[EVENT] CHAIN GAME - RMN STYLE!
Posts
I don't really like the whole chef thing as the driving force :/ It's too narrow of an idea that doesn't feel like it will allow for us to come up with our own ideas that will actually fit together. If the story starts out like that you would expect things to kind of gravitate around food.
An idea I had was that the main story is about something, a bad guy is going to destroy the universe, and we each introduce a main character in our chapters. Each chapter is self containing and after all the chapters the main characters we introduced come together to fight the last boss. In each of our chapters we would have numerous characters to fill a party with some on the sidelines, but only the 1 main character would move on to fight the boss. That way we're each free to do whatever we want; one person's chapter could be the whole chef thing, another persons chapter could be about a prince who leaves his wealthy life in the castle to become strong to try and protect his people. All of our main characters would be moving towards the same big goal while following their own unique story. Each chapter could have 1 artifact and they all must be collected and brought together in the final chapter to advance to the boss.
Creating alternate worlds or planets would probably work. Or we could have some chapters take place on the same world and some of the chapters overlap. For example in chapter 1 there could be a small continent that everything takes place on, and in a later chapter where you start on a different continent you have to go back and visit a town. Or in chapter 2, it briefly introduces you to the main character in chapter 3 so it all feels connected while being totally different in each part.
From my understanding of this chain game it's like the other chain things, you don't make your part based on the previous part. You just make a part and they are tied together afterward. We should have a broad idea that allows for the randomness.
If we do make a game where the characters come together at the end we could try and have our chapters end with the character at some level, say level 20. So that when they all come together they are around the same power level.
About the items, we could split the DB into groups. Items 1 - 100 are consumables. 101-200 are swords. 201-300 armor.... that way there is space at the end of each group for new items. We wouldn't have to worry about things being out of order while always having space to put something in the right spot.
If we're going to keep our chapters short we shouldn't be putting in tons on equips and items anyways. 5-10 of each type (7sword/8sheild/10armor...) should be enough for one chapter.
I don't care about the battle system.
Are we going to have any guidelines to follow? Like, you have to use touch encounters, you have to include teleport points, um... you can't do class changing, stuff like that.
Are we going to cut-off new members at some point? Maybe we should or new people will come across this as time goes on and the list keeps growing and it takes forever to finish. With the number of people already we probably have enough for a good sized game.
An idea I had was that the main story is about something, a bad guy is going to destroy the universe, and we each introduce a main character in our chapters. Each chapter is self containing and after all the chapters the main characters we introduced come together to fight the last boss. In each of our chapters we would have numerous characters to fill a party with some on the sidelines, but only the 1 main character would move on to fight the boss. That way we're each free to do whatever we want; one person's chapter could be the whole chef thing, another persons chapter could be about a prince who leaves his wealthy life in the castle to become strong to try and protect his people. All of our main characters would be moving towards the same big goal while following their own unique story. Each chapter could have 1 artifact and they all must be collected and brought together in the final chapter to advance to the boss.
Creating alternate worlds or planets would probably work. Or we could have some chapters take place on the same world and some of the chapters overlap. For example in chapter 1 there could be a small continent that everything takes place on, and in a later chapter where you start on a different continent you have to go back and visit a town. Or in chapter 2, it briefly introduces you to the main character in chapter 3 so it all feels connected while being totally different in each part.
From my understanding of this chain game it's like the other chain things, you don't make your part based on the previous part. You just make a part and they are tied together afterward. We should have a broad idea that allows for the randomness.
If we do make a game where the characters come together at the end we could try and have our chapters end with the character at some level, say level 20. So that when they all come together they are around the same power level.
About the items, we could split the DB into groups. Items 1 - 100 are consumables. 101-200 are swords. 201-300 armor.... that way there is space at the end of each group for new items. We wouldn't have to worry about things being out of order while always having space to put something in the right spot.
If we're going to keep our chapters short we shouldn't be putting in tons on equips and items anyways. 5-10 of each type (7sword/8sheild/10armor...) should be enough for one chapter.
