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Accepting suggestions for Elementa Bellatar 2
- Rose_Guardian
- 05/25/2016 12:51 PM
- 1447 views
I know it might be too early to ask, but while I won't remake this, I will be accepting good suggestions for Elementa Bellator 2 to improve the players experience. The second game will be made in RPG Maker MV. So anyone who has already played this game, and beat it, please leave suggestions in the blog. If I like a suggestion someone made I will take it, and do my best to have it in the second game. In case anyone asks, or says anything you do not have to play the first game to understand the second game even though its a sequel it'll cover the events of this game.
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Hi Rose!! what I wish to suggest to you if you ever make a sequel is to try giving more life to your characters! xDD Now don't get me wrong, I loved the protagonist in your game "Raven" as she was easy to empathize with.. especially the love-story between her and the incubus.. but I just thought I'd give you a little piece of what I know regarding characters! xDD
Hmm, you can try imagining them first before creating them.. maybe make a note-pad of your cast and think deeply about each of their role in the game or what significance they each hold on your story/plot! but I think you were doing quite decently on this with Elementa Bellator 1.. still, just thought I'd remind you.. since you sometimes forget that one of the characters exist! xD (Nikki..) cause she only appeared like an extra sprite in the map.. I think giving her a role or significance in the game would be great.. since she's Raven's friend.. you can give her the role of Raven's closest best friend who would always stick out for her and someone Raven can trust with her inner-feelings and thoughts or something like that, and it should be fine. xDD
Now.. the most important thing when you brainstorm the cast of your game is their unique personality and identity!! What does he/she like or dislike? what is his/her motivation in life? what dreams does he/she have? how does he/she interact with the other characters and the game-world in general?.. does he/she have a strange desire for something? or what did he/she go through in the past that made him/her the way he/she is now? (though past/childhood flashbacks are not necessarily needed to flesh out a character full of life, still it has a good effect).. I don't know.. use your great creative mind to it's full potential! xDD
I wish you the very best on your second game Rose!! :D And that's all I can suggest for now! always make your characters lively, fun and interesting!! Imagine what they would be like if they existed in real life!! xDD You can do it Rose!! I believe in you! :)
Hmm, you can try imagining them first before creating them.. maybe make a note-pad of your cast and think deeply about each of their role in the game or what significance they each hold on your story/plot! but I think you were doing quite decently on this with Elementa Bellator 1.. still, just thought I'd remind you.. since you sometimes forget that one of the characters exist! xD (Nikki..) cause she only appeared like an extra sprite in the map.. I think giving her a role or significance in the game would be great.. since she's Raven's friend.. you can give her the role of Raven's closest best friend who would always stick out for her and someone Raven can trust with her inner-feelings and thoughts or something like that, and it should be fine. xDD
Now.. the most important thing when you brainstorm the cast of your game is their unique personality and identity!! What does he/she like or dislike? what is his/her motivation in life? what dreams does he/she have? how does he/she interact with the other characters and the game-world in general?.. does he/she have a strange desire for something? or what did he/she go through in the past that made him/her the way he/she is now? (though past/childhood flashbacks are not necessarily needed to flesh out a character full of life, still it has a good effect).. I don't know.. use your great creative mind to it's full potential! xDD
I wish you the very best on your second game Rose!! :D And that's all I can suggest for now! always make your characters lively, fun and interesting!! Imagine what they would be like if they existed in real life!! xDD You can do it Rose!! I believe in you! :)
Spend a month or two on the current one polishing it up. If you do that, you´ll have a legitimately good RPG under your belt. It´ll actually entice us to play the sequel.
If not, then improve your cutscenes and dialogue for the 2nd one. Find out what minor details would make your scenes better, and just do them. If you do that, people will connect with your characters and story more.
You are better than you were a few years ago when I first met you. You´ve made strides on multiple fronts, like battling and mapping. But overall, you´re still in subpar to mediocre land. And I know that angers and frustrates you. But rise up and get better. Improve your story. Make it interesting. Make it have good delivery. If you do that, you´ll be solid.
If not, then improve your cutscenes and dialogue for the 2nd one. Find out what minor details would make your scenes better, and just do them. If you do that, people will connect with your characters and story more.
You are better than you were a few years ago when I first met you. You´ve made strides on multiple fronts, like battling and mapping. But overall, you´re still in subpar to mediocre land. And I know that angers and frustrates you. But rise up and get better. Improve your story. Make it interesting. Make it have good delivery. If you do that, you´ll be solid.
One quick tip for making better dialogue; whenever a character is speaking, imagine their voice in your head. You'd be surprised how much easier it makes things.
Aaaanyway...what I love most about rpgs is the feeling of getting stronger. Usually at the beginning of an rpg, you're a novice warrior wielding a sword made out of duct tape and paperclips. By the end of your journey, you're a powerhouse capable of summoning fiery balls of death from the sky and smiting edrich abominations, gods, and abominable eldrich gods. The thrill lies in the journey earning that power.
One thing I noticed about the game was that the power was pretty much given to me at the start, rather than being earned through gameplay. You have a lot of attacks going on, so spread them out across your characters levels. That way, the player will battle in eager anticipation of leveling up, because they know a shiny new ability is waiting for them. In regards to abilities, make sure to give each of your attacks meaningful differences. A player won't care if they get a new ability if they think it's useless or otherwise unenjoyable to use.
Of course, enemies need to become progressively more difficult over time to test the player's newfound strength and abilities. I'd suggest testing battles while setting the party's level at whatever stage of growth you believe the party should be at, and tweak the enemies until they aren't too strong, but aren't too weak either. It's all about playtesting. One last thing; if you're going to have certain enemies have a weakness to certain elements, make sure the damage boost is high enough to be significant. Hope that helps.
Aaaanyway...what I love most about rpgs is the feeling of getting stronger. Usually at the beginning of an rpg, you're a novice warrior wielding a sword made out of duct tape and paperclips. By the end of your journey, you're a powerhouse capable of summoning fiery balls of death from the sky and smiting edrich abominations, gods, and abominable eldrich gods. The thrill lies in the journey earning that power.
One thing I noticed about the game was that the power was pretty much given to me at the start, rather than being earned through gameplay. You have a lot of attacks going on, so spread them out across your characters levels. That way, the player will battle in eager anticipation of leveling up, because they know a shiny new ability is waiting for them. In regards to abilities, make sure to give each of your attacks meaningful differences. A player won't care if they get a new ability if they think it's useless or otherwise unenjoyable to use.
Of course, enemies need to become progressively more difficult over time to test the player's newfound strength and abilities. I'd suggest testing battles while setting the party's level at whatever stage of growth you believe the party should be at, and tweak the enemies until they aren't too strong, but aren't too weak either. It's all about playtesting. One last thing; if you're going to have certain enemies have a weakness to certain elements, make sure the damage boost is high enough to be significant. Hope that helps.
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