[POLL] NEEDS A 'LIL FEEDBACK
Poll
Which game concept would you rather want to see developed until the end? / And -or play. - Results
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Project Azoth
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5
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38%
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Project ONO
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8
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61%
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Posts
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1
Hey everyone! ^^
So I'm working on this project with the original sprites and tile-sets and whatnot, but I didn't yet decide on what the game should be like. To be more precisely the adventure - Here's the thing: I got 2 quite different plot concepts that both play in the same 'isolated area' setting. You know, enclosed, remote.
Well, I'll quickly introduce to both concepts here, to roughly give an idea.
Plot Concept " Project Azoth "
This adventure takes place on desolate a place called Yonaguni. You play as the protagonist who lost his memory (clichee-alert, I know, but it's more interesting that way) - You got accepted in the friendly community quite well, and soon decide to become a tower explorer. Not surprising since there is nothing too much other to explore on Yonaguni than the Babel Tower.
This game is a little like the PSX game "Azure-Dreams" setting-wise, minus the monster taming and semi-turned based battle system. It's more an action based game-play, and what you take from the tower is mostly resources and loot for the townsfolk. There are other townspeople exploring the tower now and then but nobody has ever made it past the "13th floor". Of course the tower is filled with monsters but fortunately you got the Azoth Blade, a short sword that is home to 4 elemental homunculi, that can be levelled up and grand you the power to use magic-like attack and healing skills.
It is a bit lonely on Yonaguni, but it is saied that when you reach the top of the tower, the "17th floor", you can see far enough to see land, on good weather conditions... Nobody actually knows anyone who managed to archive that tho.
Features:
* the "big" HUD
* professional AAA character portraits
* homunculus level system
Plot Concept " Project ONO "
In this game, you play as a random person who literally plays a game, an MMORPG to be pecisely. The game starts as you log-in and create your character, and spawn on this nameless, isolated MMORPG world that only has the town area on the ocean and the various dungeons.
This game is gonna a little more funny at first, with lots of references to meeting strangers on the internet via avatars / in games, interaction with people who have the same interest / goal and other social emotional stuff. Even though it's supposed to represent a MMORPG, this game will be heavily storydriven due to the interaction with the "other players". It's about the online adventure but also offline stuff.
Features:
* a smaller HUD
* "fellow players" use cute emote-icons, like all the time =w=
* simple item / skill upgrade system
So I'm working on this project with the original sprites and tile-sets and whatnot, but I didn't yet decide on what the game should be like. To be more precisely the adventure - Here's the thing: I got 2 quite different plot concepts that both play in the same 'isolated area' setting. You know, enclosed, remote.

Well, I'll quickly introduce to both concepts here, to roughly give an idea.
Plot Concept " Project Azoth "
This adventure takes place on desolate a place called Yonaguni. You play as the protagonist who lost his memory (clichee-alert, I know, but it's more interesting that way) - You got accepted in the friendly community quite well, and soon decide to become a tower explorer. Not surprising since there is nothing too much other to explore on Yonaguni than the Babel Tower.
This game is a little like the PSX game "Azure-Dreams" setting-wise, minus the monster taming and semi-turned based battle system. It's more an action based game-play, and what you take from the tower is mostly resources and loot for the townsfolk. There are other townspeople exploring the tower now and then but nobody has ever made it past the "13th floor". Of course the tower is filled with monsters but fortunately you got the Azoth Blade, a short sword that is home to 4 elemental homunculi, that can be levelled up and grand you the power to use magic-like attack and healing skills.
It is a bit lonely on Yonaguni, but it is saied that when you reach the top of the tower, the "17th floor", you can see far enough to see land, on good weather conditions... Nobody actually knows anyone who managed to archive that tho.
Features:
* the "big" HUD
* professional AAA character portraits
* homunculus level system
Plot Concept " Project ONO "
In this game, you play as a random person who literally plays a game, an MMORPG to be pecisely. The game starts as you log-in and create your character, and spawn on this nameless, isolated MMORPG world that only has the town area on the ocean and the various dungeons.
