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ASHRAMARU'S PROFILE

I'm a small time Indie Game Designer. I like to create Concepts and Ideas for game and bring them to life through the creation of a team of dedicated individuals. For the most part I am a very charismatic individual, I love having discussions about nearly anything and even more so about game development. If you ever have time PM me or MSG me on MSN: gamejockey419@msn.com

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New RPG Game! Camelot: The Rise Of A New King

Umm, surely your joking. Those fences are a basic mapping error. Fix the fence so that each white board is connected to one another without little spaces. The end of the fence on the left hand side is a tile mismatch. Surely you can edit it so that the fence is straight throughout. Apart from that I'll download it and give you more response on the game play, story, and character development.

Executive Decision 64.4.B: Crackdown on Fonts and Centering

I admit it was me :'( However I have refrained from my old habits. Its just been a habit of mine which has developed over the years, however that is a good point that it messes with the uniformity of the site. Anyways, I'll refrain from changing my font for the duration of my stay here at this community however the glow is still an interesting function, just kidding.

The Last Bible

@NMN: Thank you man. I have alot to work on and finish, but I am reworking the Y-Virus. Its hard to explain, but Akuma have 5 Levels: A, B, C, D, and E. Level E is when the Infection has completely taken over the Mind and Body, basically a walking corpses. The higher the Level the more the body has integrated with the Virus. Rather than rejecting it, the body has become a shell for the virus. The Virus will then develop and form a symbiotic bond creating an Akuma. This creature is the embodiment of the Virus and feeds off the human body. Level C Akuma are able to use the Human Body as a "Skin". Allowing them to appear human as well as maintain the Human's memories and Personality. However when an Akuma becomes Hungry at the Level-C stage they crave for flesh to keep their bodies moving. Basically with every Level the Virus begins to contain, and integrate with the body. I hope this departs from the whole Resident Evil T-Virus a bit, but this is the best I can explain it without revealing too much.

Story Developement: Killing off Characters

@Sion: Heeding WIP's scolding, I'll make it short. Its called The Last Bible, and its on the front page. :-X

@S. F. LaValle: Yes, Shock value is something I would like to see a whole lot more of. Obviously its all about how your game is, the theme should dictate the shock feel. If you are on a Lord of the Ring-esque adventure, you may have to kill off a character, simply because in all actuality, unless your characters are "Divine" with each battle, the chance of survival should be decreased. Since I used LOTR as an example, do you remember when Gandalf died. In the book and the movie that was an extremely emotional event. Gandalf's death, and death in particular affected the characters, especially Frodo. That's what Indy Games need, that shock value, and following the shock, the over all affect it has not only on the Player but the party. If LOTR was an RPG you would lose Gandalf as a PC, sure you would be angry but in all actuality it helped the story progress. Game Play is important, but in my eyes a RPG's main purpose is Story. Now you might say why not write a Book? Well the purpose of an RPG is to Role Play, play the Role of a Character, through the highs and the lows, the bright and the dim times. Even if you lose one character whom possessed powerful Skills, I would rather have Players view it in terms of story, rather than, "Oh shit, my must powerful Character just fucking died". And in most cases the game always has something to aid you. The best example of a Story Centric game with "Death" is that of "The Way". In The Way many characters were killed off, sure you lost them as Playable Characters, but the affect on the story was greater than any skill you could have learned in my opinion.

@Jabbo: See thats the problem I have run into, I added a lot of near death experiences, however it seems difficult to make death non apparent. Perhaps removing skills, and reducing stats.

Screenshot Thread With One Eyebrow and a Golden Tooth

@Nathrael: Looks amazing man, I applaud you for the use of Custom Graphics. From the looks of it Futuristic? I feel a challenge coming on and now I'm inspired to work harder on Last Bible. Great Job mate, hope to see some more info on this.

Also does anyone know any good screen recording freeware, Its time for a Battle Video on my part.

The Art Dump [Gallery]

Back in High School I considered myself an Artist, however College caused me to throw my artistic juices "mojo", in the closet. Anyways this topic is made for Various RM Artists to post their work, similar to a Screenshot Topic, however just a place for art work.

The Dream Child
I've been trying to get back into the groove of things, however a small sketch I did in class. :(

Story Developement: Killing off Characters

@Sion: At times I believe you and I are on the same wavelength my friend. My whole reason for making this topic was and is due to deaths heavy impact in my game. War is never something that is all rainbows and butterflies, and for once I feel as if I have created a "Kill Em' All" Game. I know some Players may be a bit turned off by the events that happen in the game, however my main point behind its creation is to tell a story, but to have a Player play through the story. Taking the opinions and responses I have heard in this topic into consideration death will be experienced in three different ways. 1) NPC Deaths, 2) Playable Character Death early on, and 3) Playable Character Deaths. The Third Occasion pops up every once in a while, mostly due to the effects of the Y-Virus in The Last Bible. But in this case when the Virus reaches 100% of the Infection I am contemplating making it Game Over, or simply killing off the Character. But in terms of Story Deaths, I will kill of some PCs, probably in the Final Fantasy 2 approach, as well as kill off NPCs. In killing off NPC's however I think I will have to go through great development. I mean when Biggs and Wedge died on FFVII who gave a shit, I mean you did meet them and see them in key events, but...I honestly didn't feel as if anything was lost, maybe it was because Cloud and Barret didn't seem to give a rats ass. In terms of Kill of Characters which are NPCs I believe a Player must not only develop the NPC, but also have their deaths affect the Players.

Think about it. If you were 16 and never touched a weapon in your life, and you killed some soldier, I'm pretty sure you would be traumatized. Or if your best friend died right in front of your eyes, I'm sure you would suffer from some Mental problems. Besides my game I would like to see more Indy (Yes, I am classifying RM2k games as Indy, because they are) games learn from the mistake of Commercial games and be a bit realistic when it comes to Death as a whole.

Well thank you for your responses as well as your opinions. This really will help me figure out how to make a War Scenario without completely making the Player hate the gameplay. As always this topic can continue to float around, and help other who run into my problem, but again thanks for your replies.

- Ash

Screenshot Thread With One Eyebrow and a Golden Tooth

@silver4donuts: I'll be a dick even if were not on GW. Just Kidding :P Anyways looks nice, a video would be nice to see how it runs in Real Time.

Screenshot Thread With One Eyebrow and a Golden Tooth

I don't know where they get their inspiration from, however I like it. Definitely pushes me personally to release a game. However I don't know how much time I must invest to get something of that caliber.

Happy Birthday Kenton

Hey man, happy birthday.