CHAIN OF LOVE (THE NEW RMN CHAIN-GAME)
Posts
Pages:
1
I'm here with an offer, question maybe.
I want to ask you, whether you would be interested in another chain-game. There are some fresh faces, who didn't participated in past efforts, such as me. Some of these efforts turned out pretty well (Chain of Retribution), other haven't been finished yet(The RMN Chain-Game).
There is lot of community driven projects going on, like Wyrm Warriors, Befuddle Quest 7, Pokemon, Fast Times... None of them is a chain-game. What I want to discuss with you in this thread is not only whether you would like to take a part. I'm also interested:
-how many parts (chapters) the game should have
-how many parts should one participant make
-how long each chapter should be (30-90 mins?)
-how much time should be a participant given to finish a taken part
-what setting would you like to see (Western meets fantasy, Arum, Lovecraft...)
-which engine would we use
-whether you want to work with RTP or custom graphics or rips
Also you can read this topic, Dudesoft wrote it down with a brill.
My personal preferences is to have a smaller amount of participants (5-10), two weeks for each of them. I would like to create some basics before kicking out too. Like some actors and the setting. I really like absurd combinations where Sci-fi meets fantasy or western, elves dealing with an apocalypse and so on. Also I'm open to use Arum Universe as starting point settling down some limitations. In that case I would like to use the southern continent and place some locations there.
As for the engine, I would stick with Ace. However I would like to alter graphics somehow. Maybe resizing some 2k3 rips or classic chipsets. There are some nice Ace tilesets too (this is not so hot now as the setting should set the limitations).
I want to ask you, whether you would be interested in another chain-game. There are some fresh faces, who didn't participated in past efforts, such as me. Some of these efforts turned out pretty well (Chain of Retribution), other haven't been finished yet(The RMN Chain-Game).
There is lot of community driven projects going on, like Wyrm Warriors, Befuddle Quest 7, Pokemon, Fast Times... None of them is a chain-game. What I want to discuss with you in this thread is not only whether you would like to take a part. I'm also interested:
-how many parts (chapters) the game should have
-how many parts should one participant make
-how long each chapter should be (30-90 mins?)
-how much time should be a participant given to finish a taken part
-what setting would you like to see (Western meets fantasy, Arum, Lovecraft...)
-which engine would we use
-whether you want to work with RTP or custom graphics or rips
Also you can read this topic, Dudesoft wrote it down with a brill.
My personal preferences is to have a smaller amount of participants (5-10), two weeks for each of them. I would like to create some basics before kicking out too. Like some actors and the setting. I really like absurd combinations where Sci-fi meets fantasy or western, elves dealing with an apocalypse and so on. Also I'm open to use Arum Universe as starting point settling down some limitations. In that case I would like to use the southern continent and place some locations there.
As for the engine, I would stick with Ace. However I would like to alter graphics somehow. Maybe resizing some 2k3 rips or classic chipsets. There are some nice Ace tilesets too (this is not so hot now as the setting should set the limitations).
I think a new chain game is a fantastic idea, and from the title I was hoping for one about love or romance XD (Though honestly speaking I probably shouldn't participate until I get more stuff I started done). Here are my opinions:
How many parts (chapters) the game should have?: I kind of like the idea Radiant Chain had where the first four contributors got to introduce one member of the cast each. This would of course need to be discussed first to make a balanced party that works well together. For the actual amount of parts, that depends on how many volunteers you get.
How many parts should one participant make? I'd say just one, unless someone bails on their part, and then someone who already made a part can do that part if they wish. I'm not completely sure, tho
How long each chapter should be? Just to make everything easy, I vote that these should be short. Like maybe no longer than an hour of play-time each?
How much time should be a participant given to finish a taken part? I think that depends on the length we decide on and the general consensus on a realistic amount of time that it takes for people to finish a part. So, yeah, it depends ^^;;
What setting would you like to see? I'm good with anything, honestly. Anything at all. I think if people want to throw out some ideas, you could build from there :D
Which engine would we use? I'd vote Ace, or maybe 2k3? Whatever the majority of volunteers have access to.
Whether you want to work with RTP or custom graphics or rips? Maybe limit it to free-to-use assets but allow creators to make their own if wanted? Not sure.
Just my 2 cents :P
PS What ever did happen to Radiant Chain? Is it dead? It still says it's in Production, but it's been silent for ages...
How many parts (chapters) the game should have?: I kind of like the idea Radiant Chain had where the first four contributors got to introduce one member of the cast each. This would of course need to be discussed first to make a balanced party that works well together. For the actual amount of parts, that depends on how many volunteers you get.
