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Enker
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An English Graphic Designer and Illustrator with a passion for gaming!
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Mission-Based RPG
Each dungeon should deffinatly have a mission sheet attatched to it for use in the 'briefing' before the team embark from Home Base towards it. This will cover initial objectives, area, light or dark, difficulty, etc. I'll put up an example sheet later. Each dungeon can have a name (or area name perhaps best) and will have a set amount of switched/variables for use, as previously described. I'm not sure about limiting areas or minimising them, as a huge dungeon could theoretically be built out of one large area, whilst some dungeons use loads of tiny screens instead. I'll draft out a checklist of requirements and that sheet, get it up online for late today/early tomorrow (depending on your location - I'm in England).
Yummy Treats!!!
PANCAKES!
Eggs
Flour
Milk
Optional toppings
Mix well into batter and pour into a hot pan, heat until one side is browned and the top layer is set, then flip (yes FLIP!) and cook the reverse until similar. Decorate with your choice of topping and eat hot. Use the same mix but bake in the oven on a greased tray to create Yorkshire Pudding, another delicious treat ;)
Eggs
Flour
Milk
Optional toppings
Mix well into batter and pour into a hot pan, heat until one side is browned and the top layer is set, then flip (yes FLIP!) and cook the reverse until similar. Decorate with your choice of topping and eat hot. Use the same mix but bake in the oven on a greased tray to create Yorkshire Pudding, another delicious treat ;)
FFXII Discussion topic
FFXII managed to split the fanbase down the middle, there are those that love it and those who hate it - and all of them have been playing FF for years. Even in my friends circle of long-time players we're split between hating and loving it.
Sadly I fall into the latter, I wasn't that keen on FFXII - I felt that a lot of the characterisation slipped and the story kind of lost its way. Monster designs were generic at best and bosses were just thrown in at random intervals because 'there should be some'. I also got annoyed with clearing the liscence grid early in the game and still having to wait to purchase certain spells and equipment items when they were available - saving up the points and fighting your way to the requisite square should really have been enough - it left moves such as 1000 needles practically useless because by the time you got it you were dealing that much by average a hit anyhow. I know a lot of people favoured its more 'mmorpg' feel, but I was just dissapointed that after waiting so long for it what we got was something that looked great but had very little depth once you started raising questions about the story or the characters' motivation. I've played FF since the original on the NES and even imported titles to ensure I could play them since they weren't released in the west, and sadly XII just didn't have the key ingredient for me that all other FF titles have - namely that moment maybe 5-10 minutes into a game when the story suddenly grabs you and won't let you put it down until it's finished. I have to go with Sakaguchi, Nobou and Amano on this one - FF has lost its way.
Ok, I've said my piece - you guys can ignore me ;) I know there are a lot of people who enjoy it and this is simply my opinion as a long-time gamer. I'm not here to start an argument.
Sadly I fall into the latter, I wasn't that keen on FFXII - I felt that a lot of the characterisation slipped and the story kind of lost its way. Monster designs were generic at best and bosses were just thrown in at random intervals because 'there should be some'. I also got annoyed with clearing the liscence grid early in the game and still having to wait to purchase certain spells and equipment items when they were available - saving up the points and fighting your way to the requisite square should really have been enough - it left moves such as 1000 needles practically useless because by the time you got it you were dealing that much by average a hit anyhow. I know a lot of people favoured its more 'mmorpg' feel, but I was just dissapointed that after waiting so long for it what we got was something that looked great but had very little depth once you started raising questions about the story or the characters' motivation. I've played FF since the original on the NES and even imported titles to ensure I could play them since they weren't released in the west, and sadly XII just didn't have the key ingredient for me that all other FF titles have - namely that moment maybe 5-10 minutes into a game when the story suddenly grabs you and won't let you put it down until it's finished. I have to go with Sakaguchi, Nobou and Amano on this one - FF has lost its way.
Ok, I've said my piece - you guys can ignore me ;) I know there are a lot of people who enjoy it and this is simply my opinion as a long-time gamer. I'm not here to start an argument.
Mission-Based RPG
So we come back to basics with a simple question. Are there any more suggestions for Classes before I start slidding them into the system?
Card Sagas Wars!
I've been following this one for quite a while through his site - the promise of regular updates containing new characters (some of which can be seen in the two trailers he's released) sounds great, he's gone on record saying that he's got plans for hundreds of playable characters to be in the final rosta, and that once he's unloaded all the wish-lists of those involved he might take on requests (might!) so the future of this little gem is sounding rosy indeed.
Myself, I'd want to see 'Asuna' from Negima, 'Roxas' from Kingdom Hearts 2 and 'Lloyd' from Tales of Symphonia making the cut.
Myself, I'd want to see 'Asuna' from Negima, 'Roxas' from Kingdom Hearts 2 and 'Lloyd' from Tales of Symphonia making the cut.
Mission-Based RPG
I'm keen on the creeping dark and the world where light is only on the axis, though I would prefer it if the character hailed from this one location with the possibility of there being a second survivors location rather than a certainty. It also adds much more tension to the idea of them being isolated from home and possibly in an environment were things seem extremely hostile to survival. It also gives the fun of seeing the same supporting cast reacting completely differently to you depending on which type of character you are. For example the mission tutor may be an old friend of yours if you were from the 'light' side background and give you more helpful advice, whilst if you were the 'dark' one he would actively work against and distrust you for a while.
