It may be Winter here in real life, but something big is Falling! Let’s get this release day started with something from a fan favorite creator!
FSM: Autumn Woods and Rural Tiles is here! It’s FSM. Need I say more? It seems my bosses think I should, so let’s talk about what’s in the pack: 16 unique tile sheets in 2 variations (night, day), 22 character sheets of things like doors, entries, fire, and more, and a sample game and guide to all get you started!
We’ve fixed an issue with Leaf Tiles not matching properly in the following tiles: fsm_Forest01_C, fsm_Forest01_D, fsm_Forest01_E. fsm_Forest01n_C. fsm_Forest01n_D, fsm_Forest01n_E. If you already have this pack, redownload it from your account to get the new versions!
And for our second pack for the day, Japanese Anime Voices: Female Character Series Vol.5 is here! Much like the last 4 volumes, this set of 126 simple Japanese phrases adds yet another female voice to your game, but unlike the previous packs, this pack is designed specifically for tomboy characters!
Everyone wants to make wide open games, the more a player can get, the better. But is it?
Sometimes, restrictions are good. To illustrate why, I’m going to use a single restrictive mechanic from a recent fantastic Switch RPG: The Limited Move Set.
What I mean by limited move sets, is that your characters can only learn a set number of moves, and if they want to learn a new move, they must forget an older one. That’s right, I’ve been playing Tokyo Mirage Sessions. What game did you think I was talking about?
So what makes this restriction a good design? Let’s take a dive in:
It Creates Choice
One of the problems with a wide open game where the player can “have” everything, is that the players never have to choose. A quote I heard a long time ago, and have taken to heart is “A game is a series of interesting decisions.”
There is no decision in a lot of games, you just continue to acquire more. Limiting the character’s move sets means they have to make tough decisions, do they keep that debuff, or do they get another element attack spell to hit more weaknesses?
Those Choices Drive Specialization
One of the things I’ve noticed with only 6 active moves for each character is that it makes me specialize my characters more. And those specializations are my choice. If you can keep every move you ever learn, then you either end up with specialized characters that are defined by the game creator, or you end up with very versatile characters.
A character that has good healing and good attack moves, you can choose which one to focus more on. That makes your character specialized the way YOU want it, rather than the way the game creator decided that character should be.
Specialization Drives a Focus on Team Composition
Having to choose how to specialize characters means that you can’t just think in terms of “these are the best characters” when making your party. Instead, you have to focus on how they interplay with each other. With a lot of generalists, any group of characters can succeed.
But now you have to think about how to cover each characters weakness. You need healing and damage, and possibly support skills depending on the game and difficulty. How will your team work together as a whole?
Extra: It Makes Items More Relevant
The other 3 points are one line of thought, but for an extra touch of design goodness I’ve noticed is that I use more items. In most games, I horde items to the end, never using them because “what if I need them?”. Or just selling them all to buy better equipment.
But having only 6 moves, I’ve found myself resorting to items to cover weaknesses. Only have 1 healer in and they aren’t going before the boss does again? Healing items. A cure poison skill is so specialized as to never be a good option for one of your 6, but carrying cure poison items is perfect.
Items are often overlooked in battle system design. These restrictions bring them back into use.
So what do you think about Limited Move Sets? Any additional advantages you can think of? Do you use them in your game? What other restrictions do you think create more interesting decision space? Join us in the comments below!
Time keeps marching on, and that means another release week. Come everyone, to the future!
Adding on to the Futuristic Cities pack, the Futuristic Cities: Robot Expansion pack is set to add… well robots to your game! 17 unique robot designs with everything from small and cute to big and beefy. Plus doors, moving gears, and more!
It’s a NEW YEAR and that means the beginning of a whole new year of RPG Maker releases! For our first release day of the year we have two new audio packs to enhance your game.
First up, to compliment the Female Character Series, TK Projects has started their Japanese Anime Voice Male Character Series with its first volume! 126 common voiced phrases delivered with the skill of a professional Japanese voice actor.
Next up we have a brand new soundtrack to bring the nostalgia of one of the most respected time periods of console RPGs! The 90’s Golden RPG Vibes music pack features 12 new tracks inspired by the titans of SNES RPGs.
It’s Boxing Day! But for some reason they want me to put away the gloves and stop hitting people… Aaaanyway, it’s the last Thursday of the year, and that means the LAST RELEASE DAY BEFORE 2020!
But also remember, the Winter Sale Continues into the New Year, so you can still head over to the RPGMakerWeb Store to enjoy huge discounts on RPG Maker products! But enough of that, let’s look at our new packs for the week!
First up, be sure to check out the RPG Character Pack! 16 new characters with everything you need to build a game around them. Walking sprites, static enemy battlers, sideview animated battlers, emotion face sets, bust images, and even a bonus extra large 3600×4800 full-character graphic for every single one!
Have a classic retro game on your plate that needs some new sounds to match the old school pixel art? Then the 8-bit Action Music & SFX Pack might be the perfect fit. 20 new tracks and 150 new SFX that would feel right at home in a classic action game!
No Deal of the Week this week, but that is because there are deals all over the site with the RPGMakerWeb Winter Sale! Have a happy new year everyone! No new releases next week, but we’ll be back on January 9th!
Hi everyone! For those of you who keep up with the blog, I’m sure you’ve been asking yourself for the last week or so: What is going on over there? First it just turns into a white screen, and now it’s missing a ton of stuff from the last few months!
Well, trust me, as the person who writes all that stuff: Oof.
First up, we had a technical error that wiped out all our CSS and corrupted a lot of our recent blog posts. We’re still not entirely sure how this happened, but not only that, our backups were severely out of date!
We got everything fixed and moved to a new server, but all that content is still, unfortunately, missing at this time. If we’ll ever be able to recover it, we’re not entirely sure, but it’s time to move FORWARD, with an eye towards keeping more backups and getting more out there.
Thank you for your patience, and keep on keeping an eye on this blog for more design articles, release announcements, and RPG Maker News!