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RMN Pixel Art Contest
hmmm yes, thought the same thing first time XD
Ody: not a big fun of this design style, but that is really high quality, awesome =^.^=
(btw, the wizard kicks ass)
Ody: not a big fun of this design style, but that is really high quality, awesome =^.^=
(btw, the wizard kicks ass)
Help with custom VX charsets
Damn, and I only got to know it now... well too late, already has the pain to make all my templates 8x4 characters, so will use it anyway XD
:The Game Making Drive/Blog Topic
VX RTP`is far cutier and more practical (one tile tall charsets is bless), but you know, you can port XP charsets to VX...
Anyway, been slacking in posting my drive but been working on things really.
Last weeks:
-Working on my entry for RMN pixelart contest, want iut to be top thing =^.^=
-Working madly on basic hair and outfit designs to use for NPCs on my project
Anyway, been slacking in posting my drive but been working on things really.
Last weeks:
-Working on my entry for RMN pixelart contest, want iut to be top thing =^.^=
-Working madly on basic hair and outfit designs to use for NPCs on my project
Submission page logs me off...
Well I uploaded (or I tried to) some resources of my own and then went to check submission page for my profile, at first it used to give me an error like "Hey, an error occurred, chances are we know about this already!" but after a while it started to just log me off and send me to the main page of RMN...
So any idea about this problem?
So any idea about this problem?
My Screenshot is Bigger Than Yours!
Me linkes your buildings and walls Nemo, just wanted to see it on lighter screens or maybe with a bit more contrast :)
Take note of this! (Villains)
How come trash like Hojo is there and dr.Willy is not on mad scientist?:P
Also I assume Evil genius was splitted between mad scientist and some other category...
My villains are mostly normal ppl being greedy, jealous or mad and messing with armies and politics to get their way...
Also I assume Evil genius was splitted between mad scientist and some other category...
My villains are mostly normal ppl being greedy, jealous or mad and messing with armies and politics to get their way...
Nations and Populations
author=Ocean link=topic=2377.msg41781#msg41781 date=1225789219
I tend not to get political in my games. For the most part, since you are generally an average citizen (in their 20's), it doesn't have an impact on them. They won't be seeing kings or whatever, the most they'll do is take pictures of a government building because it looked cool then get yelled at by a guard because they're not supposed to take pictures there.
This Overworld discussion is pretty interesting. If I see a boring overworld with 7 towns, generic forests, open plains, caves and mountains, I'll basically assume that the world is boring and empty. I'm fine with imagining stuff if they at least hint at it. It's true that if they place a physical town on, that people will want to explore it or assume it's relevant. But I don't like worldmaps much anyway, I like connected areas better, like a Secret of Mana type of thing. Plus, it kills the exploration for me to have all these random encounters. I don't feel like exploring until I get something like an airship that prevents encounters. And it's usually still not fun exploring because all you see are the same grass/water/forest/mountain textures/tiles.
I do both a small world map (basically select the areas you want to go to), and a connected world. You mostly travel through the connected world, so you can see the entire Island. It's small, but it's pretty much all explorable. I don't need to hint at any non-existant towns because they don't exist. For other projects, I am thinking about how I am going to restrict access to only certain areas while still having the player really feel like there's a lot more out there, without allowing them to go there. Especially when it's supposed to have a modern feel.
I've always felt there were too many caves in RPGs. First town, cave, second town, cave, third town, cave, tower, lava cave, ice cave, empire, final cave, castle. Besides generally being really dull, I wonder how towns trade between each other, if these caves are dangerous and long. Also, if they have seperate trade routes, why couldn't the player use that instead of the stupid caves? Since a lot of an RPG is about exploration since it's so big (unless it's completely linear like FFX), the exploration and how the world is built should make sense too, not just be like "Cave, Town, I guess they'll need another cave here, Town, Tower, Town, another fight monsters area, Town, Cave, Town, Final dungeon"
I've been to a cave in real life, and unlike an RPG cave, it was actually interesting.
It is funny how we agree in everything on this despite having such different concepts for our projects, after all most of the time my characters are part of an army and are heavily influenced by politics making alliances and trying to confront political enemies.
Anyway, you can limit a modern area by saying thaty if the characters take a road out the area you limited (assuming it is not an Island, cause it is just make boats and helicopters unavaliable due to many ppl renting then or lack of money from the characters or even wheather) they mightjust say that walking that road further would take then nowhere without too much walking, then they´d step and face back to your area.
If by all means you need to give then a car or helicopter or boat, make it so they borrowed/rented and the owner limit´s their usage area and tracks it via GPS, so if the player try to go past your limits border character A says: "We can´t go further , we´d be transpassing the limit of the rental car usage area!"
