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Demon Destiny!
This thread is an advertisement, it's here to persuade us to give your game a go. Despain is just pointing out that the screenshots you chose don't reflect much of the actual game, and don't really inspire him to want to play your game.
Marketing is important. Most folks don't have the time to play every game that comes down the line, so making your game preview attractive AND convenient is important if you want people to play it.
Edit: I tried your game, and it crashed after the scene where the messenger talks to the grandfather character. 'Could not open 8'
Marketing is important. Most folks don't have the time to play every game that comes down the line, so making your game preview attractive AND convenient is important if you want people to play it.
Edit: I tried your game, and it crashed after the scene where the messenger talks to the grandfather character. 'Could not open 8'
Generica - [RMVX..?]
Double posting for attention. Okay.
I've been trying to tinker out some plot elements, but mostly I've been slacking off. I haven't got much more than we had before. Let's run through what we already have (or at least I assume is still being used.)
* Game opens with the epic siege on the villain's hideout.
* Fake-party invades the palace and works their way through. The player has been given shallow customization options like naming the party. Maybe play up attachment to the characters with some personal dialog, but not so hammy that it's obvious that they're going to die.
* Boss fight with the villain. He totally devastates the fake party. The war is lost, the world is enslaved to the will of the villain. The world falls into decay as the various monstrosities and horrors that the villain enlisted run rampant and a despot government is erected.
*The real party is being held at a concentration camp, bent on trying to convert rebels into minions of the villain. Either via gameplay or cut scene, the party escapes (probably with a few friend NPCs failing to survive the escape and dropping dead)
*From here on the world is very open ended. I believe that we're going for a four-town world. We need to talk about what these towns will be like. I imagine that we should have ones for the following themes: A prosperous town of people who have 'sold out' to the villain and heavily oppose outlaw behavior and a poor village that struggles to grow crops and basically find the will to keep going in this bleak world.
Ideas I am also thinking about: A rebel town that you 'develop' by going on quests and basically persuading people to come. That is probably a little too Suikoden style, though. A monster town, with minions or former minions.
*The final dungeon can be taken down in any number of ways, with brute force being doable but entirely impractical. NPCs around the world would be able to weaken the defenses in some way or another, by exploring their plot avenues. Like fighting against the waves of enemies surrounding the palace, disabling defenses or some such. Stealth should probably be an option. I imagine the final dungeon requiring you to take down some form of generator that makes the final boss mostly invulnerable.
Things we should talk about.
The villain: What are his motives? How does he feel about the state of the world now? What is his personality?
Right now, I kind of think of him as a controlling egotist. He wanted to be in absolute power, and used whatever means he could (manipulating people, monsters, magic, technology, what have you) into seizing control in the most brutal fashion. But now that he is in power, he is dissatisfied. The world is in ruins as opposed to the sort of paradise he imagined and his lavish comforts aren't easing his mind.
I'm open to other ideas. I want to flesh out the villain as a character.
Otherwise, most of the game is going to be about doing various quests. We need to identify the sort of towns we're going to be using, then dream up the characters inhabiting them and the sort of situations they're end and what not. I'm a little dry on ideas on where to start here. I've only come up with a handful of things.
A hermit character who is a technological genius; he is so isolated that he doesn't know or care about the villain's rule. Dealing with him would provide some transportation, or something to help sabotage the defenses of the villain's palace.
A man, who is in love with a woman to the point that she is an inspiration for him to struggle on in spite of this world. The woman, on the other hand, is bleak and pessimistic and doesn't see the point in moving forward or trying to raise a family in this awful new world. There could be a handful of minor quests to deal with the two of them.
I've been trying to tinker out some plot elements, but mostly I've been slacking off. I haven't got much more than we had before. Let's run through what we already have (or at least I assume is still being used.)
* Game opens with the epic siege on the villain's hideout.
* Fake-party invades the palace and works their way through. The player has been given shallow customization options like naming the party. Maybe play up attachment to the characters with some personal dialog, but not so hammy that it's obvious that they're going to die.
* Boss fight with the villain. He totally devastates the fake party. The war is lost, the world is enslaved to the will of the villain. The world falls into decay as the various monstrosities and horrors that the villain enlisted run rampant and a despot government is erected.
*The real party is being held at a concentration camp, bent on trying to convert rebels into minions of the villain. Either via gameplay or cut scene, the party escapes (probably with a few friend NPCs failing to survive the escape and dropping dead)
*From here on the world is very open ended. I believe that we're going for a four-town world. We need to talk about what these towns will be like. I imagine that we should have ones for the following themes: A prosperous town of people who have 'sold out' to the villain and heavily oppose outlaw behavior and a poor village that struggles to grow crops and basically find the will to keep going in this bleak world.
