Indie game developer of Elohim Eternal series.



2006 Releases - Master List

The only thing bad about everyone being able to vote and no judges is that well... you can get someone who played one 2006 game and they're nominating that game in all the categories because that's the only game they've played.

Did they really bitch about judges? How dumb are people?

Maybe if the community voted on judges... that would be cool, and then the judges would have to play through a lot of these games.

Anyway, great list Blindmind.

Your Priorities

author=The Real Brickroad link=topic=8.msg189#msg189 date=1181245895
So you're the reason they keep making Xenosaga games. Thanks alot man.


Your Priorities

Story for me. Even if the game has poor (or even zero) gameplay I will still plug through it for the story. I think story, especially for indiegames, have to be strong becuase, let's face it, our graphics and gameplay can't match with commercial games. Story is what grabs our players and keeps them there, at least from my experience. I've yet to play a indie game that has better gameplay than a commercial game (or better graphics, but I'm not much of a graphics whore anyway).

Second, for me, would be making cool scenes/events. That's pretty big. Like events after and before boss battles or discovering something important in the game or a twist or a war scene, etc. I like to call these scenes "reward scenes". It's like the creator is saying... you've played this far or beat this hard boss/dungeon, here is your reward! They make a huge difference, I find. I think that's why I hated Valkyrie Profile 2 so much... it had ZERO of these. Or what it did have was poorly and boringly done.

The story planning process

What I've done in the past is:

Make a list of characters.
Make a list of places.
Draw a sketch of the world.

The top three usually get filled in as you outline the main plot. I usually just go right into it. I think of an amazing starting point and go from their, continuely adding to it. But before I put anything on paper (even a measly outline) I usually think about a very general simple plot in my head for about a week or two. Then once I know where I'm going, I build on it and add layers and layers, twists and twists, characters, villains, magics, etc.

But really.. my main planning is all in the dialogue. Dialogue for a game IS the story. Unlike for a novel where it can be narrative, in a game it's ALL dialogue. So before making scenes I usually write them out like a script in Word. I don't do all the dialogue, though, usually just the dialogue for that particular dungeon I'm working on, or town or special, big events. For my game, Zephyrus, I must have had a 100 pages in dialogue alone. To be honest, it is THE best thing for your story and dialogue. Makes it so polished and you actually think about what you're doing before doing it. It's amazing. I SERIOUSLY recommend doing it for your project(s).

Winging it just leads to cancelled projects. Trust me.

Indie games that have impacted you

Redmoon Saga. That classic game will never die in my heart of hearts.

Unable to Submit a game?

I've been having the same problem, too. I've tried dozens of times this whole week and have only gotten the same error. And on separate computers.

EDIT: I just got it to work. I was copy pasting some info from one site into the Description part of the game submission. So, I tried just typing it in from scratch and it came out fine. Perhaps you're doing the same thing thedjt?
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