see if this could be applied to The Seas level (which has the largest map in the game). As mentioned, this was talked about in the previous update, so let's move on:

    The Results (featuring images!)
    Now I have finished all of the maps for the Forest level, and all of those initial experiments helped me find some techniques that both speed up the process while also adding more detailing work to the maps. There are 9 maps in total (for the Forest level), I won't share all of them, but take a look at a few of my favorites:
    Forest12-rendered.jpg
    This is first map of the Forest. There is only faint shading, light ambient occlusion around corners plus a shadow on the factory in the top left, and "deep" and "shallow" waters in the Red Juice river. I plan to make a quick revision to this map using some of the newer techniques I used in the following maps...
    Forest23-rendered.jpg
    The forest is designed as a 3x3 square, with each row being tiered above the other. Row 1 being the "highest point" in the forest, the lighting is gentler. Row 2 has slightly heavier shadows. Pictured above is from row 2. As you can see there is some stronger contrast and processing to add additional details to the map.
    Forest32-rendered.jpg
    Row 3, as you can see is much darker, hopefully creating a feeling like you are in the "thick of the forest". One of the map overlays I used to add faux detailing is much more apparent here due to the added contrast between light and shadows.

    Looking Ahead

    Red Juice & The Fox


    Currently I am working on improving the logic on a few aspects of the Forest. It's better to do it now than to have to do it later after all of the events have been placed. This is also mostly coming in the way of how to handle certain aspects (such as all the Red Juice resources) after the level is complete. Do I want the player to still gather those resources? Thematically it wouldn't make sense (your goal is to cure the forest of it's Red Juice ailment), but it would serve a game play purpose.
    The item you unlock in the Forest (as previously discussed in this update: LINK TO POST # ) allows Fidel to change into a fox:


    RedvineTree.gif
    However, this form requires Red Juice. After the forest is complete, the readily available Red Juice resource would be depleted, obviously making it tough to stay in the fox form if you can't get the resources to sustain it.
    On the one hand, I considered adding a quest that would allow you to permanently switch between Fidel and the Fox without the requirement of resources, but that is additional scope. Maybe in the future this can be added.
    In the mean time, I decided that one Red Vine tree will get planted in the town center (bye-bye fountain!) after the player completes the Forest level. Therefore, the player will be able to interact with this tree at any time and extract some Red Juice for the adventure ahead.





    Load game, Return Home

    This is still something that is in the "I'm thinking…" stage, but I am thinking of changing how the whole save system works in my game.
    Anti-save scum, philosophy matching save & load!
    I have already partially achieved this by creating a call-able autosave event that will overwrite your existing save. This is to prevent save scumming by just aggressively and constantly overwriting your existing save to prevent you from "rewinding time".
    However, the new part of this is how to handle loading the game there after.
    I am thinking that whenever the player loads their game, they will be returned to the town. Easy enough to execute at it's most basic form; I already have a plugin to run a on-game-load common event. However, there are many situations where I DON'T want the player to be returned to town otherwise it might break things.

    The pros:
    It encourages one of the main pillars of my game: interacting with the town. It's just another way to encourage players to not ignore it if the game is constantly gravitating Fidel back to town.
    It hopefully encourages players to consider their quit points; both discouraging quitting mid-level, while encouraging quitting when back in town ("Well, I'm already in town, so might as well quit now.")

    The Cons:
    Both of those pros can also be cons, being brought back to town means the tedious trek back to where you left off.
    It will probably take a lot of tedious work searching and accounting for the edge cases where I would want to disable the on-game-load common event. Missing even 1 spot where the common event should be disabled could potentially result in soft-locks and completely destroying a save file.

    As of now this has not been implemented (if that wasn't obvious already), however I will continue to think about it.

    Fidel & The Maker's Trial
    (The OG, the prototype)

    At @TRIDIUM 's request, and because @hiddenone is kind enough to play my jank old game, I'm going to link it here and make this more obviously public. This is the prototype to Fidel & The Pauper's Paradox and was a game I developed in a month just to help me come to grips with RPG Maker.

    Fidel & The Maker's Trial by NolanAlighieri
    To be absolutely clear: This game has nothing to do with the current Fidel & The Pauper's Paradox project other than in name.

    It's pretty jank, here's some info about it...
    It's about 2 hours long (depending on your RPG-ing/Puzzling abilities) and I think has some cool ideas that were obviously not well executed. Some of the foundation of Pauper's Paradox is there, but I can promise you that Pauper's Paradox has refined...uh...most everything you see in this OG prototype. Those who play Maker's Trial now are likely playing the best version of it due to the number of updates I have done since it's launch. I still support the game, if not a bit irregularly.

