Probably better to ask in an RPG maker community.. O.o; I don't know enough about RPG Maker to give you coding advice meant to work around it's engine's pre-existing features..
UHM.. and I dunno a good resource for lists of gameplay mechanics.. but..
Core Dynamics
Territorial Acquisition
Prediction
Spatial Reasoning
Survival
Destruction
Building
Collection
Chasing/Evading
Trading
Race to the End
Twitch Mechanics
Pure Speed
Timing
Precision/Accuracy
Avoidance
Time Pressure
Chance Mechanics
Dice
Cards
Random Number Generators
Hidden Information
Other Game Bits
Tradeoff Mechanics
Auctions
Purchases
Limited-Use Special Abilities
Dynamic Limited-Use Special Abilities
Explicit Choices
Limited Actions
Trading and Negotion
Puzzle Types
Riddles
Lateral Thinking
Spatial Reasoning
Patern Recognition
Logic
Exploration
Item Use
Compiled these lists from the book "Challenges for Game Designers" and more info about them can be found in it.. x.X;; Your library might have access to atleast the e-book version..
I think it would be nice if you removed the standing frames from the walk cycle display, or made them last a little longer.. Having it flash in there looks a bit glitchy..
Eh... Also, I redid the head placement of the orcs, I wasn't planning on uploading them to this site until I was done with all the LPC modifications I'm working on.. Posting them here in case you want to add them to the generator though.. o.o;
He'd probably not go full out creating intricate models until he has a good understanding of how the levels will play out.. Crafting things that are easy to change or discard as the work continues..
But you can only go so far that way, you have see how it all works out within the actual program at some point.. And I think it'd be pretty challenging for a level designer to figure out what's working and what needs to be changed from word of mouth alone..
There are games that rely less on gameplay mechanics and are still fun, Journey on the PS3 is the best example I can think of.. A game like that, I could imagine someone being able to craft more intuitively..
Other than that, maybe he could just take on a stronger role of focus on just worldbuilding and leave the intricacies of level design to one of colleagues.. http://www.reddit.com/r/worldbuilding
Probably better to ask in an RPG maker community.. O.o; I don't know enough about RPG Maker to give you coding advice meant to work around it's engine's pre-existing features..
I like to have four themes that I look towards in helping to brainstorm/refine gameplay mechanics.. for something like this I might choose..
Good resource for enemy/obstacle design: http://www.gamasutra.com/blogs/GarretBright/20140422/215978/Build_a_Bad_...
UHM.. and I dunno a good resource for lists of gameplay mechanics.. but..
Core Dynamics
Territorial Acquisition
Prediction
Spatial Reasoning
Survival
Destruction
Building
Collection
Chasing/Evading
Trading
Twitch Mechanics
Chance Mechanics
Tradeoff Mechanics
Puzzle Types
Compiled these lists from the book "Challenges for Game Designers" and more info about them can be found in it.. x.X;; Your library might have access to atleast the e-book version..
I think it would be nice if you removed the standing frames from the walk cycle display, or made them last a little longer.. Having it flash in there looks a bit glitchy..
Could you add these Lizard people to it? http://opengameart.org/content/drakes-and-lizardfolk
Eh... Also, I redid the head placement of the orcs, I wasn't planning on uploading them to this site until I was done with all the LPC modifications I'm working on.. Posting them here in case you want to add them to the generator though.. o.o;
Awesome job, that looks fantastic!
gilded font - credits
i are spaceships - sparklies left behind when items are picked up
small sprites - ninja shuriken
spiky font - game over
30 sprites made in 30 minutes - blue shield is a pickup item
pixel cake- Knight and cats get cake at the end.. Fish cake!
treasure chests - contain power ups, items, moneys.. and perhaps a kitty if there's meows coming out.. and maybe a kitty paw on it
http://wayofthepixel.net/index.php?board=6.0
http://www.pixeljoint.com/forum/forum_topics.asp?FID=11
Hey.. You might have better luck posting on http://www.reddit.com/r/gamedev and http://www.reddit.com/r/gamedesign
There's also http://www.reddit.com/r/LevelDesign but it's not very active..
This article will help give you an understanding of what kind of work goes into good level design.. http://superhappyfunblock.com/blog/gamedesign/puzzle/2015/05/10/puzzles-... (the lessons here can be applied to more than just puzzle games)
He'd probably not go full out creating intricate models until he has a good understanding of how the levels will play out.. Crafting things that are easy to change or discard as the work continues..
But you can only go so far that way, you have see how it all works out within the actual program at some point.. And I think it'd be pretty challenging for a level designer to figure out what's working and what needs to be changed from word of mouth alone..
There are games that rely less on gameplay mechanics and are still fun, Journey on the PS3 is the best example I can think of.. A game like that, I could imagine someone being able to craft more intuitively..
Other than that, maybe he could just take on a stronger role of focus on just worldbuilding and leave the intricacies of level design to one of colleagues.. http://www.reddit.com/r/worldbuilding
Anyway, good luck!
Interesting tool, but none of those seemed to be the right font.. got me curious too! o.O;
Siggs - Well.. The image size needs to be changed to a multiple of whatever tilesize you're using in order to be placed smoothly.. o.O;
UHM.. I just converted all the frames to "Power of Two" sizes..
https://drive.google.com/folderview?id=0B23VwTc0S49gNl9pempGNTV1MDA&usp=...
Maybe that would work better..
double-posted.. can't delete.. x.x
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