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Alcarys Complex
A story-driven action-RPG.

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That Final Stretch

the final battle in my game is going to be two guys against a massive moving cliff.

it's gonna be awesome.

as far as other games, i really liked lufia II's endgame. lufia has a really cliche and simple plot but the way the music and the events come together at the end really did it for me.

Dialogue, Characters, and You.

is it always interesting talking only to the braggart? i'd think you'd run out of subjects at that point if you limited your game's NPCs to a few character archetypes simply because they're the ones who would actually speak in that scenario.

i think violating normal rules of realistic conversation is okay as long as the participants have something interesting to say. if the end result is something that informs or entertains the player, i don't personally care how realistic the participants were in getting to that point.

Space Funeral

leg horse, you're my favorite horse

better than rex. better than the black stallion

you're my favorite horse

Which came first: The Story or the Gameplay?

story. started out as a pile of about a hundred index cards back in 2006.

i really want to pursue pure gameplay concepts for a while after i'm done with this, but it's undeniable that there's a powerful story focus in what i'm working on right now. i'd like that story focus to permeate everything, but i guess that just depends on how good my execution is.

What are you working on now?

post=209794
http://i260.photobucket.com/albums/ii21/SorceressKyrsty/ff8-x-atm092trace-1.png


this is freakin' crazy.

NPC time! should have enough around, oh, november, probably. to get this far:

1. i set up a system that defines scene periods based on your current party and the current scene. since there's no party switching system, only an advance in scenes would change your party. this allows me to assume that the characters i've written for the scene period are in the party without forking the dialogue to have it represent each party member. cuts down on a lot of work.

2. i wrote NPC dialogue for each of the major periods in the game. each NPC file in the image below consists of one conversation for each of the scene periods that they're available for. this allows me to change NPCs over time to react to events in the story more easily. cuts down on more work.

http://www.modestarcade.com/images/ac/NPCs.png

there are still a few issues with this approach. in order to create a convincing illusion of NPC persistence, you'd assume that NPCs would become more familiar with the player characters the more they talk to them. that requires decision forks that assume that the NPC has never been spoken to before, and as a result, some of them still lean heavily on the Socratic-lite dialogue style that you see in most JRPGs. i'm trying to come up with ways to work around this limitation without having to write tons and tons of NPC dialogue, though.

Load condition for rm2k3

this is absolute genius and i'd totally use this if i still used RM.

The End of Dr. Tim Langdell

took long enough. if this fuckstain doesn't become an absolute phantom, i'll be very surprised.

cutscenes

post=208486
Skippable cutscenes sound like a mad cop-out for not having to make cutscenes that are actually enjoyable.


i think it's more this: the community that plays and enjoys RPGs in general has been so vocal about having a cutscene skip option, regardless of the cutscene's content or how it is written or portrayed, that games lacking this option will get crucified. so you kind of put it in as a contingency measure. since you can't be absolutely sure everyone's going to enjoy the story you've tried to convey, you allow those who just don't care to skip it.

it does stand to reason that better cutscenes would cut down the amount of complaints you'd get for not having a skip option, but i know people who skip every cutscene they possibly can in every RPG they play. that's kind of missing the point, but that's their problem, not mine.

>New Game

post=208323
shameless diversion of conversation

i thought it was fine. my tolerance for expository cutscenes and other mechanisms that don't immediately place you in control of a player seems a bit high though if this topic is anything to go on. i'd still go through every piece of exposition in that intro line-by-line and see what you can cut that can be covered elsewhere, ideally in optional avenues of information (NPCs, bookshelves, etc).

as a general note, no matter how long your intro ends up being, i think paring as much exposition as possible from any place where you have a character speaking is a great plan. i did have 'narrator' in there but a narrator's sole purpose is the delivery of exposition most of the time.

the more exposition you have the player sit through, the less time you have for characterization.

Indie Game Maker issues

post=203228
IG Maker Sux, well my opinion i didn't purchased it just tried the demo :P its poor.
But yes it can export to xbox live arcade so you may use it for that.


you might want to be aware of the following. gz put this far better than i ever could have:

gz
there is one game on xbox that uses indie game maker, but it was made by the people who programmed indie game maker. also, i haven't seen anyone beyond the program creators using IGM for xbox development.

to clarify on this a little further even though very few people here care about 360 development, an easy game maker for xbox 360 is almost useless because of the peer review process. so you might be able to make a game using something like indie game maker (enterbrain makes this), but you won't be able to pass review without more detailed knowledge of the 360 framework (xna) and the community standards. this means you will not be able to distribute your game.

. . .

it has nothing to do with discrimination, the way the rules are set up just make it difficult for someone using an easy creation middleware to pass review. there are a few standards that you need to manually code in to get past peer review, along with other things that most beginner developers wouldn't think about when making a game (title safe area, proper text sizes, content rules). using something like IGM suggests the person making the game doesn't know as much about programming, hence why they are using IGM to begin with, but then they will fail review because they don't have the knowledge needed to pass and fix their game.

for example, let's say you made a game in IGM with saving. you'd fail because you don't have a standard save set-up, because you need to be able to handle the user pulling out the memory unit multiple times while saving, which would crash the game. someone using IGM probably doesn't know how to do this, if they did, they probably wouldn't be using IGM to begin with (p.s. i heard IGM isn't great).