Bare Bones – RPG Magic Systems – Part 4

In an effort to be constructive rather than just critical, I’m dreaming up some alternatives to the standard “list of spells (gained by level up or purchase) that you can cast with MP” magic system that forms the standard for RPGs. If you want to read the prior systems, check out parts 1-3 (really, someday I’ll make this a link). Okay, time for one last magic system.

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Bare Bones – Rhythm Rail Shooter Dream Game

There are a lot of games I would really love to play. Unfortunately, plenty of them don’t exist yet. In the same way that conjecturing about possible magic systems felt like some of the best writing I’ve done in ages (if only because it’s productive instead of critical or referential), this is going to be some fun stuff to outline.

I’m going to describe a mish-mash of mechanics that I’d love to see, making up a game that I’d love to play. These are going to be very bare bones descriptions – I’m not outlining an entire game start to finish. This time, I’m going to examine the skeleton of my imagined rhythm and rail shooter game.

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Bare Bones – RPG Magic Systems – Part 3

In an effort to be constructive rather than just critical, I’m dreaming up some alternatives to the standard “list of spells (gained by level up or purchase) that you can cast with MP” magic system that forms the standard for RPGs. If you want to read the prior systems, check out parts 1 and 2 (I’ll maybe post links here someday). Okay, time for another magic system.

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Bare Bones – Metroidvania Dream Game

There are a lot of games I would really love to play. Unfortunately, plenty of them don’t exist yet. In the same way that conjecturing about possible magic systems felt like some of the best writing I’ve done in ages (if only because it’s productive instead of critical or referential), this is going to be some fun stuff to outline.

I’m going to describe a mish-mash of mechanics that I’d love to see, making up a game that I’d love to play. These are going to be very bare bones descriptions – I’m not outlining an entire game start to finish. This time, I’m going to examine the skeleton of my ideal metroidvania.

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Missing Analysis

As you might have noticed, there was no FFIX Analysis up on Monday. Unfortunately, I was on a work trip, and I’ll be totally honest, I got way too wrapped up in learning ASM programming to get it together and try to do some sort of mediocre recording to put up. On the bright side, things are back to normal next Monday, so don’t worry.

You know, now that I’m thinking about it, I should go through the ASM coding (I realize I didn’t really explain above – the coding I’m learning is the assembly language for the NES) and put up some of my finished work from the lessons I’ve been reading/ put up some of the commented out code and how it works. I’ve actually learned a ton about how NES games physically functioned, and this seems like the best place to talk about it (since I muse about everything else under the sun). Hmm… we’ll have to see.

Bare Bones – RPG Magic Systems – Part 2

In an effort to be constructive rather than just critical, I’m dreaming up some alternatives to the standard “list of spells (gained by level up or purchase) that you can cast with MP” magic system that forms the standard for RPGs. If you want to read the prior system, check out part 1 (I’ll maybe post a link here someday). Okay, time for another magic system.

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Bare Bones – FF7 Copy Cat Dream Game

There are a lot of games I would really love to play. Unfortunately, plenty of them don’t exist yet. I’m going to describe a mish-mash of mechanics that I’d love to see, making up a game that I’d love to play. These are going to be very bare bones descriptions – I’m not outlining an entire game start to finish. This time, I’m going to examine the skeleton of my ideal Final Fantasy 7 copy cat.

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