    It is filled with some jank, I don't intend on fixing it, however I do still enjoy the project for what it is, so if there are major errors such as critical bugs (such as softlocks or crashes), balancing problems, or minor grammatical issues then I can issue an update. (I might only issue an update for grammatical issues if there are other issues to fix too. No reason to push a full update for a typo)
    Any feedback you do provide, however, will help me consider design choices for Fidel & The Pauper's Paradox or future projects, so while I don't intend on changing much of the OG, the feedback will still be valuable.

    If you leave feedback on the OG game, it would be appreciated if you title your post or include bold text to indicate that it is feedback for the prototype/OG. This will reduce possible confusion as to which game is getting feedback



    And that's it for this month's update! Thank you everyone for your continued support and interest in Fidel & The Pauper's Paradox's development!
  7. Heyas, I'm here with feedback on Fidel & The Maker's Trial, not the current version. So if some things don't match what has already been shared in the thread, whoops. ¯\_(ツ)_/¯

    Fidel & The Maker's Trial has a lot of rough spots that are clearly coming from a new dev, but there are little details and mechanics that stand out as fun even if they could've been improved. That said, if there was one more boss battle after the final one, I would have thrown my computer out the window instead of trying to win another drawn-out fight.
    Feedback
    I get what you were going for with the story, but unfortunately it doesn't quite click for me. The lack of an intro before getting control makes for a lot more questions than answers, and while I could piece together things eventually it would have been nice to hear more from Fidel. Beyond being a wannabe game dev, there wasn't much to her character that stood out to make me connect with her and I think that was mostly because she was only responding to the negative comments. There were a number of ways her personality could have been fleshed out (having her comment on things more, give herself little pep talks, small celebrations when completing a puzzle, etc.), though I can understand not focusing on that and instead focusing on the gameplay.

    Not gonna touch mapping, you know the quality level that was there. :p

    Using save crystals is a nice idea, but that does mean that players who may need to quit to take care of something (pets, kids, late for work) could lose a good chunk of their progress. And for this short game it wouldn't really be worth redoing a lot of the puzzles, so you could lose players who would have otherwise finished the game. Striking a balance with an emergency save item that doesn't heal and can only be used once before needing to be restored at a save crystal would give players that safety net to quit and run off without having to worry about their progress.

    Puzzles were a big part of the game, and unfortunately I think a lot of them suffered from "new dev-itis". Boulder pushing and jumping puzzles can be fun, but the quirks in them really showed that you weren't familiar with eventing or planning them in RM. The ways boulders could be moved didn't have much rhyme or reason to me as a player, sometimes they could roll only one direction and sometimes they couldn't. Pushing puzzles can be a great way to challenge players but you want to keep the rules consistent, so having marks either on the floor or on the boulder to show which directions they can roll would be good. If you wanted to do away with boulders completely, creating tracks in the floors and stylized puzzle pieces could be an interesting replacement.

    There was a silly bug with the first boulder you interact with, I tried to push it from the side before the fight but couldn't, so once I won and was able to move the boulder I pushed up upwards and blocked myself. So of course I chose to reset it... Which ended up with me moved back to the start and the boulder vanishing completely from the map. I could keep going, so it was fine, but seemed like an odd thing to happen.

    I also ran into a bug with the boulders new the first crystal, where the far right boulder didn't move and instead a fourth boulder appeared. If that wasn't a bug and was meant to happen, then some dialogue would've been good to clue me in to that not being a dev mistake and instead how the game would mess with me as a player.
    boulder bug.png

    The jump puzzles were okay, but I think having the player need to hit a button every time to jump was overkill. A lot of the later jump 'puzzles' were just paths, long ones at that, so it was me just holding a direction and spamming spacebar to reach the next puzzle section. Perhaps having it start with a button and then being able to jump just by touching the jump events would be nicer, your players should be able to figure that out and then can focus on the puzzle itself and not having to click all the time.

    Next up, let's talk about the battles. For the most part I did actually enjoy the fights, the limited enemies and weaknesses meant that I learned what skills to use on each enemy quickly and they were quick enough (for the most part) that the battle screen didn't overstay its welcome. Gaining MP from being hit does make for an interesting mechanic, and it was nice to not have to save my MP or potions for emergency battles like in some games. The miniboss battles that blocked levers were different enough to make me think a bit and not just spam the attack button.

    Though it did take me a while to figure out why there was a timer after every battle, it would have been good to explain that quickly after the first fight.

    The Maker battle and the Worse Thought battle are where the battle system really falls apart. Both were much longer than they really needed to be, and instead of making me feel dread or depressed they just annoyed me. That may be because I deal with negative thoughts by imagining them coming from a little bothersome gremlin, so when the Maker and Thoughts were being negative I was just going "yeah yeah, back to your cave you little green ball of negativity". The Maker battle felt like the final battle, so dealing with the Worse Thought battle after that didn't add much to my experience. The fact that I was meant to lose that battle was disappointing, while I do get the point story-wise, it wasn't clear since I could do damage and I was able to defeat Bad Thoughts. Once I realized that Worse Thought was able to heal itself fully and that I needed to kill Fidel to end the game, it meant I had to still run through a bunch more turns because I had been healing with items. Sneaking in a 'Give Up' skill after a few turns of Worse Thoughts buffeting Fidel would have gotten the same results (most players would keep trying for a little while before using that skill) without having to take so many extra turns.

