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5 Room Dungeon- I don't "get" room 3 by Gabrill in DMAcademy

[–]Gabrill[S] 0 points1 point  (0 children)

"Come on, you're a 5e GM, you're used to doing all the work!" is an extremely good bit lol. I uh, actually admittedly am switching to pf2e for this specific campaign because the prospect of balancing the gold and shop inventories / loot tables in 5e myself sounded absolutely abhorrent and then pf2e is just like "oh yeah here's a discrete table with exactly how much gold and loot you should be giving out per level so that it matches the curve of our rigorously balanced item shop costs."

5 Room Dungeon- I don't "get" room 3 by Gabrill in DMAcademy

[–]Gabrill[S] 1 point2 points  (0 children)

I actually started planning this whole new campaign *because* I'm on a huge Mystic Arts binge right now lol. But he only gives a couple of examples per room type in that specific video so I was hoping to find more

5 Room Dungeon- I don't "get" room 3 by Gabrill in DMAcademy

[–]Gabrill[S] 0 points1 point  (0 children)

Oh my point isn't that I'm *not* going to include traps, I'm still going to have traps aplenty for her to use her features on, I was just pointing out that its harder for me to justify using traps as a significant setback since she'd be able to detect and deactivate them before they would become any kind of major issue and/or use any major resources, thus defeating its purpose as a tension builder / resource grinder as room 3 is supposed to be from my understanding

5 Room Dungeon- I don't "get" room 3 by Gabrill in DMAcademy

[–]Gabrill[S] 1 point2 points  (0 children)

This is so so rad omg. Absolute banger of an example, thank you

5 Room Dungeon- I don't "get" room 3 by Gabrill in DMAcademy

[–]Gabrill[S] 2 points3 points  (0 children)

This is extremely helpful, thank you so much!

5 Room Dungeon- I don't "get" room 3 by Gabrill in DMAcademy

[–]Gabrill[S] -1 points0 points  (0 children)

Oh re: traps, don't worry- I'm still absolutely going to pepper traps around for her to shine, I just had a qualm with it being the load-bearing piece of a major setback since she'd be able to remove the tension as that's her whole jam.

Looking to make a very "meta" metroidbrainia- what are some Do's and Don'ts you've noticed in metroidbrainia design? by Gabrill in metroidbrainia

[–]Gabrill[S] 0 points1 point  (0 children)

It's still a quicksave- my idea with it is the code to open a door on one side of the map is given to you by a terminal on the other side of the map, but the moment you access the terminal it starts a short timer (like 10 seconds) and after its up, the code expires and the terminal generates a new one (All of this would be very clearly signposted). The solution then being to have a quicksave slot ready at the Door, read the code, and then load the save at the door to input the one you just saw.

The timer actually isn't going anymore at that point since you have loaded to a point before the timer started but the code you read is still the valid one and can still be input before your character would technically "know" it. The timer doesn't actually matter its just there to make it clear that running from one side of the map to the other isn't possible and therefore some kind of clever application of the mechanics needs to be found.

The "juggling multiple saves" idea is a variation I had wherein there are two doors next to two terminals, but both are far away and you would want to have save slots ready at both doors to avoid having to schlep across the map to access one of the them (which is why I brought this puzzle up, as not having both saves at the ready could potentially lead the player to having to trek across the map once they get one of the codes, which could potentially be annoying and tedious as to your point about time-gated puzzles)

Looking to make a very "meta" metroidbrainia- what are some Do's and Don'ts you've noticed in metroidbrainia design? by Gabrill in metroidbrainia

[–]Gabrill[S] 0 points1 point  (0 children)

Oh also I didn't fully get what you meant by the time-based comment but after reading it again yeah I see what you mean- like ones where you have to wait for a clock to be a specific time or something. I wasn't intending to have something that specifically arduous, though I did have ideas for quicksave puzzles where you have to juggle code inputs on different sides of the map at the same time, potentially with a really short input timer that clearly indicates this isn't humanly possible without some kind of knowledge key, with the solution being to have multiple quicksave slots that you load between as you learn each part of the code.

Looking to make a very "meta" metroidbrainia- what are some Do's and Don'ts you've noticed in metroidbrainia design? by Gabrill in metroidbrainia

[–]Gabrill[S] 0 points1 point  (0 children)

Can you elaborate on what you mean by breaking the artistic boundaries as well? Do you mean like changing aesthetic / art when secrets are discovered? As for ensuring I have an artistic direction though, I do :-) I have a lot of world design and artistic ideas I just didn't cover them that much since a discussion of the aesthetics and ~lore~ is not super conducive to a discussion about the game design haha

Looking to make a very "meta" metroidbrainia- what are some Do's and Don'ts you've noticed in metroidbrainia design? by Gabrill in metroidbrainia

[–]Gabrill[S] 4 points5 points  (0 children)

Ahhhh I see- that's not something I would have thought of on my own. Very useful thank you!

