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Third Content Update: Hope you like NPCs

nice to know you put so much effort in npcs, i often find that if people had just thought up their npcs some more and added some extra ways to interact with them that arent strictly necessary to the story it would make their games so much more alive and interesting, i guess i really wont have to worry about that when it comes to this game.

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famous last words.

Finding a Voice

author=Scourge
author=SoulAuron
if you wouldnt mind i might even come up some rough backgrounds, personalities and dialogs for each character after playing through each chapter and then just giving you all of it, again, if you wouldnt mind me intruding on your project.
I really appreciate the offer, and I think I'm going to decline. I'm a bit of a control freak when it comes to writing and this project as a whole and I would feel uncomfortable outsourcing any part of this project. I even debated whether or not to ask for testers instead of just doing all the testing myself for a long time.

I agree that writing backstory or dialog for all possible characters would be great, and I think it's a bigger task than most people realize. For example, there are 12 base classes, plus the 3 hidden classes for a total of 15, not counting the three master classes. Let's ignore those for now.

15 classes? Well, that's not bad at all! That's only fifteen backstories/personalities/whatever to develop!

That's partially correct.

There's 15 classes and each one can be male or female.

Okay, so 30?

Not quite.

Say someone chooses a Male Black Mage for Marcia and then another male Black Mage for Errol. If those two Black Mages have the exact same backstory and personality, that's not realistic. So then we would need 30 for each hero, totaling out at 120, not counting the master classes, which would then add another 24. That's 144 unique personalities and backstories. I'm a solid writer, but I'm not that good. This isn't a professional undertaking. It's a hobby, and one I enjoy, but I'm not getting paid to spend hours and hours creating all those characters. And even just doing the bare minimum would be a lot of effort towards a comparatively minor area of the game; I'd rather focus my energy on the bigger items. That's not to say that, someday, when the game is much closer to completion, I wouldn't come back and add this, but all signs point to it never happening.

that is perfectly understandable, i realized how many unique characters would be made, and precisely for that reason i was never expecting you to do it, its just that when i said i liked to come up many variations of a similar character i meant it, but if you dont want others taking part in your game development then there is nothing more to it, regardless i will keep in tune to see what comes up next :)

Finding a Voice

im happy to see how its all going, and im happy that the main characters will have dialog, that was something wich bothered me to be honest, now if it was me (wich you arent, and im not saying you should be) i would DEFINETLY make dialog and even backstory for all the possible characters, that is because 1: with such a diverse and customizable cast each personality doesnt need to be super contrived or anything, it just needs to be interesting or fun, and 2: im a mad man who takes pleasure in categorizing and coming up with many variations of the same thing (in this case variations of party members), so it would not require a lot of efort or even time for me to do it, since i would think those things up to distract myself and kill time whenever i found myself bored or simply not thinking a lot at the moment, but as i explained that is not a trait most people share, but who knows? if you wouldnt mind i might even come up some rough backgrounds, personalities and dialogs for each character after playing through each chapter and then just giving you all of it, again, if you wouldnt mind me intruding on your project.

Priorities

author=Dyluck
As far as priorities go, animations can be inserted pretty late in the development process without too much problem, so you can always decide later. Although for a long game, it might be beneficial to plan ahead a little bit on the database, for example by copying some animations onto new entries, and then setting some specific skills and whatnot to specific animation entries.

this. this is a very good sugestion, if you have any inclination whatsouever to add some diferent resources latter on it totaly pays of to put in a little extra effort and do this so you avoid having to reorganize everything latter, especially if the game turns out to have hundreds of diferent skills.

Looking Forward

author=Scourge
The Bard and the Pirate are shaping up to be two of the strongest classes! The Grim Tower is definitely more challenging and I’ve heard good things about the difficulty of the boss, so I think things will pick up. Having both a Paladin and a Bard with Burial Song definitely makes undead enemies a breeze. Thanks for commenting and playing the game!

if i may say something, i think the bard is as strong as it was because of the pirate, those songs are very expensive, and geting them from drops is very hard, so without them the class is basically an ok attacker with extra utility and a strongish heal, the first thing i would sugest would be to limit the pirates steal ability, i love the class, but it has so much it can do wich i didnt do because i was too preocupied stealing gold, so if that ability had some sort of cool down of 1 or 2 turns that would be perfect, as it would not stop people who absolutely NEED to grind gold (maybe because their party was terrible and got wiped and they are now broke and have bad items), but it makes grinding gold enough of a bother that people wont do a lot of it usually.

Looking Forward

i used paladin, pirate and bard; so far have not had trouble with anything, but that may be because i abused the pirates money making abilities as much as possible so i could get the very best gear on everyone (i didnt grind much though, i merely delayed every battle untill i had mugged every enemy), all of my characters have strong phisical attack because i gave the bard a whip and an attack ring, so i only ever need to use spells against monsters that dont take damage from attacks, and then i just use the main characters spells, other then that undead will die pretty easily to the bards burial song plus the paladins bless, so its pretty much smooth sailing, the only time a party member died was when i got cocky against the mamba leader and used berzerk and it backfired, i am at the grimm tower right now, maybe here my party will find trouble, its funny because i just picked the classes i liked without worring about if they would be good, but they ende up way too strong :P

BETA 0.5 is up! Feedback would be appreciated!

theese changes sound amazing! i cant wait to try it out.

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maaan, now im more interested in your game, too many games just make more and more skills wich are just stronger versions of old skills, or direct upgrades that do more things then the previous, and render the old skills obsolete, this means you will probably not make too many skills and have the ones you make be interesting and usefull for the whole game.

Guardian Frontier

author=Desertopa
Making the imps not follow the player would prevent the player from getting trapped, but I'm not fond of it as a solution, because that affects the atmosphere of the sequence which all players are going to be exposed to, whereas only a small fraction of players should risk being trapped unless they place themselves in a situation to cause that deliberately. Also, monsters in general chase you in this game; that's not just a gameplay element, as an element of the setting, aggression towards people is part of what makes people categorize monsters as monsters.

Making the walkways bigger is a possibility, but I'm concerned that as an interior area, I've already way overbuilt the school relative to other areas in the game. For a building, it's already kind of excessively large.

I don't want to get players stuck in unwinnable situations which force them to lose significant amounts of progress by resetting, but it actually wasn't my intention to begin with for the introductory section to be challenge-free. Originally, I actually planned for more significant monster avoidance elements in the beginning which were mostly cut. I'm reluctant to further diminish the tension of that section by making it almost impossible for the player to enter a threatening situation.

isnt there a way to restrict where mosters can go? then you could prevent them from geting too close to those tiles.