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Plans for Christmas?
Christmas? As in, Release Something V?
Joking. I spend time with my family: play games, watch films, and most importantly, eat. The usual stuff, except my family consists of only one person and two animals.
Joking. I spend time with my family: play games, watch films, and most importantly, eat. The usual stuff, except my family consists of only one person and two animals.
3 Hour Game Day #2
3 Hour Game Day #2
Let's Putty a Golem:
http://www.sendspace.com/file/ocvlwz
http://www.sendspace.com/file/ocvlwz
3 Hour Game Day #2
Challenging the Standards
If you want to explain the monster dropping gold thing, just have a merchant 'join' the party (not available in combat), because he thinks it will be profitable to do so.
Hero slew Slime!
Slime dropped intestines!
Hero sold intestines to Merchant!
Hero got 10G!
Hero slew Slime!
Slime dropped intestines!
Hero sold intestines to Merchant!
Hero got 10G!
Release Something! Day V for Vendetta [Dec 21st]
[DEMO] Origin (new long demo)
Wow, only played five minutes, but I just wanted to say that your game bleeds atmosphere...and charm.
Sephiroth in a whole new light, homeslices. *Also Discussion topic, see inside*
Usually, my characters start off as nothing but one personality type/archetype. Then I think of possible flaws for that character, and what would make them angry or sad or happy, excited, etc. then apply those to more complicated situations. A lot of JRPG characters seem to be one exaggerated personality the whole way through, at least until a major event occurs (Their past is revealed, they realise that they love the protagonist, etc.). The really interesting characters are ones that are full of conflicting characteristics.
Also, the 'fish out of water' scenario is quite good for creating interesting characters. Some creators/writers keep their boring characters in environments/situations where their 'one exaggerated personality type' can prevail, i.e. the badass villain always being one step ahead.
And I agree with harmonic's point about all characters sounding like the game creator. That's definitely a problem I have when it comes to writing dialogue.
Also, the 'fish out of water' scenario is quite good for creating interesting characters. Some creators/writers keep their boring characters in environments/situations where their 'one exaggerated personality type' can prevail, i.e. the badass villain always being one step ahead.
And I agree with harmonic's point about all characters sounding like the game creator. That's definitely a problem I have when it comes to writing dialogue.
Villages, Towns, and Cities.
author=harmonic link=topic=2462.msg46731#msg46731 date=1227545861
I think you're a bit too picky. The above described RPG town is the only way to make several RPG towns in one game without losing your sanity. You have to take into account the patience and work ethic of the game creator, and making all these towns "living, breathing" towns is a monstrous undertaking, but hey, go for it. I think if the game had only ONE town, that living breathing option would be more viable.
I don't expect every town to be living and breathing -- to the extent of Radiata Stories, at least. I just prefer towns in which, because the 'game' does not stop when you leave a dungeon. I like it when towns are filled with little scenarios and the like, so when you walk into a house there's at least a prospect of actually finding something interesting. I like towns that are 'social dungeons.'
author=Fallen-Griever link=topic=2462.msg46760#msg46760 date=1227559628
Then maybe you should be playing The Sims?
Or Persona 3.