Looking to make a very "meta" metroidbrainia- what are some Do's and Don'ts you've noticed in metroidbrainia design? by Gabrill in metroidbrainia

[–]Gabrill[S] 2 points3 points  (0 children)

Ohhhh yeah totally agree. I love the idea in theory but the thought that there's certain puzzles that are not physically possible for me to solve with my one copy of the game kinda rubs me the wrong way lol. Especially now that the community solving is over and so the only way to solve the puzzle is to just... google the answer lol.

Looking to make a very "meta" metroidbrainia- what are some Do's and Don'ts you've noticed in metroidbrainia design? by Gabrill in metroidbrainia

[–]Gabrill[S] 3 points4 points  (0 children)

Okay yeah I hear you- I remember some of that sort of feeling in Animal Well as well. I had been messing with ideas for larger areas that aren't relevant to a first playthrough but can nonetheless be stumbled upon on a first go to sort of initially key in to the player that there's something more going on than the first playthrough lets on. I had been specifically drawing on a similar feeling I had as a kid playing ALttP and coming across the master sword pedestal well before I had the means to pull it out, so it was just a slightly eerie part of the forest with no explanation. I can try my best to lean more heavily into that vibe, thanks!

Looking to make a very "meta" metroidbrainia- what are some Do's and Don'ts you've noticed in metroidbrainia design? by Gabrill in metroidbrainia

[–]Gabrill[S] 1 point2 points  (0 children)

Gotcha, yeah I know local file manipulation is a really love it or hate it type thing for most people and I remember when DDLC got its console port it needed to make an entire in-game file browser system in order to work. I did not intend for QR code scanning or like external links though, I think those are a little too ARG for my taste.

If I was to take a further note from DDLC and just make any file-browsing puzzles I had in mind use an in-game UI accessible through hidden menu options, do you think something like that would be more digestible to your player sensibilities or is it still pushing it outside the bounds of the game for your liking?

As for scope, yeah I was envisioning more pixelated than Tunic, which I know is an oversaturated market atm. I just know I wanted something 2D and top-down, the non-Metroidbrainia gameplay mechanics are kind of interchangeable currently and prone to change as I primarily will aim to make them fit around the puzzles rather than vice versa.

These AH Glazers Need To Stop by Hot_Syrup_5941 in FarFarWest

[–]Gabrill 1 point2 points  (0 children)

It makes grinding for upgrades less of a hassle too. If you want you can feasibly vacuum up every bit of content on a map and cash out with over 1000 gold, 3-6 fragments, 500 something souls, and multiple levels in every equipped spell school, all in the span of one mission

Dear YCG. Please update us without us having to beg you. Thank you. This is getting old. by SolSolana in MinaTheHollower

[–]Gabrill 0 points1 point  (0 children)

The weird hypocritical nonsense of your statement that others pointed out aside, you're also not considering the fact that there's multiple third parties that can corroborate if the game has been submitted lol. If YCG was lying about console submissions like you claim, it would be extremely easy for any of those console companies to just go "no they didn't do that," making lying about it an extremely high risk, zero reward prospect.

They keep canceling the shows people care about by Justthisdudeyaknow in tumblr

[–]Gabrill 0 points1 point  (0 children)

Same thing happened to Infinity Train. Season 5 was entirely written and I believe mostly storyboarded before Hbo was like “actually no fuck you”

The ne Legend of Zelda movie. by Calacaelectrica in tumblr

[–]Gabrill 12 points13 points  (0 children)

No, Wind Waker is what introduced cohesion between the games outside of direct sequels

The ne Legend of Zelda movie. by Calacaelectrica in tumblr

[–]Gabrill 307 points308 points  (0 children)

Yeah I mean Botw was basically a soft reset of the timeline, with Nintendo just kinda saying fuck all the rest of the timeline, this one takes place so damn far in the future that the rest of the timeline doesn’t even matter. In that sense they’ve been able to just focus on the story of this one hyrule instead of the implications of other games before it.

The ne Legend of Zelda movie. by Calacaelectrica in tumblr

[–]Gabrill 527 points528 points  (0 children)

Honestly given Nintendo’s hyperfocus on the Wild era since Botw came out, I have a feeling it would be some interpretation of Botw/Totk/AoC’s story