    You can also open the menu after losing the Worse Thought fight and as the camera pans away from the fainted Fidel, which does take away from the scene. I assume the cutscene was done with a parallel process instead of autorun, but that should be easy to fix.
    Overall, as you mentioned before it's definitely a janky game. But if you've taken the good points from this game and polished those, then I'm looking forward to playing Fidel & The Pauper's Paradox and seeing just how much you've improved. :rwink:
  8. Really, really thank you for playing through the whole thing! Glad you were able to survive the jank.
    I'll kind of just touch on things broadly:
    First of all, for sure on improving upon things for my current game. The confidence mechanic has been greatly refined, I could probably list 100 improvements to solidify it as an established mechanic and not just a gimmick, but I'll spare you. The current project has renovated the whole house, only bits of the foundation were left. I'd say we're cooking with gas now, but this is 2023 and electricity is in. We're cooking with watts now.

    The story was sort of meant to be pretty light. I'm not a big "stories in games" kind of guy. Give me a princess to rescue in a castle, that's all I need; just enough story to motivate me to jump over the lava and on the badguys head. I did enjoy writing The Maker's dialogue though :kaopride:

    That rogue boulder :kaodes: I've dealt with it before and thought I arrested it for it's antics. It appears not. That's likely because I did some sloppy paperwork to get that man charged for his vandalism. Rather than actually use a competent way of handling the boulders, I just tried to fix the bug in the existing "janky, beginner RM" event that controls the boulder. If you're curious...
    The weird way that boulder works
    It's 2 boulders. 1 boulder has the movement ability, the other can't be moved and just shows the text. When you take the tunnel to the right, you will step on an invisible event, which uses a transfer event to swap the boulders around.
    It's super janky. When I fixed the boulder in the past I should have just retooled this whole system to work competently, but I didn't want to spend a lot of time lingering on a past project so I just stuck with the existing jank logic and tried to stop the rogue boulder. When I get around to updating this, I'll rewrite the logic to a more normal way of doing push-boulder events.

    Glad it seems like the battles were fair; I've tuned them a lot since launch, at least the regular trash mobs are reasonable.
    The Maker I will reduce his health. He's definitely too long of a fight.
    The Worse Thought fight; having the give up option is not a bad idea. Actually, even during playtests, I found it somewhat annoying that even though I knew the gimmick, I'd have to wait to slowly drain my own life. It's also a simple enough addition that I'm willing to patch it in.
    The Worse Thought is designed to give hints to the player that you should "just stop trying". Iirc, every 3 turns he seals one of your skills, starting first with your healing. That's to lead the player into selecting the correct skill. If I am correct about the 3 turn time between skill seals, then I think I may reduce the number of turns to more quickly deliver that information to the player that you should not be trying to hard. I may also eliminate their inventory of items.

    And the player opening the menu at the end; will fix it! You are likely right about it being a parallel event, when I started I remember not understanding the difference between parallel and autorun events, so I always used parallel events. I went back through with one of my updates and changed most to autorun, but it isn't surprising if I forgot one.

    So (mostly for myself) here's what I need to patch:
    • Rogue boulder
    • Maker's HP
    • Faster Worse Thought fight
    • Switch event to autorun (probably)
    • Save anywhere item
    Did I miss anything?

    Edit:
    I did miss some thing. Add it to the list
  9. I think those were the big things that needed tweaked. :)

    Another thing that messed me up in the Worse Thought fight was that it sealed my skills, but it repeated sealing my healing a few times. So I started to think that maybe the sealing was temporary, and I just needed to figure out the right combo to beat it. That may be a me-only mistake, but it did seem odd that it kept sealing the skills that were already sealed. I agree with eliminating the inventory, you could even have Worse Thought do it thru a battle event so the player knows it was the one that took their items away.
  10. I forgot to mention a couple of additional things:
    The save anywhere item is also a good idea, I'll also add it in.
    I might add in the enemy cool-down timer tutorial. But if I forget, nbd, I think it's one of those things that benefit from being explained, but not necessary because players will figure it out eventually on their own.

    I also wanted to mention the irony of you bringing up the push space to jump mechanic :LZSlol: Literally last update I changed all the jump events from player touch to player activate.
    I get in this game sometimes it might feel unnecessary, but I don't really like games playing themselves. It's not like this has "critical thinking" needed to figure out "push da button to do da jump-hur dur" but I like making sure the player keeps control of the game as much as possible. While the interaction itself doesn't add much intrinsic value to the immediate gameplay, I feel like it helps players feel like they are part of world by remaining in control of the character.
    That said, part of the disconnect might be that this game doesn't really beg for you to be "a part of it" (or I suppose "immersed" in the gamery term for it), as it is very much a "get to the goal" kind of game. So maybe in this case, it would benefit to automate some of the more linear jumping section.
    Pauper's Paradox follows this same jumping scheme. Back during the beta test I had a user complain about the amount of jumping there as well. I reduced the number of jump pads in the game as a result. While the jumping mechanic remains the same, I've been mindful of how many jump pads are in a row.

