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WHATCHU WORKIN' ON? TELL US!

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your intentions - Your title's crappy. I don't like crappy titles. Let me tell you why it's crappy.

reasons - That title is crappy, because it's meaningless to me. It doesn't make me want to play the game

"I don't care about your intentions." "I took issue with your reasons." It does compute. I just wasn't very clear.

As for, "well he doesn't have to just because we said something (criticism)," ask widely popular gamemaker Neok if community backlash influences him.

author=AABattery
I kinda agree Max McGee. Don't use a word just because it sounds cool. It should have something to do with the game, otherwise it's misleading...

Maybe his game has everything to do with Gaia.
Max McGee
with sorrow down past the fence
9159
I don't deny that crappy titles piss me off. But my intention was also to help his game.

Maybe his game has everything to do with Gaia.

Then he probably should have kept that in the title rather than going to just "Revelations", but if his game has everything to do with Gaia, why was it originally called "Tales of Falonia"? Did his game go from having everything to do with Falonia to having everything to do with Gaia? Is that why the title change happened? Or was it a pursuit of cool sounding phrases?

I mean, I really don't care. If giving my opinion on things (like titles) is going to cause drama and therefore stress, it really is not worth it. There is too much drama and stress here without me doing something totally avoidable--like giving feedback-- that creates more. I need to contain my contentiousness to where it really counts.
author=LockeZ
ON TOPIC:
I cannot write scenes that introduce new characters for the life of me. How do I portray a character as sarcastic, confrontational, analytical, a good detective, and crippled in a 2 minute cut scene? Which qualities can I leave out of the first scene he's in, and how long can I leave them out for before introducing them makes him feel like his character has shifted?

House? Wait, come to think of it, your avatar was House recently. Heh. Watch more House. Take notes on how he responds to people. In what situations is he sarcastic, confrontational, analytical, etc. I do tons of studying for character archetypes.

I have a similar character in my game. He's a detective named Callahan. His boss is Mack. I wrote his intro like so:

Mack - Callahan!! In my office!!

Walks in.

Callahan - Need something?
Mack - You see this pile of papers on my desk?! You have any idea what this is?!
Callahan - I dunno. Fan mail?
Mack - Real funny. They're lawsuits, Callahan! Eight injured! You were chasing a shoplifter, goddammit!
Callahan - What can I say? Shoplifting's a serious offense.
Mack - You're a loose cannon, Callahan! I'm putting you behind a desk! Hand in your weapon!

Puts down his Glock 9MM.

Mack - ALL of them.

After a pause, puts down six more guns. Mack stares at the pile.

Mack - Ahem.

Puts down his last gun, a S&W 500.

Callahan - My grandmother gave me that gun...
Mack - GET OUT!

===============================================================


I don't think it's completely necessary to show all of a character's defining characteristics immediately. It's only important that you maintain his personality throughout, barring an intentional change in personality.

It's fairly weak characterization if your detective is snarky in one scene, then confrontational in a similar scene(unless your character is supposed to be that unpredictable). To show the difference, you'd really need to make it clear that it's a different scenario and thus a different reaction.

Also, as in your case, I wouldn't force an intro scenario that shows all those different traits at once. First, you wouldn't know what to think of the character. Secondly, such a scenario is unlikely to be natural.

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Sauce
author=LockeZ
ON TOPIC:
I cannot write scenes that introduce new characters for the life of me. How do I portray a character as sarcastic, confrontational, analytical, a good detective, and crippled in a 2 minute cut scene? Which qualities can I leave out of the first scene he's in, and how long can I leave them out for before introducing them makes him feel like his character has shifted?
House? Wait, come to think of it, your avatar was House recently. Heh. Watch more House. Take notes on how he responds to people. In what situations is he sarcastic, confrontational, analytical, etc. I do tons of studying for character archetypes.

Heh. My design document literally says "DOCTOR GREGORY HOUSE, BLUE MAGE EXTRAORDINAIRE" in all caps like that at the top of this character's profile.

I can write the character once he's established, I just can't come up with a good scene that introduces him. I feel like if I just make him respond to the situation naturally, it only conveys certain parts of his personality while ignoring others that I would like to convey, and then when the other aspects of his personality come up later it feels like a different character. If I alter the situation to try to fit everything I want into it, it feels like too much, especially if the scene also includes the actual plot events that I need to have happen. If I remove the plot events and save them for a later scene, the character introduction scene feels pointless.

I guess I just need to pick aspects of his personality to not try to shove into the first scene.

I don't think a character introduction scene just for the sake of introducing the character is pointless. First impression for the character is always going to be the most important.

But if you need the specific plot events, then just use it as your canvas for painting his personality.

How would House act in this situation? I don't think watching 10 minutes of an episode would tell you everything there is to know about his personality. The same can be said of your game and your presentation of the character. If he gets enough screentime, let him develop naturally.

It's a hard character to write, for sure. The one you're emulating wins Emmy's.

Just follow me around for a day or two when I'm in my current state. Hilarity ensues as my chemically induced sociopathy kicks into overdrive.

Seriously, though, I like House as a character... but why just copy-paste an existing character into your game? House is, essentially, a dilution of Sherlock Holmes, who is himself something of an homage to Joseph Bell. You're xeroxing a xerox of... a xerox.
It should never be a debate about perfect originality. Anything anyone ever 'creates' takes some inspiration from somewhere in life, whether its from one source or many.

