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Religion and the After-Life

I've never understood the concept of reincarnation. I don't remember any of my past lives, which means I won't remember this one. The person I am now will cease to exist when I die, and my soul will become someone else. That's the same thing as simply blinking into nonexistence. So what's the point?

Also, heaven as a concept sounds really boring. Limitless paradise for all time would get old after a while.

Edit: I don't really believe in anything supernatural. Nothing has ever happened to me to convince me such things exist, and I'm not the sort to expend belief in something needlessly.

Cut scenes: how long is too long?

Well, a lot of what is said in the cut scenes also pertains to certain relationships between characters. I want the player to care about them, so that when shit starts getting real it'll have more of an impact. I could delay the "shit getting real" part to give the relationships time, but then that'd just make things drag.

I may have to sacrifice a certain amount of story for game play, if it comes down to it. Which is sad, because it won't be the game I want it to be, but at least it will be playable.

Cut scenes: how long is too long?

Most of the information is on the current state of the world and why the player is embarking on the quest they've been chosen for. I don't know if it helps, but the cut scene is dialogue between characters, not just a wall of text over a black background.

Cut scenes: how long is too long?

Hmmm...Right now I'm trying to think of any possible way I could present the same information to the player in smaller chunks, or save a lot of it for later. The problem is one of timing: if A is going to happen without blind-siding the player, they're going to need to know B, and B can't come later because by then it'd be too late.

Cut scenes: how long is too long?

@Mary4D: If I had to guess, I'd say it's a ten minute cut scene all told, with a break where you can explore where you are, followed by another cut scene, length currently unknown.

@Solitayre: I'm trying to be as brief as possible, and in fact I've cut the dialogue down a lot. These are important scenes, filled with vital information and exposition. If I cut it down any further, you'd end up with very little information, and things would happen later that wouldn't make sense. And I did say, this comes after the first dungeon, boss and opening credits. If you want a comparison, think of how FFVII starts, and how there's a cut scene in Tifa's bar afterwards that lasts a good long while.

Perhaps it's a flaw in my storytelling, but I'm not really sure what to do about it.

Cut scenes: how long is too long?

I'm at a point in my game where I'm scripting a cut scene event intended to give the player much needed information as well as progress the story with important exposition. The problem is it's getting longer and longer, and I'm starting to wonder how long is too long. I don't want to send the player off on their quest without knowing things they need to know, but I also don't want them tapping their foot, wondering when they'll get back to actually playing the thing.

This is information that can't come at a later time, nor is it something that can come in smaller doses without creating odd gaps in the story. This scene does come after the first dungeon/boss, and after the opening credits, so there's that at least.

Thoughts? Opinions?

SD3 Ice Mountain Tile?

I assume you've already looked here?

Looking for a face set

None of those are from a fantasy setting, alas. I'll keep looking, and if anyone else knows of anything, please let me know.

Looking for a face set

Actually, the faces I have are from E.go!'s Castle Fantasia II. Yes, it is an H-game. No, there will not be H-content in my game.

The art style is similar, but so far I'm not seeing anything villainy. Without giving too much away about the villains, I need a female witch/demon-looking character who doesn't look like she's 12, and a male character, preferably in a face-concealing helmet/mask.

Introducting characters: too soon or too late?

I suppose. I mean, when I look at other RPGs, I do see this trend. Final Fantasy VII didn't introduce Cid or Yuffie until much later in the game. I suppose it depends on how balanced the story is, and how balanced game play is without them up until that point.