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Zelda 2: The Perfect RPG Template

Surprisingly, Zelda II was one of my favorite NES titles. In any case, my interpretation of the article is not to take everything litteraly, but view it with an open mind. Yes, RPG's are built around story and should have a complex tale to tell that will wow the player, and it doesn't have to be a simple clear-cut goal; however, I think the point of the article might have been to show that an RPG doesn't have to be terribly complex with a confusing storyline in order to be fun.

A lot (not all) of noobies seem to set out with a goal to make their game as complicated as possible. They design their game to be part of a lengthy series, plan all sorts of twists, and try to add in complicated scripts. Then they are not satisfied with the results and they are always trying to make it better, rather than to try and finish the game first then go back and make tweaks. The end result is usually frustration and incomplete game, if not an incomplete series.

So I look at this article as a direction to have a goal (a clear beginning and end) and a brief outline along the way. That's not to say this goal can't change, and once a rhythm is established and the game begins to come along, feel free to add in some more ideas. But at least this way, by taking smaller, simpler steps rather than trying to create the next American novel, a person can gradually come to appreciate their work a lot more than somebody who gets frustrated and gives up.

Anyway, that's my two cents. I did appreciate the trip down memory lane in reading the article.

Eden Legacy: A Knight of Eden DELUXE Edition

I don't know, they both had their strengths and weakness. The original had an interesting setup to allow you to strategize and conserve your energy, but you couldn't see your enemies. Also, the very first command (something like "do nothing" or whatever it's called) was completely useless when you can do the same exact thing (which is to recoup your energy) by defending or using an item. In the deluxe, you can now see your enemies, and the energy system is there, but now instead of the "do nothing" we have a sort of dumbed down version of an attack that the player can always use in place of a skill that doesn't require energy, so now the battles become a bit too easy since a seasoned gamer is no longer required to strategize and think about their moves.

In my opinion, get rid of the first command completely. The attack-defend approach works fine without it, and forces the player to think about which skills to use. Besides, I never used the first command at all, and within a few level ups some of your weaker skills end up replacing that first command anyway.

For anybody who hasn't played, the battle system works like this (ignoring the useless first command). You choose a type of skill to execute (usually a type of attack, but could also be a field tactic as well, like attack up, defend down, heal, etc.). Depending on the skill you elect to use, you lose a certain amount of energy. Once your energy is depleted, you can't use certain skills. To recoup your energy you only have to use one of the other two commands (Defend or Item). Each time you use one of these options, the energy restores to the max. Early levels you will probably be needing to restore your energy at least once per battle, if not more. However, as you increase in levels, your energy also increases and only drops to a certain default. So in higher levels, you may only be able to use a higher skill once or twice before taking the time to restore your energy, but weaker skills may be used as often as needed since energy only drops so far.

Example: let's say I'm level 45, and my energy is maxed at 180 energy points (ep) and can only drop to 60. I use a skill that requires 110 ep, and now I have a remaining 70 energy points. Before I can use my 110 ep skill again, I'll either have to defend or use a healing item (or even an attack item if available) so that my ep is restored. However, if I have a skill that requires 55 ep I can use this continuously without penalty, since my ep won't drop below 60. That's a crude explanation, but since there doesn't seem to be one anywhere that I could see thought I'd include it here.

In my opinion, it truly is an interesting battle option, using energy instead of MP and MP restorative items. You can choose which skills to gain as you level up, which makes it seem more customized. The downside is that battles can be easy once you get the rhythm down, especially when you gain HP restorative skills that can be used continuously in and out of battle. But it does require a certain amount of strategy in the very early stages.

Chronicles of Teluna

Well, if it helps, the screenshots look well done. I really like the battle shot, as it seems to be unique and similar at the same time (no wavy dizziness, some customization to call it your own, but not a cliche off the other battle pics I see these days which tries to copy the 2k3). You may want to add some things to a couple of the maps to fill in some of the space, but it looks good nonetheless.

My only advice, if you are not sure what you want, why not release a demo that we can all play and get your advice from other gamers. Sure, there will be a lot of nitpickers, but the majority should have good feedback to help you on your way. If you are leaning multiple ways, you could even include your various ideas, and see which one the gamers like the best. For example, if you have 3 ideas for possible battles, you could have one area of the game show off one battle, a dungeon that shows off the 2nd, and maybe the world map that shows the 3rd, and see which of the 3 people liked the best.

One last thing, your game promises to be about 40+ hours in length. That would be a relatively large project for even a company fully staffed and aiming at a console. Considering this is for RPG Maker, and you are just one person, if you are finding that part of why you are changing your mind is because of how daunting the task is, you could try to get other people to assist, but you may also want to trim the game down to something more manageable, or break it up into multiple parts.

Geo

I think he's referring to the bit of information at the top of the page that briefly describes the tale: "The world is in CHAOS, and only the FOUR HEROES can save it."

It does sound cliched, but then again what rpg isn't.

image1.jpg

I agree, the style of font gives it a nice classic look that reminds of games of old (late SNES, early PS).

EL3.PNG

Gotta love Snake! Maybe if he's added to the game, the game being more medieval in style, if he gets on a wagon and the horse starts to pull it, he could say "Uh oh! The wagon have started to move." Sorry, couldn't resist. But yeah, Snake's gotta go. To be honest, I don't think there's any game - fantasy, modern, or sci fi - that Snake would fit right into except for another Metal Gear clone.

fl3prelim.PNG

But that's actually kind of funny, seeing Snake with the Iron Knuckes. But I agree, I think you should stay with the style of the first 2 games to go with the flow of the rest of the trilogy. Maybe the next trilogy could feature different, bigger sprites.

One Hour entries

***SPOILER***

Better than I expected, for a one hour entry, much better than the one somebody presented about pregnant robot kittens. You told a simple story about time travel, where time and events continue to loop. Heck, it had to have been no more than 2 minutes and made more sense than a lot of time travel stories. Not much of a game though to add a review, considering there's no gameplay.

One Hours

I'm guessing it took you 1 hour to make, but only 5 minutes to play. This didn't make sense, and was just... weird.