"A similar character exists, so I shouldn't make mine like that" isn't a very good philosophy to subscribe to.

As a matter of fact, for amateur writers, having quality examples to base off of is a great way to generate deep characters.

I look at it this way:

"You're using that double clutch layup? Jordan did that his whole career. Hell, he stole that from Doctor J! Why would you use it? You'd be xeroxing a xerox of... a xerox."

"Um... because it works?"
chana
(Socrates would certainly not contadict me!)
1584
Inspiration from real life, yes, but not from another piece of fiction, or there will be no life to your character, imo.
author=Sauce
As a matter of fact, for amateur writers, having quality examples to base off of is a great way to generate deep characters.

"You're using that double clutch layup? Jordan did that his whole career. Hell, he stole that from Doctor J! Why would you use it? You'd be xeroxing a xerox of... a xerox."

"Um... because it works?"

I could respond to this in several ways, most of which would turn unpleasant fairly quickly; however, I am trying not to be responsible for another thread de-rail right now, so I'll take another direction, especially since Chana already hit the nail on the head anyway.

I'm currently working on my review for the Secret Santa event, as well as some art generation for a new project. That character template I came up with a page or so back is turning out to be a LOT of work.

EDIT - Removed something that served no purpose.
ugh, I just wrote down the various ideas for projects I want to make and to finish, and I have nearly a dozen.

I need more free time.
Craze
why would i heal when i could equip a morningstar
15170
I'm working on modifying the Edifice structure (start a dungeon with X HP, with extremely limited healing, and survive) to fit a more traditional RPG... and quickly. Karsuman and I are making our LAST VX GAME EVER.

Not that we've released anything in years.

Anyway, we just spent like an entire hour arguing (eagerly discussing) how equipment should work, since equipment is your sole form of progression in the game. We have different views on things sometimes. ::D
Just planning out the character roles and gimmicks for the full version of Princess Princess. Thinking of skills are a pain though :s

P.s. Craze release a gameeeeeee
I just started a new project today. I now have 6 projects to keep me busy for a year of free time!
Max McGee
with sorrow down past the fence
9159
I just made a fauxding screen for Journeyman. What's Fauxding? It's a "faux loading" screen. The reason I did this is because I wanted the game to have a hintscreen.

So basically, while a "loading" graphic appears in the lower left corner, a box in the center of the screen shows you images of various in-game objects, while text explains how to interact with these objects. The entire thing lasts exactly 30 seconds, five or six seconds per message (I may be making overly generous assumptions about people's reading speed as each message has three lines of text).

This helped me answer lots of questions that first time players seemed to have upon starting the game, questions like:

1) Fuck this slow walk speed. (DISCUSSED AT LENGTH ELSEWHERE)
2) Argh what I died to the first battle!
3) What the fuck do I do?

So I included hints explaining how to dash and how to enable auto-dash, warning the player that going onto the world map naked and unarmed was probably a bad idea, and showed them what wild cotton and yarrow and dead logs looked like (to name the first three you see out of like a million harvestable things in the game) and how to harvest them.

In its basic structure it looks...very much like the loading screen tips on any commercial game, like say Skyrim, (except that secretly the tips aren't randomly pulled from a large pool of Inobvious Game Knowledge Trivia but instead are laser-focused on what beginning players should immediately know).

Thoughts?
Gotta finish a working prototype with enough functionality to get some user feedback on my latest project, trying something new and actually going to suck it up and do real (early and progressive) user testing this time around!
Solitayre
Circumstance penalty for being the bard.
18257
author=kentona
ugh, I just wrote down the various ideas for projects I want to make and to finish, and I have nearly a dozen.

I need more free time.


I demand more details.

author=Anaryu
Gotta finish a working prototype with enough functionality to get some user feedback on my latest project, trying something new and actually going to suck it up and do real (early and progressive) user testing this time around!


You know where to find me if you need testing.
TehGuy
Resident Nonexistence
1827
Messing around with the UDK to see if I could move my game over there (either at some point, or say "screw it" and wait for another project)

AAAAND doing my Secret Santa review is near the top of the list..
author=Solitayre
author=kentona
ugh, I just wrote down the various ideas for projects I want to make and to finish, and I have nearly a dozen.

I need more free time.
I demand more details.

eehhhh...it's not that exciting.


Generica: TNG - finish the damn game
Super Doki Doki World - finish the game
Trials & Tribulation - meant to be used as exposure to VX/Melody, repurpose for VX Ace
The King and Guy - implement ideas from Interactive Storytelling textbook to see how they pan out
Imaginarium of Some Kids - attempt to make 100% custom resources game
Alicorn - the plot and characters from this group project are interesting - try to revive project
Link game on SMBX - attempt to make a SMBX game with Link as the primary playable character (with Link_2112)
Missiongarde - ambitious group/community game with retro graphics (either using Generica as base or port to VX/Ace)
RM20XX testing with HR - also explore addressing the myriad bugs/balancing in HR
Forgotten Lands clone - super fun time management/resource game - try to recreate (Unity? Construct?)


eh
I managed to get used to the mouse again *somehow*



5 hrs straight and I am really drowsy =_=