MARREND'S PROFILE

Marrend
Guardian of the Description Thread
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Life is a story. Which is the one that defines you?
Baclyae Revolution
A humble tribute to the Suikoden series!

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Matsumori Days

Suggesting that I re-make the maps is fine and dandy, but that gives me no direction on how, or what, to improve. What can make the dungeons more exciting, given their premise? What about the mapping? I'm no expert of mapping by any means, so I'm definitely open on suggestions on improvement on that end.

I'm basing the "dream-world" from personal experience. My dreams don't "look" like dreams. It's more like they "feel" like dreams, which might be harder to pull off in RPGM. Also, I can see as clearly in them as I do when I'm awake. And I can't recall any dream when it's nighttime, or otherwise dark. Though RPG dreams do tend to have some qualities of which you speak.

But then again, are the characters actually dreaming? Perhaps that is something to consider as well?

WIP_evil_plots.png

Despite what my blog may say, I'm glad you guys notice the throne. However, you're noticing it for the wrong reason. Though the reason I'm thinking of might not be able to be relayed in one sceenshot.

I wanted to relay the "evil throne room" note, but if this is too much, maybe I can tone it down? I dunno. I thought it was fine.

Stream of Consciousness: Recent events

This is what I get for not reading everything that's new. Particularly the "Site Announcements" thread. The fact that there was a lock on the "Closing down" thread should have been a red flag, but I guess I acted at the worst news before going/reading anything else.

Still, I think most of this is still appropriate. Maybe?


*Edit: I must have been writing this as Evergaurd posted. Weird how that works sometimes!

Favorite Movie Lines

There were some decent lines in Excalibur, but the only one I can remember with any amount of clarity is:

Arthur: Is this what you've become, Merlin? A dream?
Merlin: A dream? To some. A nightmare to others!

Talking about Princess Bride:

"It's possible, you foul, venomous worm, that I lie here because I lack the strength to stand. Then again, perhaps not."

Super RMN Bros. 2

Strangely enough, I practically just finished downloading your version, ShortStar. So far, I managed to complete Wood in World One, tried my hand at Green Goomba Hills and Frantic Folly, and was mildly surprised that Roller Coaster was included at all.

Upcoming RMN Updates (01/24/2011)

Isn't there, I dunno, a thead for rules?

*Edit: It wasn't all that hard to find. Being stickied certainly didn't hurt.

Also, team positions available!

This could be an interesting project. One minor query, though. How are you going to handle the music? Are you going to use direct rips from the SNES original (or other ports), or are you going to use MIDIs? For the record, I have a few choice rips from the SNES version, but they are not in a format RPG Maker recognizes. I have software that will convert what I do have into MP3 format, though.

Somewhere, I know I have a miniature database of items, equipment and spells. If you've already done that part of the database, oh well.

A Lumberjack's Tale

The title of this game makes me think of the Lumberjack's Song from Monty Python. Not quite sure if that's a good thing.

Dungeon Design. How I lothe this task.

I don't have any screen shots to share, and my ideas are very much a work-in-progress, but here's what I have so far:

Trial of Damnation
Of the elemental trials, this is the toughest one as far as critters and the end-boss are concerned. As far as the physical map is concerned, I probably should go for a Hellish atmosphere.

This side of the morality spectrum wouldn't necessarily want to test you for certain traits, like the other trials are doing. What it would want to do is tempt you with promises of power, wealth, or whatever else one can desire. For a price, of course. So would the "test" be how quickly one succumbs to the temptation? It makes a certain amount of sense, but I'm not terribly pleased with the idea of having anyone literally make a deal with devils.

Trial of Fire
As far as the physical map, I'd say a lava cave/volcano is in order here. While I'd LOVE to see lava damage, Legacy Reborn taught me not to try. Unless there's a trick to cause terrain-based damage that I'm not aware of?

Pit fights seem to be the best kind of "puzzle" to put into this dungeon. In theory, this should relay the violent, chaotic nature of the element. However, I'm not too pleased with this idea. Until I can think of something better, though...

Trial of Water
The physical map of this dungeon might depend on what the puzzle element turns out to be. If nothing else, there should be a small-ish waterfalls if not a small-ish body of water present.

The puzzle element of this dungeon might involve draining water to access more dungeon. I'll need one map to represent the dungeon with the highest water level, another to represent the dungeon after the water level goes down the first time, then another one for when it goes down the last time. I seem to be tending toward two challenges per dungeon, but this dungeon could be an exception. Therefore, there could only need to be two maps instead of the stated three. Reminder: Make a different event page at the school-side dungeon entrance for each time the water level decreases!

Trial of Earth
The first dungeon of the game is a course of Dungeon Delving 101. It should have the simplest puzzles to solve (or require the least number of actions to solve them), and the easiest critters to fight. As far as the physical map is concerned, it should be basic underground cavern.

The puzzle element for this dungeon involves pushing rocks onto floor switches. The characters could stand on the switch, but the switch is a weight-based switch. As soon as the character steps off, the switch returns to a disabled position. Hence, the rocks. This puzzle relays the strength attribute of Earth.

Trial of Wind
As far as the physical map, I want a frozen valley, if possible. I've a sneaking suspicion that I'm going to get an ice cavern, since I'm not sure if I can relay a "valley" with my knowledge of mapping.

The puzzle element of this dungeon is the answering of riddles. An incorrect response would cause a random encounter to occur. These riddles should be more about having wit, speed of mind as it where, rather than sheer knowledge. What I'm currently thinking of is instead of a Show Choice, have a Name Input. This way, I remove the possibility of players guessing the answer by process of elimination. However, there should probably be some kind of indication of what the answer is without outright telling the player what it is. How I relay that information is still up in the air. No pun intended.

Trial of Divinity
I've always had it in mind to have a floating island as this dungeon's physical map, but the default chipset makes that difficult to relay properly. I'll do what I can with the panorama, and the cliffside chips, but I won't make any promises of prettiness.

The puzzle element of this dungeon is the answering of riddles. These riddles are riddles of moral complexity. Most answers should be shades of grey, but there should also be an answer more "good" than the others. Which response is the most "good" one might not necessarily be the one players think it would be. Reminder: The truly pure are willing to sacrifice everything for the betterment of others, and seek nothing in return for that sacrifice.

Way of Doubt/Terror/Eternity
I've never had much of a concept of what these dungeons are supposed to be about. All I really know at this point is that I want them to have a more outdoorsy feel, and that the boss of these dungeons will be same person/thing (with different stats on each occasion). That they are accessible in Chapter 3 gives me time to think things over about what purpose the dungeon could serve. 'Cause I'm pretty sure I don't want them going off to meet the Final Boss at the offset of the Chapter.

Dungeon Design. How I lothe this task.

NPCs giving out mini-quests? Interesting. I was thinking of having optional tasks in Chapter 3, and I was briefly tinkering with the idea of having a task associated with each character where the ultimate reward would be the character's best weapon, and a copy of the best accessory in the game. Both would be automatically equipped (I think I understand enough Ruby to do that), but it wouldn't stop players from doing other things with them, as equipment isn't locked. In any event, having NPCs give out optional tasks is definitely an option.

I've been thinking about the basic purpose of the dungeon element, to see if I can replace them with something else. The dungeons are supposed to be trials. A place where the characters show that they are worthy of being blessed by whatever element they are attributed to. Combat is certainly one method, particularly in the case of the Fire Trial. For the less physical-intensive trials, such as Wind or Water, showing one's mental acuity (read: puzzle solving) would be another method, though there may be some combat in such trials. I don't know about anybody else, but this sounds like dungeon-crawling to me.