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Games that use RTP graphics?

If a game looks good, it looks good regardless of what graphics you're using. Ditto if it looks bad. Granted, your chance of making the game look good is affected by what graphics you're using, but in the end it boils down to how well it looks.

Share unused game ideas

I had the idea of an RPG that takes place in a labyrinth. Basically, a lot of people live inside a big labyrinth and for various reasons they believe that they are reincarnated there over and over until they somehow escape.

Getting lost is mostly optional though. People live in various villages scattered around the labyrinth and the paths between them has been known for generations. If you want to go from one village to another, you just need to follow the signposts. Further, since the labyrinth has been explored for generations, there are sign scattered around that will lead you back to one of the main roads. So, finding back to a village is never hard. Still, finding other things is however and the game would only appeal to people who like labyrinths.

Enelysion

I think that what you need to look into, if you don't want to turn her into a Mary Sue, is how the world reacts to her. A female character being beautiful is not on it's own a sign of a Mary Sue, but everyone and their mother commenting on her beauty however, is. A female character being able to kick ass is not a problem, but NPCs going out of their way to accentuate her asskickery is not so good. In short, the world should not rearrange itself for the purpose of making her look as awesome as possible. This includes people being unreasonable harsh towards her so that she ends up looking extra strong when she overcomes her obstacles.

Thickening the plot

When the game is being shown entirely from the protagonists' point of view, it's extremely difficult to make the player aware of things that the characters aren't aware of.

Well, it is hard if you want to do it in a way that resembles good storytelling. Otherwise, it's actually extremely easy, so easy many writers does so in accident.

For example, there's a countless of RPGs where the player knows that the church is evil even before there's has been any sign of said church doing evil things while the characters won't notice until they get evidence shown right into the face. In this case, the player has already seen a lot of "OMG, the church is evil!" plots while the characters haven't.

Share unused game ideas

I had a game idea where you control some sort of medieval detective. That detective isn't very detectivish however and tend to think that fireball is the solution to problems. He or she still ends up solving the mystery.

Edit: Oops, didn't read the topic carefully enough.

Thickening the plot

author=Everguard
Sorry man! I've been really sick, and I didn't take the time to read your post before making mine.... :(

You're not under any obligation whatsoever to help me make my point, so there's nothing to apologize for.

Thickening the plot

Crap, the first point I made just got completely trashed by Everguard!

Step in the Right Direction: Unveiling the Node Exploration System

I must say that I'm also worried that the node system will get in the way of the atmosphere, but I'm definitely going to download this game once it's released. Let's hope that Craze and Karsuman indeed has figured out a way maintain atmosphere with this node system.

Thickening the plot

Anyone who plays the game will damn well know there's something odd about the dream world. The fact that multiple people have the same dream is a giveaway.

However, when you involve supernatural events like that, nothing prevents it from being both real and a dream at the same time. The characters could be dreaming it all while those events at the same time takes place at another dimension or something. Involving an unexplained supernatural event opens up practically every door. For that reason, you can't expect the player to link the lack of "dream effects" with the idea that maybe it isn't just a dream. Again, any player will know that there's more to it than just a dream.

If you want the player to know the dream effects were left out on purpose, I think you can more or less have the characters say that. Dreams in real life are often not only "foggy", but also incoherent. They can jump from one event to another in a way that were it a story, it would have looked like the author started writing one plot, then in the middle forget what plot he was writing and instead wrote a different plot. For example, I've had dream where I first was in one type of environment and later I was in a completely different environment without any clear reason to why I'm suddenly somewhere else. I didn't either notice anything was wrong until I woke up and then thought about the dream. The characters can discuss that fact and comment that the dream they all had was both way to clear and coherent.

Unfortunately, I don't think there's really any tricks to making the player ask questions though. The better the writing, the more curious the players will be. It's very simple really, whenever something doesn't make any sense based on the information you have, either you lack the information that will make sense of it or it is so that it just doesn't make any sense. If you want the player to trust you on that it's the former, you need to have shown them earlier that things does make sense. Basically, pay attention to the small details and write them so that the player knows you're thinking things trough.

Considering a Pass/Fail

Judging from what I saw from Ocean's post, there's a version that I haven't played (I don't remember there being a rock pushing puzzle) so I don't know if my criticism will be up to date.

One problem with giving feedback regarding the maps was that they were some sort of supernatural trials in a supernatural world. That means the map aren't governed by that many rules. They can be extremely unrealistic, they just have to look good. That makes it hard to give any specific directions since just to much is available. Further, they were so short I could not see any specific trait in them. Had I been able to spot a specific trait in the maps, I could have tried telling you how to make the best out of those traits or something. As it is (was?) it's hard to give you advice since all I knew is that the maps should look better, but I have no idea how.

I have one tip though. Take a look at this map first: http://shrines.rpgclassics.com/sms/golvellius/golvellius/maps/crawkyforest.jpg

Ignore the weird artifact near the middle. What we have here is a forest made by a rather primitive tileset. Notice however the contrast between clearings and the denser parts of the forest. Also notice how the game differs between the two big clearings by putting water in one and dead treas in the other. I suggest you use a similar strategy, keep it simple, but don't make everything look the same.