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Brady
Was Built From Pixels Up
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Eclipse
Concept Game: Comic meets "Choose your own Adventure" in game format!

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Logical Dungeons in RPGs

I said they can benefit from diversions; I never said those diversions couldn't be compelling.
I think you're misunderstanding what I'm saying for the implication that we should have fun bits and boring bits.
That's not at all what I mean; I do agree with you that everything should remain interesting to the player, but I don't think it all has to tie to the same central plot elements.

Take FF6 for example; there's plenty of character related side quests in the second half of the game that have basically nothing to do with the central plotline, and are there purely as a diversion. They're still interesting and fun to play, but give you time off from th main story.

Maybe "Take a break" is giving the wrong idea (Was it me who said that? I forget), but giving you something else to think about, or another goal to aim towards briefly. Chasing the same story/goal/baddy for an entire gamae can become exhausting to a player, so it's beneficial to have diversions and less relevant sections and paths to...hmm...give you a breather, I guess. To let you still play the game, but take the intensity down a few notches.

Logical Dungeons in RPGs

The point remains true, however. The antagonists involvement with the diversion is at the discretion of the developer.

In the given example, our hypothetical heroes don't go through the forest because there's a heavy military presence, and instead opt to go through "Distraction Tunnel". This gives an easy aside to the player, but you can still link it to the antagonist if you want. For instance, you can have the player enter the forest and see the military, who then chase them into the Tunnel.
You could also have a patrol squad already in the Tunnel and need to be avoided or escaped from, or even just have the military at the arse end of the tunnel waiting for you, which can easily lead onto fights, chase scenes, capture, escape etc

In movies it may be good to have everything at least somewhat relevant and connected to the plotline, but games have a lot more freedom to introduce elements that have little or nothing to do with the central story, and can often benefit from small diversions. Keeping with a realistic tone is just a bonus, really.

Syma

There's no scan command or bestiary features in game. Have ben toying with the idea of a bestiary area, but nothing's come of it yet.

Logical Dungeons in RPGs

Very interesting point, Muninn. As much as you do want the central story elements to be predominant in the narrative, it's also good to consider the value of everything else that happens that has nothingto do with it. Adds some perspective/contrast to the game and remains for logical storytelling.

I want to create an indie RPG but I don't know where to start.

Just making sure; it's the notion I got into when I first got 2k3 and started playing about with it. Was all about the graphics for me.

Lot of time wasted :(

Either way; good luck with your experimentation~

I want to create an indie RPG but I don't know where to start.

That's what I was saying about custom resources. Save that desire for originality for a serious project; for the sake of learning it achieves absolutely nothing other than take a hell of a lot of your time.

S'not bad to want new graphics and such, but you will want to prioritise properly.

I want to create an indie RPG but I don't know where to start.

Like the others say, just play about with it at first and try not to become over-ambitious, which is something that's easy to happen in the early stages when you're surrounded by all the new possibilities.

To help avoid over-planning your experimentation period, try and think of things as small as possible. Try to make a mini project with an arbitrary number of maps (say <10) and try to complete it within a fixed period (say two days). Keep eventing simple, maps small and don't worry about custom resources; just use RTP for now.

This will get you in the mindset to experiment and see what you can learn and how to apply it without needing to worry about long-term goals, balancing etc, and just lets you learn the engine.

Although that's just a suggestion; I personally find that setting your limits ahead of time helps. Either way, one thing I'd definitely suggest is to avoid custom resources. It's very easy to burn a lot of time running around looking for and editing new resources without ever actually learning anything about the engine. Start with the RTP and worry about new resources once you've got a serious project in mind and some time with the maker under your belt.

Calcs.png

Aye, I realised that myself when I put this screeny up. Episode VI has already been finished (and will be released fairly soon) and does contain an NPC that explains specifics about skill descriptions :)

Chibi.png

I wanted to make a skill that had the wolf eat the sheep for hps, but can't seem to get it rigged properly; if there are no sheeps around he just eats himself!

But not to worry about the madness of it all; the sheepses run away! It makes more sense in gameplay like...in retrospect it probably wasnae the ideal image for a screeny...

briefing.png

Well just one clown :)

A clown seemed to suit that particular missions gimmick better than a big scary looking badass.