    I suppose ultimately; is it worth the brain power to think of the right balance for my old game or, is it just that? The old game it's not worth devoting that thought to.
  11. It's definitely hard to find the right balance, especially when it comes to puzzles since players think about things so differently. For your old game, it's probably fine to leave as-is if you haven't touched it already and just know that some players will get tired of it.

    For jump puzzles pushing a button doesn't make me feel like I'm really contributing to solving the puzzle (though mostly because I have creaky joints so when I hit spacebar my knuckles often pop and distract me), but having to pause and think about which jump will take me to the right spot and which will lead me to a dead end will make me totally focus on the game's world. It's a different design philosophy, but personally I think when it comes to puzzle-heavy games it's better to "automate" a lot of the mechanics so the player can focus on solving the puzzles and not which button to push at that moment; instead of pushing a button to jump it's automatic when the player tries to walk towards the space, interacting with a lever will reset a pushing puzzle without giving a 'yes/no' prompt since if the player is clicking on it they likely want it to activate, etc.

    It does depend on the gameplay you want to create though, so I get it if taking away too much of those player interactions with the game go against what you're aiming to make. :)
  12. You’ve absolutely made great progress on the maps, but might I say that the color palette of this particular area actually does have considerable pop to it even before the additions you’ve made? I know I’ve talked about this exact scheme before but you’re using it really well. You’ve gone for a grass with yellow in it, that offsets the violet base in the red juice. The trees and flowers are purer forms of green and red so they naturally produce a dimensionality from the background objects. The pink of the other trees are calling back to the color family of the red juice.

    So. Absolutely excellent job with the map updates, but your choice of tiles and particularly tile colors actually has done a considerably good job of pop.

    I also am happy that I’m not the only person whose joints break the sound barrier. @hiddenone
  13. Whoops, looks like I missed my December update. I was pretty busy between the November update to when I would normally do the December update so not as much got done on the game during that time, so I didn't have much to report anyways.

    Let's jump right in! It's a big one with lots of pictures and gifs!


    Gift Giving In Action

    I finally got around to implementing my gift-giving system into the game. It has existed for a long time as basically just a database object with no actual interaction in game. That has changed.
    The gift giving system was created to answer a major problem with my game; the lack of rewards for going off the beaten path.
    (It's a good read, even though it's long. There's some pretty pictures to look at)
    The Theory Behind It
    After watching SG Harlekin stream my old beta, one of the complaints he had was that the maps were big, not necessarily empty. He seemed to praise the mapping, but lacking stuff to do.
    Here's the challenge:
    How do I reward the player for going off the beaten path?
    The obvious answer is "A chest, you dummy!"
    But sometimes the "off the beaten path" way isn't really far enough out of the way or challenging enough to warrant a chest. So what do you do then?
    I believe this is a common problem all JRPGs tend to encounter whenever they try to do wider, more open maps, and they have had a solution to this problem for it for quite a few generations of gaming.

    BLUE-REFLECTION_-Second-Light-24.jpg
    pictured above: Blue Reflection: Tie, Ao picking up a crafting material item drop.

    Crafting materials.
    Crafting materials are a reward for going off the beaten path, but are minor enough that you aren't overly-rewarding the player for something menial.
    The problem is that crafting can create a whole new scope of items and balancing that need to be accounted for. It can be quite complicated to implement in more facets than one. In the scope of my game, crafting just wasn't the answer.

    Unlikely Inspiration:
    But probably not surprising considering how often I have referenced this game as an unlikely inspiration for Fidel.

    In Heroes of Might and Magic, you can find treasure boxes in your exploration. The fascinating thing with these treasure boxes is that they aren't like other resources. Resources you find just lying around on the play field are just picked up like a typical resource. Treasure boxes present a simple, but interesting choice:

    HeroesOfChests.gif
    Never say I don't put effort into these posts. I re-installed Heroes 4 just to capture this gif.

    When you touch the treasure box, you are asked whether you want to take the gold for yourself, or to donate it (that's the role-play reason) to receive a bounty of experience points for your hero.

    I've actually really like this system. The challenge is that I cannot copy this system 1-to-1 in my game, because in a sense, EXP plays more of a neutral role in the game. If you've read previous updates, I effectively removed leveling from my game. You still "level up" (now called ranking up) because this helps dictate gold drops, player luck, and enemy difficulty. Due to enemies becoming more difficult at higher ranks, some players may wish to stay at a certain rank, thus negating the desire for more EXP.