I think the dream world map would be a cross between suikoden and Chrono Trigger: A small area with no ramdom encounters and all important (to the world, not to the story) places present :P
Nations and Populations
In FF7 I´d worry more about transportation, specially how they transported material to Rocket Town. Also Midgar suffers the thing of Figaro Caswtle in being close to the sea and having no port (even worse cause Midgar is even closer to the sea) and the fact that Shin-Ra is highly industrialized but never mass produced airsplanes/apirships despite already starting a space program.
Nations and Populations
Figaro´s army actually support the raid on the empire capital (though it sems they just supplied technology since you only see Narshee soldiers during the siege) so Immagine the narshee and figaro dudes stormed in Vector wielding drills and autocrossbows madly :P But well yeah, nothing much besides that.
Also I didn´t say it is impossible to convey a good world through traditional world map, as I said, aside from the stuff with Figaro, FF6 has a nice world as it is shown even if I don´t imagine anything else. Not perfect but good enough. Same for the two you mentioned. However it means that specially in ToD case, the world map portrayed well what it was supposed to.
In fact, Xenogears disc 2 uses the suggestion I made about having city notations even if they are just there so you know they are, but can´t enter.
And lastly: I know and understand your point, it was a 1995 RPG and all, however what we are saying here are ways to make something better, suggestions for improvement, I don´t think justifying what commercial games did is productive in that sense.
Just to note: My top 3 RPGs are FF6, Chrono Trigger and Phantasy Star 4
Also I didn´t say it is impossible to convey a good world through traditional world map, as I said, aside from the stuff with Figaro, FF6 has a nice world as it is shown even if I don´t imagine anything else. Not perfect but good enough. Same for the two you mentioned. However it means that specially in ToD case, the world map portrayed well what it was supposed to.
In fact, Xenogears disc 2 uses the suggestion I made about having city notations even if they are just there so you know they are, but can´t enter.
And lastly: I know and understand your point, it was a 1995 RPG and all, however what we are saying here are ways to make something better, suggestions for improvement, I don´t think justifying what commercial games did is productive in that sense.
Just to note: My top 3 RPGs are FF6, Chrono Trigger and Phantasy Star 4
Nations and Populations
Funny you mention Perfect Works as I was exactly cite it regarding the FF6 guidebook you mentioned: Perfect works was a book in the project that Xenogears would be, but ended not being, so half the information there doesn´t apply to the released game. As for Sigurd village, I always assumed south of Aveh desert was Dazil, or if not, that his village was destroyed or something.
As for Figaro: I wonder what the hell they produce so much in those assembly lines since the only Figaro exclusive technology we ever see are Edgar´s tools and Figaro Castle underground moving system.
I won´t go as far as to doubt your world on the guidebook thingy, I have no reason (or proof) that it doesn´t exist, but I still think it probably countains things that were thought to be in but cut out from the game and since those were not even mentioned in game, the characters whose hometowns for example, were not mentioned, could be born in any of the existing towns.
Also if you can assume things like that, how can you not assume that there are castle or old capital ruins in FF7 which were just not shown on the world map?
But again: I thought the point of the topic was to discuss on ways to better portray geopolitical aspects of a setting into RPGs, one of my suggestions is exactly to avoid traditional world maps, or to make the more accurate to what should be portayed, even if certain towns are there just as markers but can´t be entered.
Even if we make an effort to believe there are towns were the map shows nothing, the overall feel is that there is nothing in there, same as no matter how much I accept ramdom encounters I still don´t feel as confortable with an empty dungeon which actually hides creatures which can´t be seen than with something like Chrono Trigger´s dungeons where enemies make the setting more lively.
And none of my suggestions compromise gameplay in any aspect.
As for Figaro: I wonder what the hell they produce so much in those assembly lines since the only Figaro exclusive technology we ever see are Edgar´s tools and Figaro Castle underground moving system.
I won´t go as far as to doubt your world on the guidebook thingy, I have no reason (or proof) that it doesn´t exist, but I still think it probably countains things that were thought to be in but cut out from the game and since those were not even mentioned in game, the characters whose hometowns for example, were not mentioned, could be born in any of the existing towns.
Also if you can assume things like that, how can you not assume that there are castle or old capital ruins in FF7 which were just not shown on the world map?
But again: I thought the point of the topic was to discuss on ways to better portray geopolitical aspects of a setting into RPGs, one of my suggestions is exactly to avoid traditional world maps, or to make the more accurate to what should be portayed, even if certain towns are there just as markers but can´t be entered.
Even if we make an effort to believe there are towns were the map shows nothing, the overall feel is that there is nothing in there, same as no matter how much I accept ramdom encounters I still don´t feel as confortable with an empty dungeon which actually hides creatures which can´t be seen than with something like Chrono Trigger´s dungeons where enemies make the setting more lively.
And none of my suggestions compromise gameplay in any aspect.













