GIAKS'S PROFILE

A time comes in every man's life when they get shaken to the core, when the river of ambition sinks low to the earth and the very rock that man has built the foundation of his life upon crumbles. There in his tiny shattered world, amongst the rubble of his broken hopes and dreams he waits. Time loses meaning and he watches as eternity fades into oblivion...yet still he waits; for one day he knows the rain will fall.

...and when it does he is reforge, from the mud that surrounds him, from the ash that covers him, from the very spark of thought that has innovated all life...he will rise!

We can shape him, make him to what we want him to be...and in the end...we can be entertained!
RPG MAKER man...it's a ton of fun!!

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Stuff to think about

Ruri was not particularly liked. I'm not sure what to make of that. See, I get into a certain mind-set when writing for Ruri. She practically writes herself! Her antics are supposed to be for comedy relief more than anything else, but the judges were annoyed by her. That would mean that other people would be annoyed by her too. To be honest, I just don't know what to do.

The sequence where the characters introduce themselves. Er, yeah, I should probably break that up somehow. Maybe instead of everybody introducing themselves all at once, maybe just talking to each class member normally on the "first day" would be sufficient? I'm really not sure what my other options are.



personally I feel these two issues are connected. the first school scene in the game, a lot of characters are introduced and only a few lines of dialog are given to each of them as to not bog the player down with text. I think you did great in the execution of this, however the player has a hard time absorbing so much information at once. if rather than introducing everyone in the first class room scene you spread it out, I feel like it would not only make it easier for the player to absorb information, it would also allow ruri to bloom as a likeable character. as the developer you have a far more intimate relationship with these characters then the players do(at least at this point in the game). in the first scene, you are introducing ruri...you may also want to introduce ruri's "opposite". it doesn't have a be the main villain, and in fact ruri's "opposite" could even be someone who ends up joining the team. the idea behind this is that you want to introduce the main character and introduce a character the player doesn't like. cause in school, it's all about who you like and who you don't like. with less people to introduce you can expand a little bit more on dialog, this would help build the personality of both characters and establish a connection between the player and ruri. when ruri sits down maybe introduce another character, we'll call them the "sidekick". this character is there to support ruri, and be somewhat of a guide through high school. they can be used as a device to introduce other characters, give the player important information without making it seemed forced...etc.
As you introduce your characters pick locations that are suited to each characters personality type. for example if you have a athletic character who easy going you could introduce them outside at a track field, if you have a athletic character who is very competitive or egotistical, maybe introduce them inside in a gym type setting. when introducing a character who is a "trouble maker" you could introduce them outside the headmasters office...etc. environment provides a good atmosphere to help introduce characters. lastly when introducing a character, don't be afraid to just tell the player the characters key personality trait(the sidekick is a great device for this). for example...depending on your scene your dialog may look like "This is Adam, he loves math." or "This is Hendricks, he's a trouble maker." lines like this allow the player to instantly apply a stereotype the characters, and as your game continues you can build, and shape that character from that foundation.

The school looking more like a dungeon. I suppose I could replace the more broken-down tiles with normal ones. I guess it just didn't seem right to have all the same tile for the floor even though a mono-tile floor is what I did in Matsumori Days.
The "forest park". I might have been rushing myself on these maps. I figure I can replace the trees with a different kind of tree, and the blank tiles with grass tiles to make things feel more open. Any other suggestions for improvement are welcome


I myself built a classroom map, as to experience the RTP side of mapping a classroom. I have ideas on this as well as, forest and hospital mapping that I would enjoy sharing with you privately if you are interested.

The King's Aces

Next week I plan on going through this game and working out as many game play bugs and grammar errors as I can find. The game is playable through to the end, however it seems there are a few bugs that could be "game killers" and a few that are just silly. I'm still very proud of this game, as I'm sure most every developer for the NCC 2012 is. Making a game in two weeks I think is very commendable on any level. Still two weeks isn't a lot of time to really hammer out a smooth game(at least not for me, considering this is my first game and basically my 4th and 5th week of using rpg maker, the first few were for the "Let's make a scene" contest)

underground_mine.png

it would appear i mish'd a couple of spots for the shading.

The King's Aces

Nice, thanks edchuy. :) I think I'm going to leave this one up here(more for me, just so I can try to look at it and remember that one time when I basicly finished that one project). I will see about uploading some sort of "director edition" or something that works out the bugs. I can imagine there are a lot of them, I didn't really get much of a chance to play test through this before the end of the contest(at least not more then...well once). In fact having a menu at the start of the game is a bug as well. I had plan'd on not having a menu until after the name input screen.

The King's Aces

The path to the bard is clear of random encounters. if you take the first path down(the path that you see tobias walking after the arena scene) once the escape scene starts, once you get the bard you can heal with him...i probably should have blocked off the other path to drive the players down that way first...it wasn't very well thought out :( since no matter if you win or lose in the arena you'll probably need to heal straight away.

The King's Aces

after you escape Darpleen(either through the crack in the wall, or the fighting through the front gate) then you hit the desert village...the game progresses from there as such:

desert village - throne room - "you see" cellar - evil castle - victory for love and peace...or ya know something like that :)

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man, that's the truth...but yeah churches should have an empty feeling i suppose, i never really thought about it like that. the sprites broke up the space a little bit too so that helped.

The King's Aces

yeah, i'm pretty sure that's correct as well. i'd like to say that this game was an attempt to make my second grade teacher cry...but sadly the truth is the grammar was sacrificed cause i thought we had to make a full game start to finish. amongst my other chagrins are ancient (often represented...anchient in the game) and throne room(as thrown room). i didn't have a lot of time to clean up the grammar, and sadly the story suffered a lot the second week of making this as well. It's not a perfect product but i enjoyed making and i feel like it was a good push for me to get something done in 2 weeks :)

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Hey thanks Caz, over all i feel like the map is a little empty...tho the shelves did seem to lend themselves nicely as pews. :)

The King's Aces

So, the idea behind the combat...was that it is mostly optional. The optional monsters are easier, while the "bosses" are a little bit more difficult. The supporting theory for this is that there are no health or mana potions which makes health and mana more valuable. I had hoped to portray this to the player in the pub cutscene about half way through the game with the "potions" bit of dialog, but now i'm feeling that may be a somewhat weak representation of what i was going for. I hope not to many people mind the idea of what they do "now" effecting what/how they can do things "later". I would be interested to hear from anyone who has gotten to that point in the game, if those tiny bits of dialog were enough to maybe peak your curiosity about how the game was going to play out without potions.

I never found the game overly difficult and i'm not sure there is even a need to bring this up, however if you are a battle fiend and love to pop potions so you can get back into the fray...this may not be the game for you.