I don't care about the battle system.
Are we going to have any guidelines to follow? Like, you have to use touch encounters, you have to include teleport points, um... you can't do class changing, stuff like that.
Are we going to cut-off new members at some point? Maybe we should or new people will come across this as time goes on and the list keeps growing and it takes forever to finish. With the number of people already we probably have enough for a good sized game.
Whilst I like the idea of the legendary cooking set, I think it make more sense if the artefacts were food/ingredient based instead. Say, possibly silly things like:
'Dracula's Fun-Busting Elixir' (holy water)
'Tears of a Mermaid' (salt)
'Super Sneeze Powder Deluxe (TM)' (pepper)
'Log of Burny-Burny' (enchanted cooking fire)
'Bunnykins' Binky' (carrot)
'Iron Chef Utensils' (cooking utensils - which you might need to collect bits of during said chapter, or throughout the game - and depending on how many you collected the ending would change slightly? Say 0-3, Emperor dies; 4-6, he lives; 7+, he lives and takes you on as his personal chef... or something)
'Dracula's Fun-Busting Elixir' (holy water)
'Tears of a Mermaid' (salt)
'Super Sneeze Powder Deluxe (TM)' (pepper)
'Log of Burny-Burny' (enchanted cooking fire)
'Bunnykins' Binky' (carrot)
'Iron Chef Utensils' (cooking utensils - which you might need to collect bits of during said chapter, or throughout the game - and depending on how many you collected the ending would change slightly? Say 0-3, Emperor dies; 4-6, he lives; 7+, he lives and takes you on as his personal chef... or something)
I'm not a big fan of the whole generic-ness of that idea, to be honest. If we go with a themed story, you still have tons of room to be creative about it. You just need to think about it is all.
Also, I am very much behind the idea of food-artifacts.
Also, I am very much behind the idea of food-artifacts.
Before I read all the quite big new posts, this is how the battlesystem is supposed to go:
http://rpgmaker.net/games/1696/images/7866/
http://rpgmaker.net/games/1696/images/7866/
You can totally be creative with this theme, you've just got to be creative! For my segment I've already got a rough idea that I'd like to try:
"IRON CHEF (I'll call him this for now) is on his way to find a Pinch of Punchsalt. However he gets ambushed by Doctor Devious, fellow chef (he has a phd in Butchering!) and seeker of the sacred ingredients so he can make the World's Greatest Restaurant Entree and become rich! DD steals the sacred ingredients and takes them to his Restaurant / Food Laboratory to find a way to duplicate the sacred ingredients so he can mass produce the WGRE. Iron Chef & Co. find his hideout, sneak in, do a dungeon, fight DD, and reclaim all the sacred ingredients AND find that DD already had a Pinch of Punchsalt, bringing Iron Chef one step closer to his goal!"
*edit*
(I know this plot is pretty interchangable and easy to manipulate for different scenarios)
"IRON CHEF (I'll call him this for now) is on his way to find a Pinch of Punchsalt. However he gets ambushed by Doctor Devious, fellow chef (he has a phd in Butchering!) and seeker of the sacred ingredients so he can make the World's Greatest Restaurant Entree and become rich! DD steals the sacred ingredients and takes them to his Restaurant / Food Laboratory to find a way to duplicate the sacred ingredients so he can mass produce the WGRE. Iron Chef & Co. find his hideout, sneak in, do a dungeon, fight DD, and reclaim all the sacred ingredients AND find that DD already had a Pinch of Punchsalt, bringing Iron Chef one step closer to his goal!"
*edit*
(I know this plot is pretty interchangable and easy to manipulate for different scenarios)
author=JosephSeraph
Before I read all the quite big new posts, this is how the battlesystem is supposed to go:
http://rpgmaker.net/games/1696/images/7866/
The one thing I don't like about this battle style is there's no clear indication of what status a combatant has. How do you tell if IRON CHEF is blinded or poisoned?