This game is gonna a little more funny at first, with lots of references to meeting strangers on the internet via avatars / in games, interaction with people who have the same interest / goal and other social emotional stuff. Even though it's supposed to represent a MMORPG, this game will be heavily storydriven due to the interaction with the "other players". It's about the online adventure but also offline stuff.
Features:
* a smaller HUD
* "fellow players" use cute emote-icons, like all the time =w=
* simple item / skill upgrade system
@Nebelsoft: Both ideas seem really interesting, but since I'm more interest in story-driven games I would vote for "Project ONO". I love character interactions and funny little references and such are just cute as hell.
That being said your other idea seems interesting as well, but climbing a tower is simply not my cup of tea. Still, both ideas seem promising. And the artstyle is really cute!
That being said your other idea seems interesting as well, but climbing a tower is simply not my cup of tea. Still, both ideas seem promising. And the artstyle is really cute!
Voted for project ONO as I'm not very fond of action RPGs. I do like "Tower" settings, though. Imaginary MMORPG settings are just as interesting, though (and it's easy to create better gameplay than in .hack//).
author=RyaReisender
Voted for project ONO as I'm not very fond of action RPGs. I do like "Tower" settings, though. Imaginary MMORPG settings are just as interesting, though (and it's easy to create better gameplay than in .hack//).
Ah, in ONO; I'd use the realtime-action battle system too tho. ^^; (want to make use of those on-map action sprites i made) So, there's no real difference there.
Main difference is really just the setting ; )
Well in that case, I'd suggest you go for the smaller-scale plot layout because if it's too big you might end up not finishing the game.
My, I'm surprised - in this forum there seem to be more people interested in the ONO concept than the Azoth one. : 3 Together with the other votes, it's closer to a tie but ONO would still win. Heh~...
I'll probably still work on both versions and see which finishes first.
Possibly Azoth. ' 3 ' )
I still need a little more research for ONO.
I'll eventually publish both and people can play whichever they are more interested in.
I'll probably still work on both versions and see which finishes first.
Possibly Azoth. ' 3 ' )
I still need a little more research for ONO.
I'll eventually publish both and people can play whichever they are more interested in.
I've been intensely working on the "Azoth" for now, since I think it's perfect to experiment with the CBS and develop longer, more complex events.
Just now I have been playing it from the start, to see how long i can get without having to take a break because of game breaking errors / bugs.
To my pleasant surprise, this time, i could play really long - REALLY surprisingly long. It's probably mainly because of it's 'dungeon crawler' nature - Just like in "Etrian Odyssey" for example, you always have to return back to town, to stock up on equipment / healing potions etc in order to survive in the tower. And- while escaping goes fast when you use a warp-pillar, to advance, you have to start on the lowest floor every time! XD
Also, I added a few events and quests - but since I already know what to do and where to go I pretty much made a speedrun.
And it still took me slightly over a full hour, and I'm not even halfway through the tower! I'm surprised, I think this can be a good sign! : )
This is going to be a very long... and hard game.. ^^;
Just now I have been playing it from the start, to see how long i can get without having to take a break because of game breaking errors / bugs.
To my pleasant surprise, this time, i could play really long - REALLY surprisingly long. It's probably mainly because of it's 'dungeon crawler' nature - Just like in "Etrian Odyssey" for example, you always have to return back to town, to stock up on equipment / healing potions etc in order to survive in the tower. And- while escaping goes fast when you use a warp-pillar, to advance, you have to start on the lowest floor every time! XD
Also, I added a few events and quests - but since I already know what to do and where to go I pretty much made a speedrun.
And it still took me slightly over a full hour, and I'm not even halfway through the tower! I'm surprised, I think this can be a good sign! : )
This is going to be a very long... and hard game.. ^^;
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