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[Upcoming] The Space Invaders Opera



This is my current project. It's in early stages of development, but so I'll be releasing the full game by the end of February.



The Space Invaders Opera

The Space Invaders Opera is a 'fan' reimagining of the Space Invaders franchise. You control an experienced soldier who, piloting with a newly-invented cannon, is sent into space to defeat the evil Space Invaders and save the solar system. As the title suggests, there will be a 'narrative-spin' on this game, inspired by various elements of the classic arcade game, and, well, space operas. It's an RPG with a mix of traditional Dragon Quest style battles, and a ship battle system in which the Space Invaders bunker plays a bigger role. There are 'dungeons' in this game, but not in a traditional sense.

Screens:












Notes:

- I'm having fun with this project, because it's challenging working under so many constraints. Has allowed my
creativity to flourish. The biggest challenge is making sure my various ideas are executed properly!
- The game should be out by the end of February (I started it for a certain contest on GW)
handful of dungeons, and would only take the player around four hours to complete. I'm working on it,
although I'm running into some problems with resolution, and it may take a while to make sure that the game's
polished.
- I'm making it in VX.

Thanks for reading. If there isn't enough information I'll sort it out ASAP.

Villages, Towns, and Cities.

I think that, aside from hour long intros, a poorly designed town can make me stop playing an RPG immediately.

Towns can be absolute nightmares when they're not done right (Which is often): labyrinths full of multiple-floor houses with absolutely nothing in them but the occasional 10G and an NPC uttering a random line about her husband's drinking problem, and only a vague indication as to what area you have to step in to trigger the next 'story event.' And often (More of a case with the RPGs that follow Dragon Quest) The only buildings worth going in are the ones marked with a sword/armour/staff/inn symbol.

Radiata Stories's main town has to be my absolute favourite location in a JRPG, because it living, breathing town. The citizens are all characters in their own right instead of being faceless NPCs (And you could recruit most of them, but that's another story). The town had a variety of areas, from shopping/guild hub to the run down, shady areas that come alive during the night. I also like Baldur's Gate/KOTOR/TES towns, as they often contain as much 'gameplay' as the dungeons do (And by this, I don't mean silly minigames). I haven't gotten far into Persona 3, but the school sim is pretty interesting, particularly the way it ties into the stat/battle system and the dungeon segments.

I use RPG Maker VX and I'm not that experienced with it, but I'm pretty sure that a small scale version of the Radiata Stories town can be made with a bit of work.

What do you think? In traditional JRPGs, are you happy with the towns being treated as resting stops/used just to trigger the next part of the narrative? What are your favourite game towns? What are you doing in your game? and the rest...


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