(those maps look nice, I'm going to have a hell of a time figuring out how to use this chipset)
*edit*
Missed it, but Big kudos to DE for providing us with these graphics!
author=choauthor=Link_2112
An idea I had was that the main story is about something
What are you trying to say with this? That when you take a comment out of context it can sound kinda silly? Well done.
Sure there's room to be creative about it, but it's still forcing me to relate my story to food and that's the part I'm not fond of. Food is not something I find interesting at all for a game u.u plus it's a subject I don't know much about. If I tried to force myself to tie in with that theme it would be awkward and full of bad puns :/ If the majority wants to do the food thing then I don't mind dropping out. I'm not trying to hold the game hostage or anything, I just don't like the idea.
I didn't like the cooking story mainly because we're gonna have to use the same character on all chapters. Something like SaGa Frontier, that had separate stories that bound together (but a little less separate?) would be... More fun, and better to induce creativity, I believe.
edit: Also, I'm not too fond of entirely comedical games. Wich certainly is what a "food" themed game would be.
edit: Also, I'm not too fond of entirely comedical games. Wich certainly is what a "food" themed game would be.
...You don't have to use the same character. I honestly can't see how you guys have this much difficulty coming up with a quirky plot about food.
But it isn't about IRON CHEF getting the artifacts because HE needs it? HUM
Well... Each character could get ahold of one artifact, I thinjk. All of them getting together in the end. Altough I probably'd give the artifact to the first char, anyways, it's still... Umm, I dunno. I feel like I'm being dull. '-'
Well... Each character could get ahold of one artifact, I thinjk. All of them getting together in the end. Altough I probably'd give the artifact to the first char, anyways, it's still... Umm, I dunno. I feel like I'm being dull. '-'
author=JosephSeraph
edit: Also, I'm not too fond of entirely comedical games. Wich certainly is what a "food" themed game would be.
That's part of it too. I'd rather work on something more serious, or at least have my chapter be serious. I'm not into comedy games.
I guess we could have some chapters be series and not follow any food/chef related occupations. Like whatever food artifact you have could be obtained by a thief who hears of the artifact and just wants the cash reward. The dungeon wouldnt be a food warehouse or a grocery store, but a standard location where the enemies/npc's aren't related to food in any way. But in the end you get the food artifact and meet up with the rest.
It all comes down to what most of us want the final product to feel like. Do you want an all comedy game? Do you care if some parts aren't about food at all? I wouldn't care if the character I made ended up being written a part about food at the end in a total comedy style. I'm just concerned about my chapter, as long as I have the freedom to not be confined to make my character's story have some food related plot twist/location/boss than I'm fine with whatever else happens. Turn him into a carrot at the end and have another character eat him to obtain his vege-skills and nutri-power to fight the final boss cake for all I care.
Having at first misread Link's post, I think it's time for everybody to lay out how they think the chain game will go down as I think we're having some different views of the overall structure of the whole thing.
My impression is that the chain game will have a single game-wide plot involving every segment of the game: The Hero goes and collects the eight magic mcmuffins to save the day. Every segment is a continuation of this story based on what the creator wants to happen and on what has been established by previous creators. Like placing another floor on a tower, you build on top of the lower levels. The creator is free to do what they want with their segment as long as it has the same graphical consistancy, gameplay mechanics, doesn't fuck with the actual content of older segments, and holds a light level of internal consistency (like the overall plot of collect eight artifacts) among some other rules like only one new party member per segment. Eventually everybody has their segment and their magical artifact collected and, uh, somebody makes a final segment. May or may not involve kicking a big bad in the balls.
*edit*
Sidenote: I think we can find a theme for the whole story we can agree on. It doesn't have to be about magical food ingredients and cutlery, nor about universe consuming evils. I'd prefer something more specific than broad and working in those constraints but I don't have any specific theme ideas. Any other ideas?
