ASHLEY_LACURE'S PROFILE

Not much to know, was an older designer known as Alucardxdemon, but I left the RM community a few year ago. I'm back now to simply complete one of my favorite projects and share it with this community.

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Happy music

Took some time to listen and I have to say thats some great work.

Whatchu Workin' On? Tell us!

@UPRC: Thats pretty cool, I guess CC is the closest game to using a system such as the one you described, look forward to seeing it in action.

@SK: Dont you just love editting sprites, one of the most tedious things in the world.

Just got done with a major cut scene for my game, and fixing the action interruption bug in RM2k3. Shoutout to DHM for the tip. Lastly giving my players some real gameplay finally, I wonder how most people feel about cut scenes, are they a waste of time? Or do RPG players value a games story over the basic gameplay.

How planned-out should your RPG be before you begin?

I didnt say all cliches were bad, but in terms of a story I dont want to hear the same record over and over again. Boy meets girl. boy falls in love with girl, boy and girl save the world has been done over and over again, whats important is how that theme fits into your story. Anyways ill stop before I get too off topic, bottom line create some sort of outline or write down some of your ideas it will help in the future trust me.

Let's Make a Story: Concept

Cool concept you've started here, for someone whose native language is not English you had me fooled.

1. Falonia

Ill try and get some other members to join, this should be fun.

How planned-out should your RPG be before you begin?

@emmych: I have literally shuffled and reshuffled my database time and time again. I started Tales of Falonia now Revelations in 2007, trust me all but the character names have been changed. Like LockeZ said a DB error can be fixed easily. A story flaw on the other hand is something that can critically break a game apart. A cliche predictable story can turn players away.

Whatchu Workin' On? Tell us!

@Adon: The concept sounds cool, personally I was a fan of Dissidia so Im all for this idea.

@LockeZ: Wow way to hype up that idea, but man thats extensive.

@Xenomic: Hey sometimes the best things take the most time, I started working on my game again at the beginning of the month, Im still finalizing the Battle System haha.

Getting some cut scenes completed for Revelations and finally turning these Word documents into movies haha.

The Screenshot Topic Returns

@Lotus: I always like to see some progress, the maps are nice as usual but Im not a fan of the Avatar.

@Tau: The world maps' nice buddy, I read your update and I hope you just keep up the good work. Games maturing in terms of graphical design.

How planned-out should your RPG be before you begin?

I didn't read through all the comments, so I apologize if I sound redundant, but I think having a basic framework is always a good thing. You want to get your ideas out of your head and on to a word document so you create a unique and flowing story. I feel that while things in the Database and Events can be created with ease, without some sort of direction in terms of story, developers are on a path to many story revisions as well as flaws in story and character development that could have been avoid had planning been taken into consideration.

Is anyone working on a romance RPG at the moment?

I used to work on integrating a romance system, now Ive turned towards a relationship system with all the characters in the game. For me the text book romance situations have not been something Ive cared about in game so I employ situations and choices based on the character you have the highest relationships with. I agree with a lot of you Romancing Walkers did a great job, but in my game the cast has more males that females so I guess this relationship system just works better.

What are you thinking about? (game development edition)

I agree with Dookie its hard enough to get people to play through a game once. Sandbox games are my personal favorite but from a developers stand point is it really worth the effort to create a sandbox world with Dookie's above statement. I would say a multiple storyline branches or a different ending would be take less work from the developer while still allowing the player to appreciate the lack of linearity.