Hey, it’s cool to hear other peoples projects are also inspired by DQ and 2D Zelda! Thinking through your “choose a card” system for level exits, I figure you could get away with doing so every exit if you signal which cards might be available to choose at each exit. This way part of the players decision can occur before they get to an exit. For example, if you have two pieces of criteria for cards and they’re “difficulty” and “biome” you could have a snow tile and a red treasure chest visible next to an exit. Once a player gets to the exit, they’ll be able to choose 3 cards and are guaranteed a Snowy biome card, a card that is of the difficulty where red chests appear, maybe both, and at least one random card. This becomes more interesting and strategic if you have enemies that have specific strengths and weaknesses in different biomes and different items that can better deal with those enemies. Don’t mean to backseat design, it just gave me a ton of inspiration so I thought I’d share :)
"players decision can occur before they get to an exit" this statement got me onboard with this idea almost immediately. I'm not sure if I'll be implementing it here in this project atm but I absolutely love that line of thinking. Along the way through the room they have something to think about and strategize over. What a great mechanic! Thank you for the kind words as well!
@@runthemc I’m happy to contribute what I can! I typically gravitate toward “what” and “why” when it comes to systems and functions and struggle a lot with the “how”. Your videos really help me with that “how” aspect!
Forgot to sub last time. I really appreciate this channel - you're very creative within RM's limitations. Thanks for making these vids and good hunting (for ideas).
The timing on this is so perfect. I am realizing that the Let's Make a Game I started is not going to work. I was trying to figure out how to introduce a reboot to an audience and here you are going through that exact process. As always I appreciate your videos and look forward to seeing how Turn Zero continues to develop. Cheers!
Thank you! I go through the RM dev cliche of "I want to completely restart this project" about once a week 😅 it really helps to do that with event flows, as I usually learn things on the fly with little to no prior knowledge and restarting helps me utilize some of the techniques I learned a long the way. Also, I'm a big fan of yours as well! I always add your videos to my Watch Later and watch them while eating dinner or RPG making myself. We have different approaches in some cases and I really appreciate that because I always feel like I learn something new from you!
It's so cool to choose your character at the beginning of the game! I'm curious about HOW it works!
I may do a short Create-A-Mechanic on exactly how to do that!
@@runthemcThank you, hopefully that will come true😊
Hey, it’s cool to hear other peoples projects are also inspired by DQ and 2D Zelda!
Thinking through your “choose a card” system for level exits, I figure you could get away with doing so every exit if you signal which cards might be available to choose at each exit.
This way part of the players decision can occur before they get to an exit.
For example, if you have two pieces of criteria for cards and they’re “difficulty” and “biome” you could have a snow tile and a red treasure chest visible next to an exit. Once a player gets to the exit, they’ll be able to choose 3 cards and are guaranteed a Snowy biome card, a card that is of the difficulty where red chests appear, maybe both, and at least one random card.
This becomes more interesting and strategic if you have enemies that have specific strengths and weaknesses in different biomes and different items that can better deal with those enemies.
Don’t mean to backseat design, it just gave me a ton of inspiration so I thought I’d share :)
"players decision can occur before they get to an exit" this statement got me onboard with this idea almost immediately. I'm not sure if I'll be implementing it here in this project atm but I absolutely love that line of thinking. Along the way through the room they have something to think about and strategize over. What a great mechanic! Thank you for the kind words as well!
@@runthemc I’m happy to contribute what I can! I typically gravitate toward “what” and “why” when it comes to systems and functions and struggle a lot with the “how”. Your videos really help me with that “how” aspect!
Forgot to sub last time. I really appreciate this channel - you're very creative within RM's limitations. Thanks for making these vids and good hunting (for ideas).
Thanks for the kind words and the sub! I'm always surprised at how far the base engine can go and it's really fun pushing it to that point 😁
The timing on this is so perfect. I am realizing that the Let's Make a Game I started is not going to work. I was trying to figure out how to introduce a reboot to an audience and here you are going through that exact process. As always I appreciate your videos and look forward to seeing how Turn Zero continues to develop. Cheers!
Thank you! I go through the RM dev cliche of "I want to completely restart this project" about once a week 😅 it really helps to do that with event flows, as I usually learn things on the fly with little to no prior knowledge and restarting helps me utilize some of the techniques I learned a long the way.
Also, I'm a big fan of yours as well! I always add your videos to my Watch Later and watch them while eating dinner or RPG making myself. We have different approaches in some cases and I really appreciate that because I always feel like I learn something new from you!
0:14 ME TOO. im the same with fnf. I like designing the characters themselves but not the songs.
Nice