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The Screenshot Topic Returns

author=Minnow
Could use some feedback on these tiles I've been working on :)
Still working on adding shadows and blending the road into the grass.

I like the look of the tiles, but the windows aren't scaled the same as all other building components. I would recommend taking them up at the same angle as the walls and doorways.

What Videogames Are You Playing Right Now?

Earthbound Zero.

It's my first play-through, and I wasn't looking forward to it. Since I'm planning on replaying Earthbound and Mother 3, I thought I'd do things right and give the entire series a play. I'm glad I did. While it's a little rough around the edges, this is easily the best RPG I've played from the NES era. The dialogue is just as quirky as anything from the following games, too.

I feel like I'm missing a word (title help)

I appreciate the feedback, everyone. I'm putting these recommendations onto my list. I still have a while before I need to come up with a title, so I can think it over. It would just be nice to place a title on the project I've been (ever-so-slowly) working on since 2005.

I feel like I'm missing a word (title help)

There's a concept that I'd like my game's title to convey, but I feel as though I don't know the word I need, or maybe the word doesn't exist.

Is there an English word (or phrase, even) for when you're drawn into a larger conflict or event through actions that aren't your own?

Essentially, I have a cast of seemingly average characters, and they get pulled into a local conflict. This local problem is part of something regional, which in turn goes global (eventually). The characters aren't spectacular; there's no prophecy that foretells their coming. They're just people that had the misfortune of being in the wrong place at the wrong time, and they do their best to overcome.

Words and phrases I feel pertain are:
  • Swept up in something bigger
  • Drawn into
  • Caught up
  • Entangled
  • ....escalation
  • When your destiny is out of your hands
  • Unexpected
  • Unlikely
  • Path
  • March toward
  • ....something more important
  • ....something grand
  • From humble beginnings

I just don't know how to mesh one of these concepts into a title name that doesn't sound cheesy. I'm trying to stay away from words like "fate" and "destiny". I'm sure there's a word or phrase that will make this easier; I just can't seem to find it.

If anyone is able to help out (or at least point me toward an online resource you find to be useful), I would greatly appreciate it.

Is a main protagonist essential?

Thanks for all the feedback, everyone.

While writing my story, I've been careful to not send all the different characters to different ends of the earth simultaneously. For the most part, they're all experiencing the same things, so I didn't see a need to have one character in particular be the focal point. And based on them all having different personalities, I've really enjoyed watching how each character is affected by the different plot points.

Quality (or lack thereof) of my story aside, it's nice to see that there are others who get this.

Is a main protagonist essential?

I apologize if this has been discussed before, but I didn't find it in a search, and I didn't see a topic like this while scrolling through the first several pages.

What are your thoughts on having a main character? Is it essential?

When I played FFVI about...almost twenty years ago (wow!), I didn't really see any of the characters as the "main" character. Terra's story served as the catalyst for the arc, but I never felt that there was one main character.

Do you feel that a game's story would suffer from not having a central protagonist? Would you find it acceptable to have a squad of "Goonies" (I do recognize that Goonies had a main character)?

I wouldn't have thought this to be an issue, but after having two different people that were proofing my story ask who the main character was, that was enough for me to pause and ask the question.

Thanks!

Alternatives to Towns

author=GreatRedSpirit
More seriously, something I've tried in the past was making towns with an open roof aesthetic. Instead of making a town out of buildings and a separate map for their interiors I put the interior right inside the building on the town map. It skips making a new map for interiors and keeps house sizes down while also contributing to a unique feel for your game. Of course it also adds restrictions like multifloor buildings and bypassing those will take far more time than the style saved.

Can multi-level buildings on a single map not yet be done on an RPG Maker? I know that the number of layers you have is limiting, but could you possibly skirt around this with events?

It would be nice to walk into a house and see the second floor and roof tear away (or more rightly put, to see it go away), and then, to head upstairs and see the second floor appear and cover the first.

From a design/art perspective, though, if you could do that, the areas outside of the house would distract. Unless you could put some kind of filter over it to blur them out once you zoned in -- like a boca photography effect.

I don't get to play around with my copy of Ace enough to know if it would be possible to add these types of things in or not. It would be a breath of fresh air, though.

author=LockeZ
I generally prefer more realistic towns, even in fantasy games. What that means is that making a typical-sized rpg town just doesn't work for me. Who ever heard of a town with eight buildings in it? Towns have thousands of people. I want the game to really make me feel like that's the kind of place I'm in, not tell me I'm in the biggest city in the world but then show me an outpost the size of a small shopping center.

A lot of the Playstation-era Final Fantasies were good about making cities appear large. FFIX jumps out at me right away when I think about this. But then again, they're kind of a different beast. I think you could still corral a player into a smaller area of a city while still making the city feel large, though.

How soon do you have to reveal the main antagonist?

I've read through everything, and there are a lot of good perspectives here, good information, and things I hadn't really considered before. It'll certainly be worth reading over several times. Thanks for all the input thus far.

How soon do you have to reveal the main antagonist?

The way I'm writing mine, I envisioned it to be like an onion; layers get peeled back to reveal more and more. Because your characters are largely insignificant, their world is very local. They have relatively small and local problems. This isn't unique. But the party reacts to their smaller problems, and finds that they're entangled in something larger.

I don't know how many chapters I'll end up with in the end, but the main antagonist shows up in chapter three. If you're purely reading through dialogue - not playing the game - chapters one and two take two hours, roughly. When played through, that probably pushes you out to the five to ten hour mark. Based on everyone's feedback, that doesn't sound so bad.

How soon do you have to reveal the main antagonist?