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Post by The Final Rune on Nov 11, 2004 10:50:53 GMT -5
I have spent the better part of the past five years working on this game. Obviously I started with RPG Maker 1 and now am in the process of modeling my ideas onto the new hardware. This story is a multibook series about the life of a man named Avalon Rune and the legacy and sometimes horror his deeds brought to the world. Endless dreams is simply my round about title to describe my teenage years of insomina in which Avalon was born. Please read over my ideas and tell me what you think. All feedback is appreciated.
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Post by The Final Rune on Nov 11, 2004 11:51:01 GMT -5
History 101 The world of Ra She'al is mostly peacefull. Skirmishes happen every now and then, but major war has not occurred in centuries. The land is covered in old ruins of temples and shrines from a now non-existant people known as the Xaronians. The Xaroninans possed a magical power known as Chaos, and they used this power to exert their rule over the peoples of Ra She'al. The populus, desperate to escape their subdugators formed a religion based on the belief of Order (an obvious reversal of the Xarons' Chaos power) to guide them through their suffering. Mystriously an unknown man called Cain appeared and rallyed up the people of Ra She'al to raise arms against their oppressors. The battle was violent and bloody. In the final battle it seemed as though the Xaronians had victory in there grasp, but an explosion deep behind the front lines destroyed the Xaron capital and every single Xaron on the face of the planet mysteriously vanished, along with the hero Cain. This sets up the setting for the parents of Avalon Rune. Sarah and Damon Rune were a loving couple and devoted parents, but they were also avid explorers and researchers of the fallen Xaron Empire. It was this thrist for knowledge that sealed their fate. While excavating a ruin on a southern desert continent a sudden earthquake sealed the ruins trapping them inside. The workers, unable to move the rubble, had no choice but to give up hope on rescuing the couple. This meant little to Avalon who was only three at the time. With his parents dead Avalon was placed in the care of his mother's sister Mary and her husband George. Aunt Mary and uncle George lived in the small island city of Ravenhall. Avalon, now twelve years older, is a strong and healthy young man, albeit a little naive of the world around him. This sets up the lead into my story. More to follow later, my shift ends now and I need to change computers to continue.
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Post by The Final Rune on Nov 11, 2004 12:24:10 GMT -5
Ravenhall
The city of Ravenhall is located on a really small island to the southeast of the Sabre Emipire which is located on the main continent. Ravenhall borders a small forest and catches most of its game from the traps in left in the woods. The city also operates a small harbor at the edge of the island where they bring in goods from across the trade routes. The cith itself comprises of a couple houses and an INN and an ITEM shop as most residents live near the port to have a broader access to the world. George Fern is the mayor of Ravenhall and the uncle of Avalon Rune. Rafael Harris, refferred to as 'Rafe', is Avalon's best and closest (read only) friend. The daily routines in town are the small town gossip by the city fountain, the inspecting of the traps in the woods, chopping lumber for fire (yes, this is a MINI GAME), young kids get a daily class lesson from the town elder, and returning home for supper. Not much I'll admit, but the residents seem to enjoy themselves with the routine.
Rafe
Rafe is best known for his bright red hair and for doing things to get both him and Avalon into trouble. Rafe's father, Albert, is the head of the town arbor and is ralely home. Many of the women in town blame his constant absence as reason behind Rafe's mischief.
Avalon
Growing up under the care and supervision of his aunt and uncle has made Avalon into - a fine young lad - as his aunt Mary would say. Avalon is a restless individual, always looking for that next big adventure, which are hard to find in a small town with little to do. Avalon knows little of his parents other than that they died when he was still very little. Recently his dreams have been clouded and his rest uneasy. Aunt Mary thinks she knows the solution to his unrest but fears the result of telling him.
The story begins . . . in the next post that is!
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Post by The Final Rune on Nov 11, 2004 12:56:58 GMT -5
Chapter One: Feeling Bored
Tomorrow is Avalon's fifteenth birthday, although, his aunt and uncle arren't acting like it will be any different than any other day. Rafe came over right after breakfast and took Avalon out into the city to talk of his usual plans of miscief. After severely brusing Avalon's arm in his excitement Rafe sputtered out that he over heard his father talking with some sailors, and that the saliors said they were attacked by a giant sea monster while crossing the Sabre Channel and that some of the smaller ones it spawned may have stowed away on the boat and come off at the harbor. Avalon, unimpressed with the news of monsters, which were mostly a cock-and-bull story, since monsters haven't been seen in centuries, was not very thriled at Rafe's forthcoming and all to obvious suggestion.
Let's go look for them! And if we find them? Duh, we kill them! With what genius, your breath?
The talk was just a standard run around and they both knew it. It wan't long before they were on their way to the harbor to check out the rumors. The trip to the harbor was uneventful as no one could confirm the rumors yet alone a sighting, and the all the sailors at the docks were completely mum on the issue. With no leads found, the boys returned home. Upon arriving in town George meets them at the gate and scolds them for their activities. Avalon is ordered to go chop some wood for the fire and check the game traps in the woods. Of course Rafe tags along. The woods, although heavily shadowed and rather spooky, were a comforting place for Avalon as he knew the worst thing you could come across was an angry boar. Avalon and Rafe went from trap to trap looking for dinner, but stangely everyone was empty. They went deeper into the woods. At the end of the trail Avalon discovered something new. One of the pit traps had colapsed and a hole into the ground was in its place. Rafe, ever eager but not stupidly foolish, suggested they turn back and tell the mayor. Something pulsed in Avalon, he had to keep going, he had to know. He cautiously made his way into the hole, Rafe at his heels.
Fade to black.
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Post by The Final Rune on Nov 11, 2004 13:06:42 GMT -5
Avalon's adventure will take him across the seas to the mighty Sabre Empire where he will discover his true ambition in life and begin his quest of destiny.
