ESSENCEBLADE'S PROFILE
Essenceblade
19
Hai-ho! The name's essence.
I like story writing, so my specialism in creating RPGs is the storyline. My back line specialties are on average; Graphic Design, Sprite Editing / Refurbishing, Mapping and Animation.
I like story writing, so my specialism in creating RPGs is the storyline. My back line specialties are on average; Graphic Design, Sprite Editing / Refurbishing, Mapping and Animation.
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The Screenshot Topic Returns
Boss Battle Design Contest - Sacrificial Lamb
It can also mean sacrificing monsters on the field. I.E A dinosaur that eats wolves in the same battle, gaining stronger and learning new abilities ect.
+++ DynRPG - The RM2k3 Plugin SDK +++
Sweet ideas. What I was hoping for was a battle system interface with the face graphics of characters which change upon their condition. So if they were at low HP. a Graphic with a sort of pained look showed up.
The reason I want it is because I don't like the "Gauge" look interface. I prefer the Traditional one. So combining the two would be very nice.
The reason I want it is because I don't like the "Gauge" look interface. I prefer the Traditional one. So combining the two would be very nice.
Coming up with a story as you go
Well to be honest, I doubt heavily someone could plan a game directly through to the end by just having it in a word document. As said, Dialogue plays its own role.
As in response to that, I have to say I prefer Dialogue over Storyline. Sometimes it gets to the point where even if you have planned out a story, you get kind of "stuck" and, you may want to change it or back track. This is common in terms of a story, and RPGs in general.
I personally have done a bit of "slap on a bit of last minute thought to the story" here and there. Not to a massive amount, but just to fill out those "gaps" which you may not have noticed when you planned out until you did it practically. Now I'm not saying that those gaps NEED to be filled, they may be left there intentionally.
So to me, I think coming up with a story as it goes along is fine, As long as you have a base to it. By base, I mean the whole PLOT of the story, the PURPOSE, and the CONCLUSION. Plot, Purpose and Conclusion. Those three words I always remember when I'm starting up a story. It's worked for me many times. Really, you could even just simplify it down to three parts. Start, Middle and End. Simply mark dots in between those words and add significant events which eventually go toward the ahead.
Start___*___*___*___*___*___* Middle * ___*___*___*___*___*___*___*___* End * ___*___*
Orange, being the significant events
Black being just casual story (I.E traveling through zones ect.)
Green, being things like optionality or a bigger choice of freedom in the game(things like airships and better travel along with side quests of a greater quantity.
Purple, being the conclusion and end (or even new game plus, or a branch to a new plot or sequel. Even a fake ending?
Of course, that just being a mediocre plot diagram chain, but I'm sure you get what I mean.
What I'm saying is, stories that are planned along as they go can be a nice touch, provided they aren't in great a quantity. They are commonly shown in twists, too.
As in response to that, I have to say I prefer Dialogue over Storyline. Sometimes it gets to the point where even if you have planned out a story, you get kind of "stuck" and, you may want to change it or back track. This is common in terms of a story, and RPGs in general.
I personally have done a bit of "slap on a bit of last minute thought to the story" here and there. Not to a massive amount, but just to fill out those "gaps" which you may not have noticed when you planned out until you did it practically. Now I'm not saying that those gaps NEED to be filled, they may be left there intentionally.
So to me, I think coming up with a story as it goes along is fine, As long as you have a base to it. By base, I mean the whole PLOT of the story, the PURPOSE, and the CONCLUSION. Plot, Purpose and Conclusion. Those three words I always remember when I'm starting up a story. It's worked for me many times. Really, you could even just simplify it down to three parts. Start, Middle and End. Simply mark dots in between those words and add significant events which eventually go toward the ahead.
Start___*___*___*___*___*___* Middle * ___*___*___*___*___*___*___*___* End * ___*___*
Orange, being the significant events
Black being just casual story (I.E traveling through zones ect.)
Green, being things like optionality or a bigger choice of freedom in the game(things like airships and better travel along with side quests of a greater quantity.
Purple, being the conclusion and end (or even new game plus, or a branch to a new plot or sequel. Even a fake ending?
Of course, that just being a mediocre plot diagram chain, but I'm sure you get what I mean.
What I'm saying is, stories that are planned along as they go can be a nice touch, provided they aren't in great a quantity. They are commonly shown in twists, too.
25 Things I Want To Say To "Aspiring" Game Developers
Maybe his cursing got a bit out of hand most of the time--which kind of puts you off what he's saying--, but he does solidify some strong points in the least.
I have to say for myself, I never actually thought about the real competition in terms of game design or writing in my case, because I do both, which makes these points almost double the value.
But I digress, a rather handy and interesting post if you nullify crude jokes.
I have to say for myself, I never actually thought about the real competition in terms of game design or writing in my case, because I do both, which makes these points almost double the value.
But I digress, a rather handy and interesting post if you nullify crude jokes.
The Screenshot Topic Returns
author=Lotus_Games
Thanks Byah, no I'm still learning.
Essence: that looks pretty sexy, the only thing I'm not digging is the textbox message window, looks too low-res..maybe try a picture instead.
Yeah, I've always wanted to have a CMsg box system, but I've probably done about a whole days worth of text to be changed already. I guess I'm being lazy, and I should change it, actually. It'd add a nicer touch to my game, that's for sure.
The Screenshot Topic Returns
author=chana
Neat idea, the map is beautiful, why the word "weavery"?
Thanks :o
Well that derives from my games choice in terms of classes. Basically, Danceweavery in my game is the combination of performing arts (dancing) and combining it with combat fighting styles. I call it danceweavery because the two subjects kind of "weave" and sow together, combining as a new product or art in this case.
The real name is Danceweaver.
The Screenshot Topic Returns
Just a test for my second proper opening cutscene to my game. Testing out facesets and custom character alignments.


The Screenshot Topic Returns
How would you handle multiple learned languages?
author=Skip_Sandwich
How are you planning on coming up with these languages? Some real-world but niche language like Lojban? Or some sort of cypher-speak like Al Bhed?
Well really I just took the whole English alphabet, and then under each letter I placed a different one.
So it's pretty much like;
English: A, B, C, D, E
Native: I, L, P, F, B,O
ect.
...Of course with separating vowels from consonants and making sure they're valid.
English:A, E, I, O, U
Native: I, O, E, U, A