    However, the idea I had initially settled upon was that the player can give the presents to any of the NPCs they want. There is no affinity or romance system, but instead certain NPCs would "thank the player" for the gift by giving them 1 of 3 different rewards assigned to that specific NPC:
    • Community Experience (leveling up the town)
    • Player Experience (ranking up the player)
    • Notes (money)
    Each category would only be a small pittance, but the player could decide to just give many gifts to a single NPC get get a lot of rewards for their kindness.

    I did ultimately decide to step back a little bit from this idea. Giving a gift will always grant a tiny amount of Community EXP. Undecided, but I may have NPC's give 1 of 2 awards assigned to that NPC: Either notes or Gratitude tokens.
    But...Gratitude Tokens? What's that?
    And notes...hmmm, that sort of contrasts with...


    AAA Was Right! Loot Boxes are a Great Idea!
    LootBox-to-gif.gif

    So it seemed like an obvious answer to just let the player character open the present item they found on the map and receive a random reward like a loot box. I already thought of that when I first conceived the idea of the gift system. To explain why I was opposed to implementing that before ultimately changing my mind, we need a little more context.


    Context for No Loot Boxes
    Initially I didn't want to provide this option to the player because the point was to encourage further interaction with the town, as well as an underlying theme in the game which is kindness. So I didn't want to allow the player to just open the presents selfishly for themselves when ultimately I want them to interact with the town and also to help emphasize the themes of kindness.

    I felt like no matter what I needed to encourage players by offering some sort of reward, otherwise the system would just feel pointless. I just have to get over the fact that natural kindness cannot be encouraged, it just has to be exhibited normally. So there needed to be an "ultimate goal" for giving the presents.
    See, with the introduction of ranks in my game, experience was no longer a good reward for the player. Community EXP is worthwhile, but will eventually be useless, and is pretty easy to earn, so it's not super worthwhile to get community EXP. So last is money - notes. That remains valuable in the game at least, but then it just feels like the player is giving the gifts to NPCs for selfish reasons, which is sort of counter to the theme I wanted.

    This is where the Gratitude Tokens come in to play. I will come back to this, but let's first talk about these loot boxes.

    So, the "loot-boxes" actually don't reward the player much at all. After all, the loot boxes (presents) are pretty commonly found throughout the world. So if they had good rewards in them, they would over shadow chests in the game, which are supposed to be the main provider of good rewards.
    So there is a very, very high chance that the player will receive just 3 notes from opening the present (which isn't much in my game's economy - about a 1/5 of the way to a low-level healing item - or about 1 Mac on the Big Mac Index.) Then there is a small chance the player might earn some sort of consumable.
    Finally, there is some logic that tracks how the player is doing in the game. If the player (according to the logic) seems to be having a hard time, the odds begin to tilt in favor of the consumables, with a small chance of getting a "treasure bag", which contains a handful of notes and 1 of each type of consumable. But the treasure bag cannot be received until the player has first crossed a specified threshold of "having trouble".

    Give A Man A Fish...

    So what are these Gratitude Tokens?
    Gratitude Tokens are given to the player by the NPCs of the town as a thanks for the player's kindness.
    There is a mysterious hidden chamber housing the hooked fish of Gratitude.
    This fish will reward the player's kindness to the towns folk.
    GratitudeFish-to-Gif.gif
    The text seen in the gif is obviously just placeholder.

    When the player speaks to the Fish of Gratitude, the player will be given a choice of 3 different options.
    • Permanently increase the player's STACK RATE stat (basically luck)
    • Permanently increase the effectiveness of the healing skill.
    • Permanently increase the starting ConP when entering combat.

    Infinite Power
    This is actually a form of indefinite power gain, if the player so chose to grind it out, but each time you accept a reward from the Gratitude Fish, the cost of Gratitude Tokens increases 2 fold. (I do plan to put a cap on it, first to prevent rare cases of over-flow - not sure how the engine handles overflow, but not gonna mess with it and just cap it. Additionally, if I just let it infinitely double the amount of tokens required it would reach an impossibly high number. I want to cap it at a "very high" number, but still with in the realm of possibility to grind out for)

    Choosing these 3 stats was actually quite difficult. As mentioned in the OP of this thread, Fidel really strips back a lot of the JRPG complexity, which means I have less stats and numbers to play around with, meaning less parameters to boost as rewards or items to give.
    These 3 stats seemed the most balanced stats to allow for infinite growth of.
    • Stack rate may potentially be the most powerful of the 3, but there are plenty of other ways of boosting stack rate late game. This just allows the player more flexibility in their build if by gaining that additional stack rate from somewhere else.
    • Healing is of course pretty important, but also at it's base is pretty powerful; since this is a single actor game, healing naturally provides a turn of increased damage reduction so that player's don't get caught in a healing cycle. I'd say boosting this stat effectively just acts as quality of life.
    • Battle's start at reduced ConP (the starting ConP value is based on the player's rank), so the starting ConP basically acts as a "head start" when entering combat, but is by no means necessary, as ConP can pretty quickly be gained in combat by just guarding and tanking a few hits. And again, late game items and builds can off-set how long it takes to build up ConP.



