ENKER'S PROFILE
Enker
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An English Graphic Designer and Illustrator with a passion for gaming!
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The "Here's an idea" thread
It's something I'd deffinatly be up for working on (alongside my own long-time love Shadow's Reach). We could have a basic test of the home setting and character creation up by then end of the week with a tutorial dungeon if I really put my mind to it. Contact me if you want to be involved - PM me here or email me and we'll do some deffinate work on a trial version.
Anybody want to produce some custom graphics or chipsets for it? What classes do people enjoy playing most? I have about 10 in my head but would like to implement people's favourites.
Anybody want to produce some custom graphics or chipsets for it? What classes do people enjoy playing most? I have about 10 in my head but would like to implement people's favourites.
What's your opinion on "cliched" games?
Quintessence - The Blighted Venom
Well I've just downloaded the game and played it all of the way through its current content in one sitting - and wow, the team behind this are certainly making great use of professional-level story writing. I'm VERY impressed by this one, which just goes to show that the indy maker scene can be just as good as some of the professional releases out there.
What's your opinion on "cliched" games?
Realistically, (and speaking as someone who wrote his dissertation on narrative theory) there are really only a handfull of stories to be told. These are edited by the setting, characters and themes told throughout but never classically stray too far from their arch-types.
But to be honest, people save the world/their souls/their people/undo a great wrong from evil/misguided/secretly heroic individuals because that is the meat of the story. Heroes need obsticles to overcome, protagonists need an antagonist and every story needs the stakes to be high. Put any group of games (not just rpgs) no matter now 'original' next to eachother and you can pick out the common themes.
In short, cliche is fine - sometimes even revelled in such as Dragon Quest 8 did to massive fan reaction - as long as the general setting, characters and challanges presented are interesting. The Final Fantasy series recycles themes and ideas all the time, but edits the game system and world significantly. Who here would say that FF7 and FF9 were the same game with moderate changes?
Me? I like a little bit of cliche now and again.
But to be honest, people save the world/their souls/their people/undo a great wrong from evil/misguided/secretly heroic individuals because that is the meat of the story. Heroes need obsticles to overcome, protagonists need an antagonist and every story needs the stakes to be high. Put any group of games (not just rpgs) no matter now 'original' next to eachother and you can pick out the common themes.
In short, cliche is fine - sometimes even revelled in such as Dragon Quest 8 did to massive fan reaction - as long as the general setting, characters and challanges presented are interesting. The Final Fantasy series recycles themes and ideas all the time, but edits the game system and world significantly. Who here would say that FF7 and FF9 were the same game with moderate changes?
Me? I like a little bit of cliche now and again.
The "Here's an idea" thread
True, but volunteering to make 1 dungeon over the course of a month is pretty easy going, especially if all the hard work of characters, system, etc is already out of their hands. It would be more of a chance for them to show design ideas and puzzels they like / use a lot. They could mod the difficulty of their dungeon to their taste too, meaning that some would require more effort than others to complete and maybe even re-treading of previous released missions in order to power up enough to take them on.
Essentially rather than creating a whole game, they'd be given a single dungeon to add to the release, an allotment of switches and variables, and left to their imaginations. Meanwhile we can have a stockpile of additional releases to issue monthly in case someone pulls out or misses a deadline. Essentially meaning that anyone who wants to contribute can, but it's not something they are forced to do or even have to do within a time-scale.
Would people prefer that?
Essentially rather than creating a whole game, they'd be given a single dungeon to add to the release, an allotment of switches and variables, and left to their imaginations. Meanwhile we can have a stockpile of additional releases to issue monthly in case someone pulls out or misses a deadline. Essentially meaning that anyone who wants to contribute can, but it's not something they are forced to do or even have to do within a time-scale.
Would people prefer that?
The "Here's an idea" thread
A mission based rpg where a party of the players choosing (created from scratch at the beginning of the game) embark on missions from the safety of a home-location into a series of dungeons, with new dungeons released monthly. Basically slices of dungeon-crawling action with a custom party unique to each player.
Ideally this would work through RPGMaker2000 (because I love it) and simply each release would feature the same home location and overall setup, allowing for a simple 'drag save files into new release folder' formula to import your custom party between titles. From there you would get the option to leave into a big dungeon area containing monsters, puzzels, bosses and rewards. Hundreds of items, skills, weapons and armours to equip (released by the game as you break certain counters) and possibly an in-game class advancement system in the vein of Shining Force.
It'd be cool to include the community, starting with the first few missions self-made and then featuring guest dungeons, etc. Finally ending with an overture release containing everything in one package. A true community game.
Would that interest anybody?
Ideally this would work through RPGMaker2000 (because I love it) and simply each release would feature the same home location and overall setup, allowing for a simple 'drag save files into new release folder' formula to import your custom party between titles. From there you would get the option to leave into a big dungeon area containing monsters, puzzels, bosses and rewards. Hundreds of items, skills, weapons and armours to equip (released by the game as you break certain counters) and possibly an in-game class advancement system in the vein of Shining Force.
It'd be cool to include the community, starting with the first few missions self-made and then featuring guest dungeons, etc. Finally ending with an overture release containing everything in one package. A true community game.
Would that interest anybody?
Featured Game
New Game
Dragon Fantasy 2
From what I've played of the demo this game continues to manage to capture the essence of a retro rpg in all its glory. Party-picking gives that instant feel of ownership.
Planning your RPG
I start with the central character and his personal story, the work around it from there. This way I can ensure that the protagonist has a fluent experience with some kind of reprecussion from his journey. The system of the game is also a big factor for me, influencing the world setting and some of the game objectives. For example if the magic system is going to be through equipping certain weapons to use certain skills, I'd include a history of why this is and quests to find powerful artifacts. A decent villain is normally also a good place to start - who wants to save the world from somebody who was never that much of a threat to start with right?