(I've not got any emails in my inbox demondestiny - can you send again?)
Countering issues of game size and submissions - each release will contain the complete home base area as well as the full game system, characters, classes, etc set in place. This will not change once the project begins, and will contain all the basics of play including items, skills and features. Essentially a set point. Packaged with each edition will also be say 5 missions from different submissions, each as long as the maker desires but probably limited to a set portion of switches and variables (numbers to use allotted to each requesto, eg: you can have numbers 200-220 in order to make slotting them into the main game much easier). Also included will be at least one point in an ongoing plot, added 'somewhere' into that release to increase playability even for those involved in the making of that release.
Essentially each release will have Home, 5 dungeons, a measure of plot.
The next release will feature home once again, 5 new dungeons and continue the plot. All the player will have to do is download this new set and pull their save file across into this new game folder.
Eventually, once the story has reached its conclusion, all of the missions and story will be packaged into one collectors edition version of the game (that will indeed be huge and possibly contain some uber-adanced dungeons for pros) and that will become the finished article. Those who get involved in making the game throughout reaching that point will get a copy on dvd sent to them with boxed artwork, etc as a thank you from me.
Does that all make sense?
(I've not got any emails in my inbox demondestiny - can you send again?)
Countering issues of game size and submissions - each release will contain the complete home base area as well as the full game system, characters, classes, etc set in place. This will not change once the project begins, and will contain all the basics of play including items, skills and features. Essentially a set point. Packaged with each edition will also be say 5 missions from different submissions, each as long as the maker desires but probably limited to a set portion of switches and variables (numbers to use allotted to each requesto, eg: you can have numbers 200-220 in order to make slotting them into the main game much easier). Also included will be at least one point in an ongoing plot, added 'somewhere' into that release to increase playability even for those involved in the making of that release.
Essentially each release will have Home, 5 dungeons, a measure of plot.
The next release will feature home once again, 5 new dungeons and continue the plot. All the player will have to do is download this new set and pull their save file across into this new game folder.
Eventually, once the story has reached its conclusion, all of the missions and story will be packaged into one collectors edition version of the game (that will indeed be huge and possibly contain some uber-adanced dungeons for pros) and that will become the finished article. Those who get involved in making the game throughout reaching that point will get a copy on dvd sent to them with boxed artwork, etc as a thank you from me.
Does that all make sense?
Mission-Based RPG
(no arguments in the thread ;) )
Excellent - DARKLAND CHRONICLE it is then, not that I have a name and point of reference I will start slotting elements of the system firmly into place :)
Excellent - DARKLAND CHRONICLE it is then, not that I have a name and point of reference I will start slotting elements of the system firmly into place :)
Mission-Based RPG
I also found two very useful suggestions from Yamata in my inbox when I logged in, one of which sounds positively thrilling:
Couple the worldsetting of the Creeping Dark with the suggested personal story seeing our hero plucked from his life either as A) A noble member of the house-guard, and betrothed to his beloved (who must remain behind) or B) A prisoner sentenced to death but offered the semi-salvation of leading the exploration (depending on your light/dark choices) both of which see you taken away from the familure surroundings to which you have grown accustomed and dropped with a military group into Noir Castle, a building on the very apex of the Creeping Dark that was only recently revealled - and is by nature cut off from your homeland. You've got a pretty strong starting point for a tale that could take the player anywhere.
Add in themes of isolation, exploration, heroism in the face of adversity, winning over the other characters staffing your home castle and the slow unravelling of a mystery (Just what caused the darkness to appear? What happened to those who vanished? Is there a second Axis and if so are they friendly?) and you have one hell of a scenario to couple with some kick-ass missions.
I think in light of this plot idea the title 'Darkland Chronicle' may be well suited to the format.
What do you guys think about all the above? Sounding good? Hell I'm pretty excited just thinking of the possibilities.
The darkness is an unnatural thing, called the Creeping Dark. Those who wander into it or are swallowed up vanish forever. The only safe land (to the knowledge of our heroes) is a fortress on the highest mountain in the land, called the Mountain of Fire. The Creeping Dark was a catalyst that fused the world the heroes live in with the remains of many alternate universes that could have came into existance, but didn't. Since the Mountain of Fire existed on the world's axis, it was unaffected by the Creeping Dark. This also means that at the other end of the world exists the other end of the axis, where it is possible life might still exist.
Couple the worldsetting of the Creeping Dark with the suggested personal story seeing our hero plucked from his life either as A) A noble member of the house-guard, and betrothed to his beloved (who must remain behind) or B) A prisoner sentenced to death but offered the semi-salvation of leading the exploration (depending on your light/dark choices) both of which see you taken away from the familure surroundings to which you have grown accustomed and dropped with a military group into Noir Castle, a building on the very apex of the Creeping Dark that was only recently revealled - and is by nature cut off from your homeland. You've got a pretty strong starting point for a tale that could take the player anywhere.
Add in themes of isolation, exploration, heroism in the face of adversity, winning over the other characters staffing your home castle and the slow unravelling of a mystery (Just what caused the darkness to appear? What happened to those who vanished? Is there a second Axis and if so are they friendly?) and you have one hell of a scenario to couple with some kick-ass missions.
I think in light of this plot idea the title 'Darkland Chronicle' may be well suited to the format.
What do you guys think about all the above? Sounding good? Hell I'm pretty excited just thinking of the possibilities.