    As you might be able to tell, the gift giving system has quite a lot of complexity to it:
    • First there is retrieving the gift, probably the easiest part.
    • Then the decision the player can make: Open the gift now or give it to an NPC?
      • If the player opens it, there is the loot box mechanic and the logic to determine the reward.
      • If the player gifts it to the NPC, the NPC needs to react appropriately (something I didn't even talk about in this post) and reward the player with a gratitude token.
    • The player can then take the gratitude token to receive a permanent upgrade from the Gratitude Fish.
    So this is how I have spent a lot of my time developing the game these past months. However, there are a few more things I would like to talk about if you would bare with me.





    A New Team Member

    If you looked carefully at those Gifs I posted, you might have been thinking, "Hmm, the player character doesn't really look like Fidel...."
    That is correct!
    As usual, a story...
    Fidel Got Tall
    For a long time now, I have - at the very least - wanted to replace the stupid looking bean-faced SV battler for Fidel. I've never been happy with how it looks. The expression on the actor doesn't fit Fidel, and I am not a fan of the style the RTP uses for battlers.
    @TESTOSTERONE had played a jank version of my game and even commented that replacing the battlers would go a long way for the feel of the game. While he wasn't necessarily referencing the walk sprites of the world, I had this feeling that maybe tall overworld sprites would also change the feeling of the game.
    As a test, I decided to plop one of the premade templates @WTR had made, seen in this thread. Immediately I could feel how the game changed. It's like this one small change was entirely new coat of paint. From that point, I began investigating what it might cost to do tall sprites for my game. I knew that I would need all sprites to be in the exact same style, otherwise things would obviously look out of place. So if I have 1 custom sprite made for my game, then all NPCs would need to be custom.

    I did reach out to WTR about commissioning them. However, they very politely declined; understandably - and I am thankful they even responded to me at all. So, if you see this WTR: thanks once again for taking the time to reply to me!
    Trisha.png



    My search eventually lead me to an artist known as TheJuneBug on Pixiv. TheJuneBug has experience working with game engines; primarily Unity, but also some RPG Maker experience as well. TheJuneBug is hoping to one day create his own RPG in MZ/MV but definitely not Unite.

    Although he permits reposting his work, I'd rather you just go to his profile and check his stuff. (I assume she's a she) He's a he, my bad.
    He will be doing the pixel art for my characters in the game! His first work has been delivered and I am very happy with the results.

    This is Trisha, one of the towns folk, with a solemn back story that Fidel will need to find a way to console her grief.
    But in the mean time, this is the form Fidel is taking while I wait for more great art to be done by TheJuneBug!








    Finally,

    The Old Game Got Updated (finally)

    @hiddenone was so kind to play my old janky game. I promised an update would come from her feedback, and that sat on the back burner for a long time until finally during my winter holiday I cracked open my old project and made some changes.

    Here are the highlights:
    • The final boss had it's HP reduced by 20%. Still probably not enough, but oh well :rswt
    • The new "Give Up" skill was added. This is just a "kill-self" skill, which might be useful for speeding up a certain fight :LZSskeptic:
    • Save Crystal added! This allows the player to save the game ONCE at any time, any place.
    • Rogue boulder was fixed by completely redoing the logic.
    • Jump logic was adjusted slightly. After activating the first jump, Fidel will continue to jump the same direction. Only whenever the player needs to change direction will the player need to activate the jump again.
    If you didn't play the old, janky game, you can find it here:
    Fidel & The Mater's Trial
    (I typoed Maker as Mater, but I am keeping it)
    I know I'm not selling you too hard on it by calling it jank, but once you get past the jank, I do think there is something to enjoy about it.

    small edit:
    Spoiler tagged a section to reduce the size of the post. Corrected a typo.

    June is a guy, not a girl. Corrected my posts. My bad homie.
  14. You updates made me think this
    IMG_2717.png

    P.s. the new sprite looks fantastic. I love it. And perma boosts is an excellent reward idea.
  15. Oh, nice! I think I'm followin' TheJuneBug on IG, her style seemed familiar right off the bat! I like the new sprite! :kaoluv:

    RE: The exploration and rewards

    HoMM! :wub I usta play HoMM 4 a fair li'l bit some years back and I loved explorin' the maps, so not a bad frame of reference! I've been wantin' to somehow replicate the HoMM exploration experience in a JRPG, this certainly gave me food for thought!
  16. alice_gristle said:
    I've been wantin' to somehow replicate the HoMM exploration experience in a JRPG, this certainly gave me food for thought!
    Actually, if you didn't read the July update from 2023, I really recommend giving it a read through!
    Here's the link directly to the post.
    I've made a lot of references to HoMM throughout this games design. One thing is like the game rules; although...HoMM has always been pretty light on the types of rules for a skirmish match...more of a Civ kind of thing... But! More influential is the forest level which has been heavily, heavily inspired by HoMM!
    The one thing it is missing is some of the cool artifacts you could find during your exploration. Also, ngl, the soundtrack of HoMM4 really, really elevated the game to a new level. I would love to have terrain-dependent soundtracks, much like how HoMM had mountain, sea, swamp, cave, and field exploration tracks.
    The HoMM4 soundtrack for your listening pleasure. (I recommend skipping all of the menu music. It's fine, but not the best this soundtrack has to offer)

    Since the exploration/4x stuff is more of a level gimmick and not a game-wide system, I felt like I couldn't explore deeply this concept, only taking light elements from it.
    But it might be a road map for how to implement something like this into one of your own games!

    This is also sort of my answer to Testosterone:
    TESTOSTERONE said:
    You updates made me think this
    IMG_2717.png

    P.s. the new sprite looks fantastic. I love it. And perma boosts is an excellent reward idea.

    Don't come to my updates expecting a light read :LZSlol:
    I find the reason why things are design the way they are fascinating in games. So when I write my updates, I like to include my thought process of how I came to some of my decisions. I hope that other people may also find this fascinating and enjoy reading about it, or for those who might be designing similar systems they can read about the pitfalls or questions I had to overcome/answer along the way.
    I think pretty much since my July update I've gone in depth discussing my design philosophies.
  17. The new sprite art looks really nice dude, think it matches the tone of the game quite well. Cool stuff.
  18. Hello everyone!
    It’s another month. This month’s update is coming a little bit later than usual because I was waiting for June to complete some art.



    PixelMovementTitle.png

    But more on that in a minute!

    First I would like to talk about the game progress itself.

    I wanted to shift focus from the Forest level back to the town. The primary reason is that I hope to do another round of closed beta alpha testing soon. In the alpha test, it is unlikely the forest would be accessible. If I were to make the forest level accessible, it would likely require a much longer period of development time to ensure it’s at least ready for testing.

    So with that being said...
    let’s see what January and the first half of February brought with it!

    EVERETTE.png
    Everette
    EveretteSide-Draft.pngEveretteDraftB-f.pngEverette, a resolute mother who prioritizes her child's future over their own immediate welfare, and has grown increasingly exasperated by her husband's laissez-faire parenting, fostering a schism within the family unit.

    Unlike other townsfolk in Crossroad Commune, Everette is not intended to have a vignette (a short story covering a theme, idea, or topic). This is primarily due to scope. As I was writing out her dialogue, I saw how there could be a vignette around her ideals and how she might grow as a person, but I’ll have to save that for another time (maybe an update post launch if this game finds any modicum of success?).

    However, rather than give her nothing, she does have some unique interactions:

    HaywardA.gif
    June is hard at work preparing Everette’s sprite now. In the meantime enjoy the drafts you see here, and don’t mind the char-gen used in GIF.


    As the player progresses, talks to her and her family more, and gives gifts (see my previous update), she will begin to warm up to Fidel and become softer over time.

    EveretteCalculate.jpg

    How this is performed is actually a bit more complicated than you might expect, as she runs a calculation every time you talk to her which will check the aforementioned items to determine what stage she is at (of 4 stages of happiness), then a random variable will pick 1 of 3 possible responses she can give the player within that stage. So beyond her introduction, this gives her a possibility of 12 responses.
    The hope is that she will rarely give the same response to the player twice (It’s also worth noting you cannot talk to her twice in a row. You must leave the house and re-enter if you want to talk to her again.)

    There is also a hidden scene that shows a different side to her, but unlocking that scene requires very special conditions to be met. Don’t worry folks, if you miss it, you aren’t missing a core part of the story. It’s just a nice little bonus for others to discover.

    Quil.png


    Quil
    Quil-Promo.pngQuil, an angsty teenager consumed by love, and callously disregards those he holds dear.
    His vignette delves into the departure of friendships, illustrating how diverging paths in adulthood often lead to either an abrupt farewell or a silent recollection between the people in our lives.

    Quil’s story makes up a much larger story that also involves Trisha and Sena - who will be introduced in the future.

    Taking a page out of my own level design book, I wanted to start fusing other genre types into the way these vignettes play out. This, first of all makes the cutscenes themselves far more interesting that 2 pixel blobs shouting text boxes at each other, but second it also helps make the execution (the “quest design”) of the vignettes more mechanically interesting as well.

    I’ll discuss this “imaginative” form of the vignettes more in the future as they move from the script and into the game, but as an overview, there are planned genre blending with:
    A detective/mystery genre
    A walking-sim influenced “piece the story together” type section
    A typical RPG horror game trope.

    Until then, I composed a song that is relevant to one of those parts. Please take a listen.

