Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 93 of 104 View original ↗
  1. Frostorm said:
    So I was playing Fell Seal: Arbiter's Mark and noticed that they're just as inconsistent as me when it comes to skill descriptions! Notice how they use an icon for "CRIT" but not for "Critical Hit". And, they use both terms as well. Thoughts?

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    It's redundant, they could have saved space and gone with "Critical Hit" instead.
  2. Looking for feedback on the bottom right quadrant/box that shows item stats. Here, the elemental icons tell the player this Wand deals Arcane damage (all other elements grayed out). "Range: 3" w/ the circle icon after it means that it has a 3-tile radius range in the shape of a circle. Oh and ignore the immersion-breaking item names, that's just for testing purposes lol.

    1634423484579.png

    ...and here this Spear has a range of 2 in the shape of a "+". Also, note the Blunt/Slash/Pierce icons w/ the numbers after them. This will be explained in a tutorial in-game, but basically, they are "ratings" that denote how much of each type of dmg the weapon deals. The sum of all 3 ratings always adds up to 10, and each rating has a minimum of 1. So this Spear deals mostly Pierce dmg, which should make sense. With such a system, all weapons will deal some proportion of Blunt, Slash, & Pierce damage. Thoughts?...

    1634422602692.png
  3. Frostorm said:
    So I was playing Fell Seal: Arbiter's Mark and noticed that they're just as inconsistent as me when it comes to skill descriptions! Notice how they use an icon for "CRIT" but not for "Critical Hit". And, they use both terms as well. Thoughts?

    I played quite a bit of Fell Seal myself and I believe that this is not really an inconsistency.

    " Critical Hit " is an attribute and " CRIT↑ " is a status effect.

    The Icon is significant in the latter case because in character panels and damage previews only the icon is shown, so it would make sense to use the icon in conjunction with the text in descriptions to teach the player that they are synonymous.
  4. ScorchedGround said:
    I played quite a bit of Fell Seal myself and I believe that this is not really an inconsistency.

    " Critical Hit " is an attribute and " CRIT↑ " is a status effect.

    The Icon is significant in the latter case because in character panels and damage previews only the icon is shown, so it would make sense to use the icon in conjunction with the text in descriptions to teach the player that they are synonymous.
    Yea, that makes sense...which means I can get away with something similar right? For example, the Crit icon and text is always visible to the player when they open the attributes page:

    1634424379037.png

    So does that mean I should write out "Critical Hit" in every instance, or contract it to "Crit"?

    Edit: This is the nicest screenshot I've seen in a long time! I mean look...no errors! :guffaw:
    1634516361874.png
  5. Minus the pictures on the wall, these are mostly finished maps for the cafeteria in my game! It took forever but I'm so proud. I want to know if anyone can tell that the things in the back kitchen are slightly shorter? (they're made for smaller cooks).
    CF1.png
  6. lurching violently forwards and making determined progress towards a launch on my scary spoopy spooktober jam game, murdered sleep. everything is WIP but I'm unlikely to be touching up individual elements until I have started the first rounds of playtesting/actually released some kind of playable demo build

    but if everything goes according to plan (ha ha ha fat chance I know!!!!) this should be on sale by halloween!

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    gonna need playtesters rll rll soon.
  7. I made a rough draft for my next dungeon's layout. It's going to be a dark and mysterious forest setting measuring (100x55) tiles, split into 25 smaller (20x11) maps. I'm trying to decide if the player should have to get both "keys" to unlock the boss "door", or make it so only 1 key is required...

    dungeon_sketch.png

    I just drew the river for that map, how's it look?
    Dark Woods.jpeg
  8. TheGentlemanLoser said:
    lurching violently forwards and making determined progress towards a launch on my scary spoopy spooktober jam game, murdered sleep. everything is WIP but I'm unlikely to be touching up individual elements until I have started the first rounds of playtesting/actually released some kind of playable demo build

    but if everything goes according to plan (ha ha ha fat chance I know!!!!) this should be on sale by halloween!

