How Not To Develop...

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Trivun

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Dec 13, 2008
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This is loosely related to the other thread I've put up tonight, about things that we should add to the game that I and several others are working on. Instead of looking for suggestions, or hearing what you want to see, this thread is so that we can avoid falling into traps that other games commonly hit. The purpose of this thread is for people to list things that they do NOT want to see in an indie old-school RPG. So, fire away! What should we avoid if we want to make a game that you guys will enjoy?
 

Johnnyallstar

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Feb 22, 2009
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How "old school" are we talking? Because to me, that can mean food systems like Rogue, Nethack, and games of that world. And if so, I'd say make sure it's not boring, but not overly complicated.
 

JochemDude

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Nov 23, 2010
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Making the protagonist to powerful, something isn't as rewarding when it's easy. Remember that.
 

Trivun

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Dec 13, 2008
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Johnnyallstar said:
How "old school" are we talking? Because to me, that can mean food systems like Rogue, Nethack, and games of that world. And if so, I'd say make sure it's not boring, but not overly complicated.
It's kind of early-to-mid-nineties really, based sort of on the style of the early Final Fantasy games, and especially similar to Chrono Trigger.

JochemDude said:
Making the protagonist to powerful, something isn't as rewarding when it's easy. Remember that.
That's actually a pretty big plot point, so no fear there :). Aside from that, we'll certainly try to implement a decent and logical progressive leveling system and difficulty curve, so not too tough but not too easy throughout...