    This song was discussed in more depth over in the sound design clinic thread. There is some really neat stuff going on in this song, so I recommend reading it if you are into music stuff.



    And finally, the moment you have all been waiting for…I think? Maybe.

    Movement.png

    Movement & Action
    There have been 2 major improvements to my game’s overall polish.

    ACTION
    Thanks to the help of @SGHarlekin , I’ve implemented some action sequencing. More will come in the future, but this was really more of a demo to see how it improved the feeling of combat.

    CombatEffects.gif

    In addition to all the fancy screen effects that the combat now features, the combat also moves much faster thanks to action sequencing.
    This has greatly improved how combat feels.

    MOVEMENT
    You may have noticed those strange pink squares in previous gifs.
    This is because I have implemented Chaucer’s Collision Altering Plugin. For dev purposes, the debug mode that shows collision data on tiles has been left on.

    PixelMove.gif

    I was iffy about implementing pixel movement into my game. Fidel has mostly been designed with tile-based movement in mind.
    In the past, I also played with other pseudo-pixel movement systems to see how it changes the feel, and while I liked it, it broke far too many things in my project to use.
    However, I’ve been working really closely with Chaucer on this. He is one of the most active and supportive developers in the community. So getting things fixed, and getting things fixed fast is a huge factor as to why I will likely stick with this plugin.
    It’s also hard to ignore how huge of a difference this makes to the overall feeling of the game. I enjoy that it feels like the player has a much more nuanced control over their character.
    Most of the logic will continue to operate on a grid, and collision data will also likely be imprecise, but the results could not be ignored.




    And that’s it for this month’s update!
    It was a lot to cover as usual!
    Don’t expect the fun title banners for every update here after. Just something fun I wanted to throw together for this update.

    I hope this was an enjoyable read! :LZSproud:
  19. Maybe I should just create a dedicated thread for my old game...

    This is not a release for Fidel & The Pauper's Paradox. This is related to my previous game, Fidel & The Maker's Trial.

    Well, I haven't done that yet, but I just made a major update to my old jank game! Thanks to @RebekahAmberClark playing my game, I made some major overhauls to the balancing, improvements to existing systems, and even implementing new ways to play.
    Here are the highlights:
    New Content:
    • Score attack mode: Go for the highest score possible!
    • Sport Difficulty: A difficulty based around score attack mode and is ruthlessly difficult.
    • Practice & Permadeath modes (Permadeath has existed, but now it is independent of the difficulty selection)
    Improvements:
    • Tons of small changes to reduce confusion, and make information more clear.
    • Huge performance improvements.
    • Dark mode UI
    Balancing:
    • For real, for real: the final boss is much faster to beat.
    • Enemy attacks stop scaling after level 4
    • Guarding is way more valuable and restores MP
    • The mighty chicken is slightly less mighty.
    You can read the patch notes in depth here:
    F&TMT1.4.0 - Score Attack Mode & Massive Balance Overhauls - Fidel & The Maker's Trial by NolanAlighieri
    And you can download the game here:
    DOWNLOAD



    Now I will ramble about the new difficulty.

    Why is Sport Difficulty tied to the Score Attack? And why Score Attack at all in an RPG game?
    The answer might shock you!
    While I was watching Rebekah play my game, I realized that even on the default difficulty you can get through much of the first area with just your basic attack. It's not optimal at all, and battles will be a slog if you do so, but it is possible.
    I realized I wanted to add a difficulty mode into the game that better reflected the OG difficulty which was quite demanding of players.

    The problem is that so many of the balancing changes (especially the newly added limiter applied to enemy damage scaling) means it's virtually impossible to make the old difficulty a selectable difficulty without effectively doubling the database to have "current enemies and skills" and "1.0 enemies and skills". I mean, technically I could do that, but I don't want to put that much effort into updating this old jank game.

    Leveling in the current form of the game makes the game become very easy in the latter half. So the answer was to limit leveling...by removing it.
    But now that creates a new problem. If the player can't level at all, and there are no resources or gold in the game, what is the point of combat at all? Just run from every fight.
    Okay, so to fix that I will disable running from encounters in this difficulty mode.
    Well, now encounters just feel like a nuisance; just a road block/time waster.
    Okay, let's score the player based on their performance!

    And so the Sport Difficulty was born.

    But, with the implementation of a score system, it felt silly to only tie it to the hardest difficulty. Maybe players want to go for a high score on other difficulties.
    Thus, I separated out the score attack from the sport difficulty.

    Let me tell you, getting my own personal high score to set as a default value in the game was a pain in the rear. But it did feel like quite the accomplishment to get my 7071 on sport mode with permadeath enabled! No items!
    After my dev run to set the high score, I did actually change some of the score values, so it may, theoretically, be easier to reach that score.

    Anyways, I'll see y'all again later in March with more news on Fidel & The Pauper's Paradox.
  20. So glad to see Fidel & The Pauper's Paradox finally release.
    Congarts!