How many parts should one participant make? I'd say just one, unless someone bails on their part, and then someone who already made a part can do that part if they wish. I'm not completely sure, tho
How long each chapter should be? Just to make everything easy, I vote that these should be short. Like maybe no longer than an hour of play-time each?
How much time should be a participant given to finish a taken part? I think that depends on the length we decide on and the general consensus on a realistic amount of time that it takes for people to finish a part. So, yeah, it depends ^^;;
What setting would you like to see? I'm good with anything, honestly. Anything at all. I think if people want to throw out some ideas, you could build from there :D
Which engine would we use? I'd vote Ace, or maybe 2k3? Whatever the majority of volunteers have access to.
Whether you want to work with RTP or custom graphics or rips? Maybe limit it to free-to-use assets but allow creators to make their own if wanted? Not sure.
Just my 2 cents :P
PS What ever did happen to Radiant Chain? Is it dead? It still says it's in Production, but it's been silent for ages...
-how many parts (chapters) the game should have
=to the number of participants.
-how many parts should one participant make
Each participant should make 1 part.
-how long each chapter should be (30-90 mins?)
No longer than 1 hour,no shorter than 10 minutes.
-how much time should be a participant given to finish a taken part
1 week.
-what setting would you like to see (Western meets fantasy, Arum, Lovecraft...)
Stuff.
-which engine would we use
VX Ace
-whether you want to work with RTP or custom graphics or rips
RTP or resources that are publicly available, for free, and not rips from other games. (ie. celianna / REFMAP)
=to the number of participants.
-how many parts should one participant make
Each participant should make 1 part.
-how long each chapter should be (30-90 mins?)
No longer than 1 hour,no shorter than 10 minutes.
-how much time should be a participant given to finish a taken part
1 week.
-what setting would you like to see (Western meets fantasy, Arum, Lovecraft...)
Stuff.
-which engine would we use
VX Ace
-whether you want to work with RTP or custom graphics or rips
RTP or resources that are publicly available, for free, and not rips from other games. (ie. celianna / REFMAP)
From the look of it Radiant Chain was too ambitious. I would prefer to keep it small and get it finished.
I think that Kory has the truth, mostly. I would personally prefer not to use RTPs. I'm for custom faces, icons and other graphics, which can be finished in reasonable amount of time. I was thinking about the game being set in a wasteland, so we don't have so high requirements.
I like Crazy Leen's retro pack (just sayin).
I think that Kory has the truth, mostly. I would personally prefer not to use RTPs. I'm for custom faces, icons and other graphics, which can be finished in reasonable amount of time. I was thinking about the game being set in a wasteland, so we don't have so high requirements.
I like Crazy Leen's retro pack (just sayin).
I have to redeem myself for a majorly catastrophic chain game failure in my past. so...
*Number of chapters doesnt matter to much, just as long as its easy to maintain.
*VX Ace seems like the most appropriate choice for engine.
*chapter length: an hour at tops
*time to work: 1-2 weeks. no more than 2 for sure.
*Setting: I don't care really.
*As far as graphics go, I think it should be kept to freely accessible stuff since using stuff from a market place of any sort and freely distributing it would upset some people.
*Participants should make at least enough parts so it's something coherent.
*Number of chapters doesnt matter to much, just as long as its easy to maintain.
*VX Ace seems like the most appropriate choice for engine.
*chapter length: an hour at tops
*time to work: 1-2 weeks. no more than 2 for sure.
*Setting: I don't care really.
*As far as graphics go, I think it should be kept to freely accessible stuff since using stuff from a market place of any sort and freely distributing it would upset some people.
*Participants should make at least enough parts so it's something coherent.
author=unity
PS What ever did happen to Radiant Chain? Is it dead? It still says it's in Production, but it's been silent for ages...
I've made my part for Radiant Chain, the first 3 parts are complete, now it's Archeia's turn to create the 4th part and pretty everything up, but seeing as that's such a huge task and she's got Omori and a bunch of other stuff on her plate, that's why there hasn't been any releases on that front.
-how many parts (chapters) the game should have
The number of participants or, if a participant wants to make another, then go for it.
-how many parts should one participant make
One, in my opinion.
-how long each chapter should be (30-90 mins?)
30 minimum and 90 maximum sounds good.
-how much time should be a participant given to finish a taken part
In my experience, two weeks to a month. It'd be good to have a really strict restriction on this, to actually cut them off after a deadline, because that would cause people like me to get my ass into gear. Deadlines motivate me.