Ideas I am also thinking about: A rebel town that you 'develop' by going on quests and basically persuading people to come. That is probably a little too Suikoden style, though. A monster town, with minions or former minions.
*The final dungeon can be taken down in any number of ways, with brute force being doable but entirely impractical. NPCs around the world would be able to weaken the defenses in some way or another, by exploring their plot avenues. Like fighting against the waves of enemies surrounding the palace, disabling defenses or some such. Stealth should probably be an option. I imagine the final dungeon requiring you to take down some form of generator that makes the final boss mostly invulnerable.
Things we should talk about.
The villain: What are his motives? How does he feel about the state of the world now? What is his personality?
Right now, I kind of think of him as a controlling egotist. He wanted to be in absolute power, and used whatever means he could (manipulating people, monsters, magic, technology, what have you) into seizing control in the most brutal fashion. But now that he is in power, he is dissatisfied. The world is in ruins as opposed to the sort of paradise he imagined and his lavish comforts aren't easing his mind.
I'm open to other ideas. I want to flesh out the villain as a character.
Otherwise, most of the game is going to be about doing various quests. We need to identify the sort of towns we're going to be using, then dream up the characters inhabiting them and the sort of situations they're end and what not. I'm a little dry on ideas on where to start here. I've only come up with a handful of things.
A hermit character who is a technological genius; he is so isolated that he doesn't know or care about the villain's rule. Dealing with him would provide some transportation, or something to help sabotage the defenses of the villain's palace.
A man, who is in love with a woman to the point that she is an inspiration for him to struggle on in spite of this world. The woman, on the other hand, is bleak and pessimistic and doesn't see the point in moving forward or trying to raise a family in this awful new world. There could be a handful of minor quests to deal with the two of them.
Serious injuries
Oh! Wait.
When I was a baby, my elder sister accidentally backed a car over my arm.
I have no personal memory of this event, but mom took every opportunity to tell people about this when I was growing up. It's become utterly remarkable to me.
When I was a baby, my elder sister accidentally backed a car over my arm.
I have no personal memory of this event, but mom took every opportunity to tell people about this when I was growing up. It's become utterly remarkable to me.
Intro Sequenses, Help Me!!
Go into your start party in the database and remove all heroes, including the main one.
Add characters with an event once you want to be visible.
Add characters with an event once you want to be visible.
If you were to create a manga series...
Zombies, and the people they love.
Okay, that would only work for less than one chapter, but I want an excuse for zombie melodrama, with every piece of dialog being incoherent groaning with lots of dramatic close ups of them wearing ridiculous outfits.
Seriously, though. If I were going to do a comic series it would have to be irrelevant, surreal comedy or sappy fairy tale drama.
Okay, that would only work for less than one chapter, but I want an excuse for zombie melodrama, with every piece of dialog being incoherent groaning with lots of dramatic close ups of them wearing ridiculous outfits.
Seriously, though. If I were going to do a comic series it would have to be irrelevant, surreal comedy or sappy fairy tale drama.
DON'T YOU JUST HATE...
Serious injuries
Video game discussion! Here! Now!
Drawn to Life always struck me as a 'Sounds better on paper' idea. The artistic side of it doesn't appear to really impact level design much, and when it does, I imagine it to be largely arbitrary.
Also I can't draw at all and couldn't have enjoyed the premise much anyway.
Also I can't draw at all and couldn't have enjoyed the premise much anyway.
DON'T YOU JUST HATE...
We've had a pretty miserable summer, and my ceiling fan was broke and I discovered that my Wii kept shutting itself off mid-game to keep from damaging itself.
I don't have much problem if the weather is decent and the air circulation is good, but I still figure it's better not to leave the system on for hours at a time.
I don't have much problem if the weather is decent and the air circulation is good, but I still figure it's better not to leave the system on for hours at a time.
Video game discussion! Here! Now!
author=Canuck link=topic=184.msg3437#msg3437 date=1190461961
FFTA's story was weak, but it was still a very fun game because of the battle system. The story was nice cute fluff. It was good at being that.
Nothing seemed too horrible about the linked character design.
Really? Personally, that just seems like the most ludicrous, over the top design I can think of. I mean, the nose, the hair, the clothing that make me think of rodeo clowns.
Also: About Odin Sphere. Velvet is probably the worst character in terms of damaging. Her special power is wearing barely any clothes.
It's REALLY jarring to switch to her after Oswald, who is ridiculously over powered compared to every else. (Although he really sucks at jumping.)













