rosodude.bsky.social
@rosodude.bsky.social
"If we create small, deep, object-rich simulations that allow multiple solutions to tough problems, players will inevitably stumble upon the 'real' goal of an RPG — to grow a unique alter ego."
October 17, 2025 at 6:51 PM
"Allow players to make choices and then show the ramifications of those choices... Games should be rife with ethical dilemmas rather than right and wronge choices. 'What are you fighting for?' and 'How do you achieve your goals?' should be unavoidable questions."
October 17, 2025 at 6:51 PM
"Every game problem should have multiple solutions, by design or because alternatives arise naturally out of the simulation. How players deal with the problems they encounter... should affect subsequent interactions with the denizens of the game world..."
October 17, 2025 at 6:51 PM
"Conversations should reveal things about NPCs; your responses should reveal things about you... Conversations are made interesting by the things they reveal about the characters speaking, the game world, and the world's state — not the number of branches on a conversation tree."
October 17, 2025 at 6:51 PM
"Here's a radical concept: let players control when and if combat happens. Our goal should be to make combat an option, but not always the best, and never the only one. Encourage noncombat interactions, especially conversations"
October 17, 2025 at 6:51 PM
Also got one lady saying there aren't enough old white men in the city council because the Democrats are importing immigrants to win elections unfairly

Yep, bike lanes are a key component of the Great Replacement plan, y'all just wait
October 3, 2025 at 2:54 AM
I also have a new and improved "CTB Wait Addon" for FF6, which makes the combat entirely turn-based, like FFX's "Conditional Turn-Based" battle system. For folks who don't like the time pressure of ATB

(I have already done the same for FF7 and FF9)
September 29, 2025 at 4:56 PM
If you compare with vanilla FF6 ATB (below), you'll notice that the relative speed differences between characters are irrelevant, as the gauges fill up during animations and backlog the queue
September 29, 2025 at 4:56 PM
The old "Classic ATB Enhanced" paradigm is still available as well
September 29, 2025 at 4:56 PM
So I ultimately gave FF6 the same rule as my FF7 ATB hack: Time can flow during the current animation until any character is ready to act. This is "Modern ATB Enhanced" for FF6
September 29, 2025 at 4:56 PM
FF7's Recommended ATB was designed as a response to the flaws of FF6's ATB system, which allowed time to flow during all animations as a technical improvement over FF4 and FF5. While a strict animation pause makes FF6 play like the other SNES titles, it deserves a modern approach
September 29, 2025 at 4:56 PM
FF7's Recommended mode is a bit over-engineered though; apparently no one understood exactly how it worked until I looked through the assembly code

I simplified it: time pauses during the current animation once any character is ready to act

vimeo.com/1055318760
FF7 Comprehensive ATB hack
PSX hack coming soon
vimeo.com
September 29, 2025 at 4:56 PM
After making my original ATB hacks for FF6 and FF9, I took a look at FF7. That game has a really interesting "Recommended" mode. Instead of strictly pausing time during animations, it allows a bit of time to flow before stopping to ensure the queue doesn't get (too) backlogged
September 29, 2025 at 4:56 PM
Reposted
you can basically build full ranged but you're gonna want to do that later and take some points in unarmed for this one sequence where they make you fight a prison rat before you have any party members
September 20, 2025 at 6:00 PM
Yes, let's!

But really, the key point is that the world modeling available to the designer is largely separated from the engine architecture. I didn't have access to the leaked C++ source for 2 years of SS2 modding and it didn't affect my output much (except for some hacky stuff that I wish I knew)
July 18, 2025 at 11:42 PM
Oh, Sean Barrett's twitter profile is protected, so you need an account to view the tweet

In any case, it's just some screenshots from the powerpoint I linked
July 18, 2025 at 9:13 PM
The powerpoint? Try this link:

chrishecker.com/Game_Object_...
Game Object Systems - Chris Hecker's Website
chrishecker.com
July 18, 2025 at 8:48 PM
My study of the engine that Ice-Pick Lodge created in 2005 for Pathologic leads me to believe it works on similar principles. The underlying engine handles the major systems that require performance, while 90% of the gameplay is driven by xml data and virtual machine scripts
July 18, 2025 at 7:14 PM
All of the archetypes live in an "object hierarchy", but the "objects" are the modeled game entities, not the coding abstraction. It's just a collection of data! The C++ code operating on that data instead consists of component systems for physics, lighting, AI, etc.
July 18, 2025 at 7:14 PM