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    gonna need playtesters rll rll soon.
    More than happy to playtest this dude! Looks 'dead' interesting... Mwahahahaha!

    Frostorm said:
    I made a rough draft for my next dungeon's layout. It's going to be a dark and mysterious forest setting measuring (100x55) tiles, split into 25 smaller (20x11) maps. I'm trying to decide if the player should have to get both "keys" to unlock the boss "door", or make it so only 1 key is required...

    View attachment 204726

    I just drew the river for that map, how's it look?
    View attachment 204791

    Like the river it looks good!
    I especially like the bits of detail to the left of the tree near the tent. Very nice!

    Is this going to be a Zelda style dungeon, i.e. one made up of static screens?
  9. C64_Mat said:
    Is this going to be a Zelda style dungeon, i.e. one made up of static screens?
    Yup, indeed!
  10. @Frostorm, river looking good, honey! From everything I've seen, I like yo mapping in general. :wub It clean, natural, attractive, and it don't jump at you like, "YO I'M A MAP LOOK AT ALL ME NICE FEATURES!" Like... low-key, in a good way, I guess?

    But, how long is yo average battle, you think? 'Cuz if every screen has an enemy encounter you can't skip, that gonna be around twenty fights, boss included. And that's if I take the straightest route thru ya dungeon. So jus' wondering, is your individual fights gonna be short? They better. :biggrin::biggrin:
  11. A thief hideout (not evented yet)

    Capture4.PNG
  12. @PLUEVNR dem's rich thieves, sweetie! :kaoswt: Also, they got a thief king, sittin' on a thief throne? :biggrin::biggrin: Anyway, looks real good, tho not what I'm thinkin' of when I think "thief hideout"!
  13. alice_gristle said:
    @PLUEVNR dem's rich thieves, sweetie! :kaoswt: Also, they got a thief king, sittin' on a thief throne? :biggrin::biggrin: Anyway, looks real good, tho not what I'm thinkin' of when I think "thief hideout"!
    well I could see it work as sort of a Alladin's hideout - but yeah they do have some money stashed away there.

    @PLUEVNR looks good tho
  14. ahah yes he has accumulated a lot of wealth.
    There is another part (that I won't show^^) with all the dormitory and storage.
  15. Separate dorm is good, Alice approves! :biggrin: Also, dat a golden cat I see? Golden cats and mirrors always good! Also also, I like the cage, I guess the thief king gonna put his enemies there? A captured enemy always an important part of a hoard! :kaoswt:
  16. That's a golden cat.
    Cats and gold dominate the world, imagine a golden cat...
    And yep, the cage will have its place in the story ahah, I just have to event everything.
  17. @alice_gristle My goal is to have battles last just slightly longer than a regular RPGmaker battle. Like, considerably shorter than most tactical RPGs due to a lower unit count and plus, player actors get both their main action + a bonus action. So it's almost like u can act twice per turn. But yea, I share your concerns...20+ full-length tactical battles would be way too tiresome lol.

    Edit: Battles are somewhat skippable tho if you hold Dash and run around like a maniac dodging all the visible monsters lol. At least the melee units...still trying to decide how range units would function outside of battle... I can either do an aggro radius or have them shoot a projectile and start the encounter that way, which would be the equivalent of the enemy having initiative.

    @PLUEVNR Wow, those are some rich thieves! XD
    Where's the cat tho? I can't find it lol...
  18. Okay honey, that's a nice clarification! :kaoluv: Not half so worried now!
  19. I think it's time for me to share a screenshot!

    It's one of the houses placed in a forest village with a lot of hills and nature :)
    Screenshot 2021-10-24 201757.png
  20. I've been busy doing tileset editing and map making for the Saikhon district of Collector, among a few other things.

    Here's two icons I made (technically I heavily edited already existing icons) for the Monowire Whip and Micro-Missile Launcher cyberarm weapons.
    MW.PNGMML.PNG

    Traditional medicine shop.
    CMS.PNG

    Curio shop.
    CUSSP.PNG