Also, that way we can have a finished game by a certain date.
-what setting would you like to see (Western meets fantasy, Arum, Lovecraft...)
I reckon we should create a time travel story so people can do crazy effed up things with it. This way they can create whatever setting they like, hopefully not nerfing what other people have done.
-which engine would we use
VXA. Most popular, most people have it.
-whether you want to work with RTP or custom graphics or rips
Keep close to the RTP style, so people can emulate it, and because there's so many free custom resources in the RTP style.
Okay,
I decided to do this madness. It will take me some time to set it up, tho. You helped me with the majority of questions and the rest is being answered by playing these chain games (both successful and less successful).
It will be probably about the time travel, will include battles, will be made in Ace and I'm still thinking over resources as I want to have part of em custom (It's likely that I end up with RTP nevertheless).
So, await my announcement.
I decided to do this madness. It will take me some time to set it up, tho. You helped me with the majority of questions and the rest is being answered by playing these chain games (both successful and less successful).
It will be probably about the time travel, will include battles, will be made in Ace and I'm still thinking over resources as I want to have part of em custom (It's likely that I end up with RTP nevertheless).
So, await my announcement.
-how many parts (chapters) the game should have
One per participant.
-how many parts should one participant make
One.
-how long each chapter should be (30-90 mins?)
10-20. If they run over, fair enough, but something short and simple will encourage people to finish quickly and plan small - this way the game won't get bogged down. In fact, why not eschew the idea of 'chapters' and have a run-on story instead? Like the sentence forum game, where you each add a sentence one after the other to create a story. (If you don't pick this idea up I'll run one further down the track that does this anyway. ^.^)b )
Also, it will encourage more people to join resulting in a longer game. Telling someone they need to reach 30 minutes can be a bit much but 10 minutes? Easy enough, so more people are likely to consider joining.
-how much time should be a participant given to finish a taken part
Two weeks tops - so that people can move fast but still have time if they get busy.
-what setting would you like to see (Western meets fantasy, Arum, Lovecraft...)
Any. Let people go wild. It might be crazy but it could be fun!
-which engine would we use
Ace. Most people do own it and it's easy to use, with or without scripts.
-whether you want to work with RTP or custom graphics or rips
RTP-styled. There's a ton of edits and resources out there (and in our resource section, hint hint).
One per participant.
-how many parts should one participant make
One.
-how long each chapter should be (30-90 mins?)
10-20. If they run over, fair enough, but something short and simple will encourage people to finish quickly and plan small - this way the game won't get bogged down. In fact, why not eschew the idea of 'chapters' and have a run-on story instead? Like the sentence forum game, where you each add a sentence one after the other to create a story. (If you don't pick this idea up I'll run one further down the track that does this anyway. ^.^)b )
Also, it will encourage more people to join resulting in a longer game. Telling someone they need to reach 30 minutes can be a bit much but 10 minutes? Easy enough, so more people are likely to consider joining.
-how much time should be a participant given to finish a taken part
Two weeks tops - so that people can move fast but still have time if they get busy.
-what setting would you like to see (Western meets fantasy, Arum, Lovecraft...)
Any. Let people go wild. It might be crazy but it could be fun!
-which engine would we use
Ace. Most people do own it and it's easy to use, with or without scripts.
-whether you want to work with RTP or custom graphics or rips
RTP-styled. There's a ton of edits and resources out there (and in our resource section, hint hint).
Sure. Rm2k3/Tsukuru2003.
Also, last time on RMN chain game; since writing is not my strong point, I opt to help out with graphics and other things instead.
I... think it would be nice to be able to participate as supporter as well - edit/make simple (full custom is out of the question, it will never get done) resources for the game.
Also, last time on RMN chain game; since writing is not my strong point, I opt to help out with graphics and other things instead.
I... think it would be nice to be able to participate as supporter as well - edit/make simple (full custom is out of the question, it will never get done) resources for the game.
Count me in, this looks fun
How many parts (chapters) the game should have?
1 participant = 1 chapter
How many parts should one participant make?
One, is better to not over complicate things
How long each chapter should be?
30 mins, not too short and not too long
How much time should be a participant given to finish a taken part?
1-2 weeks
What setting would you like to see?
Anything, as long is nothing too serious
Which engine would we use?
Ace
Whether you want to work with RTP or custom graphics or rips?
It could work with the RTP, but some custom graphics here and there would be nice
How many parts (chapters) the game should have?
1 participant = 1 chapter
How many parts should one participant make?
One, is better to not over complicate things
How long each chapter should be?