My impression is that the chain game will have a single game-wide plot involving every segment of the game: The Hero goes and collects the eight magic mcmuffins to save the day. Every segment is a continuation of this story based on what the creator wants to happen and on what has been established by previous creators. Like placing another floor on a tower, you build on top of the lower levels. The creator is free to do what they want with their segment as long as it has the same graphical consistancy, gameplay mechanics, doesn't fuck with the actual content of older segments, and holds a light level of internal consistency (like the overall plot of collect eight artifacts) among some other rules like only one new party member per segment. Eventually everybody has their segment and their magical artifact collected and, uh, somebody makes a final segment. May or may not involve kicking a big bad in the balls.
*edit*
Sidenote: I think we can find a theme for the whole story we can agree on. It doesn't have to be about magical food ingredients and cutlery, nor about universe consuming evils. I'd prefer something more specific than broad and working in those constraints but I don't have any specific theme ideas. Any other ideas?
author=GreatRedSpirit
The creator is free to do what they want with their segment as long as it has the same graphical consistancy, gameplay mechanics, doesn't fuck with the actual content of older segments, and holds a light level of internal consistency (like the overall plot of collect eight artifacts) among some other rules like only one new party member per segment. Eventually everybody has their segment and their magical artifact collected and, uh, somebody makes a final segment. May or may not involve kicking a big bad in the balls.
This is everything outside of the plot, and it's all the stuff we agree on. Your suggesting that the creator has to follow the plot, in this case the magical food, to obtain the artifacts. What I'm suggesting is that the creator has to get the artifacts that will move forward the overall plot(of food) using whatever sub-plot they want. This is what I figured it would mean, or rather what I would want it to mean but if it means something else then I'll need it to be explained and just follow that. Never heard of this whole thing before.
:)
*edit*
Sidenote: I think we can find a theme for the whole story we can agree on. It doesn't have to be about magical food ingredients and cutlery, nor about universe consuming evils. I'd prefer something more specific than broad and working in those constraints but I don't have any specific theme ideas. Any other ideas?
My idea wasn't the part about someone going to destroy the word, just to be clear. That was just an example. My idea is that some THING happens and the whole world knows about it. The main plot is about the THING that happened. Normally in a game like final fantasy 4 your walking along a dungeon and you see an NPC who just happened to be there on a similar quest so he joins your party. You conquer that dungeon which solves the NPC's quest but yours is long an unfinished so he goes with you. So instead our game would be a collection of the backstories of all those NPC's that joined you along the main quest of that THING. Do you see what I mean? We all create a story of our characters reaction to this worldwide THING that happens and you play their journey to the final chapter meeting point where everything gets resolved. Each chapter is a seperate but simultanious part of the larger story which will end when the THING that happened is understood/defeated/returned...... My idea is about the framework of the game progression not the subject matter.
I think we should try to keep the game semi-serious.
Also, those Acropolis chipsets are kind of slow to work with. Nothing is working; everything is rough. Liberty must have used edits to get those screenshots.
Also, those Acropolis chipsets are kind of slow to work with. Nothing is working; everything is rough. Liberty must have used edits to get those screenshots.
I suggest we go for a fairly open world, with a world map and all. We can keep it semi-linear, but people in earlier chapters can insert "plants" for later backtracking -- you know, optional areas, locked chests, etc. We also need some sort of 100-item collectible!
The best thing to do is to let this evolve naturally. We set a very basic goal such as Magic McGuffins and let each person decide where to go with that they were given.
Deckiller, yes, I said in my post that I'd edited the chipset to get what I wanted out of it. I'm going to try to do a nature-type one then put it up in the topic for others to use, but I'll wait until DE (you're awesome, dude!) to put up his other Akropolis graphics beforehand - unless you really, really want those water/cliff tiles right away.
I don't mind either way, though I prefer a general over-plot to just making it up as I go along.
I don't mind either way, though I prefer a general over-plot to just making it up as I go along.
















