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XEILMACH'S PROFILE

I love drawing since I was a toddler and decided to make RPGs to get practice and challenge. My main work is the "SEKAI" series which takes place in a "modern" modern setting since there's not enough of those around.

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Questions you should ask yourself! RPG Mechanics I - V

Clearly these were used in the author's "Speak No Evil" and they were very effective as exemplified in the fights. Usually these come up unconsciously, but this set of guidelines are good for beginners.

Upcoming RMN Updates (01/24/2011)

That's a great proposal. Also, when newbies ask silly questions, we shouldn't just shoo them away or make fun of them, but to give them the cold hard truth or point them in the right direction more.

Bloodsphere

Initially, I was turned off by the premise of the story since lots of games around here had the "war between nations and main characters get caught up" thing. However, judging on your rational thinking as reflected in your contributions, I decided to give the game a go.

Your work and effort are clearly reflected in the game. Your creation is very refined and polished. I almost even forgot the graphics were RTP and generic since the interactions and story brought me away from being bored to notice such things. This piece was the first in a long while where I did not shut off the game just, because I foresaw it as a potential waste of my time.

Overall, you have talents rooted in your skills as a good writer. However, what set you aside from most people, is your rational thinking that can stretch a project's potential if given enough time. I foresee great works from you in the future, just allow yourself enough time to develop it.

OC__Reverie_Norwayne___Bust_by_Kiju.png

I saved it on my comp as an inspiration on coloring. Hope you don't mind ^_^

Bloodsphere is here!

Congratulations on finishing your first game ever. And I do agree that most beta testers are really unreliable. I mean, if you're going to stop or whatever, please tell me so I won't wait on you.

I was wondering how long it took you to make a 20 hour game?

God bless the games...

Hey Strangeluv,

I've admired you and your works ever since I saw those awesome projects back in the days at Gamingw.net

I understand your sentiments completely, and I'm kind of at where you want to be now. I've finished my first game a month back. I decided beforehand to retire game making after a decade once I got a completed game out. I'm a college student now and studying to get a job in the future. I'm still sticking around here to give out help when I see that it's necessary to those with dreams of making their own games.

I just want to wish you the best of luck and maybe continue to see you around - like just being there for other developers.

Character Development?

First time double posting, but I guess I should add something at least:

Most who make games to please others find a harder time enjoying what they do.

Character Development?

author=LockeZ
Another reason to avoid basing characters in your friends is that they will realize they're based on them, and pressure you about how you treat the character. They will want more screen time, they will want to be more powerful, they won't want to be killed off. And even if they don't pressure you, you'll still feel the subconscious pressure of wanting to please your friends. It will interfere with how you write the story and possibly even with how you design the gameplay.


In general, if developers or artists let social pressures such as that to influence them, then they won't go anywhere far. Take risks and be proud of the things you do. Don't ever submit to be a people pleaser.

Character Development?

Of course not to base it literally like an exact carbon copy, because sometime your friend just don't have enough it cut out to be a good RPG characters and you need to improvise on. But, it's a good foundation to work upon.

One thing to illustrate why LockeZ point out that that could be a potential bad idea is this:

The problem in using friends as bases is that you feel like you know everything about your friend so you unconsciously do less work to reveal them to the players who don't know them at all. I've seen couple of personal games here and there based on real life where the characters are quirky on their traits, dialogue, and appearances, but that's it. Creators just base things it off on the surface of their friends, and don't go beyond to develop them more.

e.g. "Bob is a Star Wars geek with a wise ass attitude so I'll make it that he'll make references to Star Wars that will piss antagonists off throughout the game!" Try elaborate on why he developed fondness for Star Wars or why his attitude is that way. Does his fondness dies down or grow even more? Does he change from a wise ass to someone who shuts his mouth and respect others by listening? How does all of that affect others to react to him and may impact his character and story?

Other than that, I agree on LockeZ's view on characterization as well. You must like your characters or else that character that you don't really like will give you a bad vibe and throw off other things that you develop. You may unconsciously think, "Ugh, I hate Bob's wise ass attitude really. I'm just going to make him join the party, give him the filler lines when I feel like he doesn't have enough to say." You may think only Bob may go underdeveloped, but it affects the player's view of the story's direction and pace. However, you could keep developing Bob further, and maybe even expand the plot more with some nice twists that arises from Bob's refined interactions.