Showing posts with label tutorial. Show all posts
Showing posts with label tutorial. Show all posts

Sunday, February 24, 2013

Making a custom combat engine

Today, Adam Perry takes a good hard look at what it takes to make a new combat engine in the OHR. As a bonus, there are many example scripts as well as some darn good advice for anyone working on a project of this magnitude. 

Anyone who's hung around any game design forum for any length of time has inevitably seen someone new drift in with a request that looks like this:

"I want to make custom combat engine that is totally awesome and also brews your coffee for you! How do I do it?"

This is awkward. Usually, no one will answer for a day or so, then some kindly soul will step in and gently suggest that the requester start with a smaller, less ambitious project.

But maybe you're past that hump, and you still have no idea how to move mountains with the power of scripting. In this article, I will give you the answer to that age-old newbie question. Are you ready for this?

Friday, January 11, 2013

Trawling the Forums

In this multi-part series, I'll be digging through the Slime Salad and Castle Paradox forums looking for interesting tutorials and helpful guides. These group discussions are an interesting departure from authored articles showcasing only one viewpoint, but are just as helpful.

Welcome to the first edition of Trawling the Forums! This time, we'll look at three extremely interesting discussion ranging from game balance to graphic design to town planning.

Balance? - Balancing any game is a difficult task, but an RPG can be exponentially more challenging than, say, a platformer. In this thread, quite a few users pitch in as to the best way to balance an RPG, from math and spreadsheets to instinct and practice.

The stuff they don't tell you about making good graphics - shakeyair is one of the most prolific and excellent pixel artists on the Slime Salad forums, so when he tells you how to make good graphics, you should pay attention. You may disagree with his techniques, but the end results are hard to argue with.

Is this backwards? AKA The convoluted town layout solution - This thread starts out with a specific question, but quickly branches out into tips on laying out towns. This is stuff that I'd never explicitly thought about, and brings up some interesting points on the nature and purpose of towns in RPGs.

That's it for now! If you know of any other interesting forum topics that deserve to be highlighted, let me know!