30 mins, not too short and not too long
How much time should be a participant given to finish a taken part?
1-2 weeks
What setting would you like to see?
Anything, as long is nothing too serious
Which engine would we use?
Ace
Whether you want to work with RTP or custom graphics or rips?
It could work with the RTP, but some custom graphics here and there would be nice
Good to hear from you guys,
I'll be here with an official thread soon. After playing other chain games, I can see why some hadn't been finished...
I can't decide on name, tho.
I wanted to go with Chain of Love, but Chain of Redemption or Chain in Vain would fit my opening better (It will introduce time traveling villains, time traveling Captain Age and Guy Guyson, whom seeks the revenge).
I think that ideal length of a part is the one of the first chapter from The RMN Chain-game. Maybe an extra puzzle or something and make it more linear too.
I'll be here with an official thread soon. After playing other chain games, I can see why some hadn't been finished...
I can't decide on name, tho.
I wanted to go with Chain of Love, but Chain of Redemption or Chain in Vain would fit my opening better (It will introduce time traveling villains, time traveling Captain Age and Guy Guyson, whom seeks the revenge).
I think that ideal length of a part is the one of the first chapter from The RMN Chain-game. Maybe an extra puzzle or something and make it more linear too.
I like Chain of Love. Chain of Redemption sounds like a sequel to Chain of Retribution, and I don't think that's what we're aiming for.
Edit: In my experience, though, give them a set deadline to finish by, and then if they don't finish within that time limit, forfeit their place and give it to the next person. That person can always get back in the queue to try again, if they want, but this way it stops one person from having a chapter for an inordinate amount of time.
I know this firsthand, because I spent a lot of time on my chapter. Also because strict deadlines are how stuff gets done. That's why we have so many contest games. I think deadlines would be the key to getting this project done.
Edit: In my experience, though, give them a set deadline to finish by, and then if they don't finish within that time limit, forfeit their place and give it to the next person. That person can always get back in the queue to try again, if they want, but this way it stops one person from having a chapter for an inordinate amount of time.
I know this firsthand, because I spent a lot of time on my chapter. Also because strict deadlines are how stuff gets done. That's why we have so many contest games. I think deadlines would be the key to getting this project done.
Maybe it's because Chain of Retribution is really good.
Yeah, I'll try to stick up with Chain of Love. I will open an IRC room for this too.
I agree. But you forgot to mention that the scale Deckiller set up was extremely ambitious. The first chapter has some fifty maps (intro and first chapter). Deadlines are important and we should help them with requirements. I plan to make it very linear with every participant making a dungeon and a safe point (town, inn, merchant's stand, chamber of reflection...).
Ok, I would start it right away, if I weren't in the middle of an examocalypse. So, I'll probably get to start my part in mid-June (and if there will be IGMC...).
Yeah, I'll try to stick up with Chain of Love. I will open an IRC room for this too.
author=CashmereCat
I know this firsthand, because I spent a lot of time on my chapter. Also because strict deadlines are how stuff gets done. That's why we have so many contest games. I think deadlines would be the key to getting this project done.
I agree. But you forgot to mention that the scale Deckiller set up was extremely ambitious. The first chapter has some fifty maps (intro and first chapter). Deadlines are important and we should help them with requirements. I plan to make it very linear with every participant making a dungeon and a safe point (town, inn, merchant's stand, chamber of reflection...).
Ok, I would start it right away, if I weren't in the middle of an examocalypse. So, I'll probably get to start my part in mid-June (and if there will be IGMC...).
Go with The Love Chain and make references to
"♪ The Love Chain is a little old game where devs can get together~ ♪"
"♪ The Love Chain is a little old game where devs can get together~ ♪"
This sounds like something I would enjoy.
One question:
Simple scripts?
Yis/Non
For example, Yanfly Skill Cost script, to make skills costing items and the like. Like shooting a bow requires arrows.
One question:
Simple scripts?
Yis/Non
For example, Yanfly Skill Cost script, to make skills costing items and the like. Like shooting a bow requires arrows.
I vote go for a base of Yanfly-based scripts and battles. They seem to yield more flexible ways to structure battles and do not clash like Victor's Scripts or others.
Yanfly's stuff is the most easy to use, but there would be need to be one person to decide which stuff to use and not to use and how to use it.
Victor's stuff not only clashes with stuff, its not easy to use and crashes frequently.
I would be okay if people used script that didn't clash, but could be turned on / off through a script call.
Pages:
1






