He will travel through the Elwik Forest, across the mountains of Tamina, beyond the plains tribes of the Dao, across oceans, over the desert landscapes of the Yerahs, and along the way he will unravel the mystry of the Xaron Empire, learn to wield the mythical Runeblade, find the lies behind the Order, and discover the awesome power of the Chaos.
Endless Dreams: Book One - coming soon (I'm hoping for a finished product by march 2005, sooner if possible).
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Post by The Final Rune on Nov 11, 2004 15:47:07 GMT -5
As mentioned somewhere in the previous posts there are trade routes in my game. Once Avalon procures himself a vessel he can participate in trade with the many coastal cities in Ra She'al. This could technically be called a MINI GAME because you have to micro manage your ship, plan delivery and pick up dates based on weather patterns, and understands what is demanded by what people at what times of year (understanding the principles of supply and demand).
It is a long process to set up a shipping co. but the reward will offer the player substancial fiscal returns (cash, money, gold, bling bling, etc. - you get the idea).
More of a cash crop sub-mision than a MINI GAME.
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Post by Doan the Nado on Nov 11, 2004 16:25:28 GMT -5
This game sounds amazing. The story and world both seem very well-planned, and gripping. Your main characters are very deep and believable, and I like the background story with Avalon Rune's parents. There don't seem to be any cliches and it seems you are well on your way to making this game, so I don't even have any advice to offer, except get this game going! It sounds awesome!
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Post by Deleted on Nov 11, 2004 17:36:37 GMT -5
Yes, everything sounds great. My only comment is to make sure not to start the game out with too much informative text. I think it'd be better to call it Endless Dreams and then call the next game Endless Dreams: (some subtitle). Mainly, people are (almost) always turned off by games when they know it's one game of many in a series of sequels and prequels, because they know no matter what the game will feel incomplete because it won't have a real ending (which would make the player feel complete). Otherwise, you've nothing to worry about as long as what you haven't told us isn't borring and cliche. I'm also curious of how the game play will be and of more characters besides those already mentioned.
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Post by vespuleth on Nov 11, 2004 21:52:37 GMT -5
this is really impressive. a very fleshed out story. good job.
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Post by The Final Rune on Nov 12, 2004 13:05:58 GMT -5
Yes, everything sounds great. My only comment is to make sure not to start the game out with too much informative text. I think it'd be better to call it Endless Dreams and then call the next game Endless Dreams: (some subtitle). Mainly, people are (almost) always turned off by games when they know it's one game of many in a series of sequels and prequels, because they know no matter what the game will feel incomplete because it won't have a real ending (which would make the player feel complete). Otherwise, you've nothing to worry about as long as what you haven't told us isn't borring and cliche. I'm also curious of how the game play will be and of more characters besides those already mentioned. On the subject of multiple titles I would like to elaborate my own ideas. Each book in my game, of which there are three (yes, a trilogy of sorts, but not in the usual way), I have taken carefull consideration through numerous rewrites to insure each book is complete with a plot, a main hero/heroine, a full devulgement of all story lines given so that the gamer feels satisfied upon completing the game, as well as an ending that wraps up the story without relying on the story of the other two books. In each book you play as a different character, with cameo appearances by characters from the other games, either by way of flash back, reading a book, or an actual personal appearance (kind of like the Suikoden games, only not always in the same game style). Book one, which isn't the subtitle to the game, chronicles Rune's Story. Book two shows the end of Rune's life and his final adventure through the eyes of a heroine who during the course of the game falls for the hero of the third game - Cain, a name, if anyone was paying attention, that should sound familiar, is the protagonist for the third book. All stories are independent, you do not have to play the first two to enjoy the third. All relevent information for each will be delivered within the game, although, those who play through all the games will catch a few inside jokes. I have spent so long working on these games and cannot wait to get finished so that I can share my endless dreams with you.
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Post by Deleted on Nov 12, 2004 20:14:28 GMT -5
That sounds excellent! Most every makes direct sequels, but you my friend are like me in making indirect sequels, where all the needed info. is in the sequel and they are different stories with feelings of completion is perfect. Now I'm crazily lookin' forward to your game.
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Post by vespuleth on Nov 12, 2004 21:31:02 GMT -5
i think that everyone planning series games on rpgm2 is doing indirect sequels. (i am) im impressed w/ a female main. thats commendable, and an excellent idea.
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Post by Doan the Nado on Nov 15, 2004 15:06:39 GMT -5
This question should probably be posed in the RPGM2 Technical Help forum, as it is more likely to get helpful attention there, and also to help other people looking for help with the same problem. In addition there is a "CBS Stuff" topic that covers this problem. That's what the Help forum is there for!
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Post by The Final Rune on Nov 19, 2004 8:14:36 GMT -5
After a week of trial and error and alot of help from Doan's how to, I finally managed to complete a fully functional title screen.
Once again, thank you Doan.
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Post by The Final Rune on Nov 23, 2004 12:25:12 GMT -5
CRASH!!! the floor in the cave gives way depositing our hero and his companion into a large cavern. The walls are moss covered and dimly lit as the only light comes from the hole high above them. After some searching Avalon finds a torch and uses his flint to breathe it to life. Light covers the cavern showing little worth notice, that is except for the continuing downward path heading ever deeper into the dark cold earth. Rafe protests, but Avalon continues on into the void. A strange heat and rumble slowly creeps over the boys causing their skin to crawl and their hairs to stand on end. The small constant tremors can be felt to their bones and Avalon starts to shake. A roar echoes throught the caves and startled Avalon drops the torch and once again they are shrouded in darkness.
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Post by vespuleth on Nov 23, 2004 12:30:50 GMT -5
what are some of the features we can expect in this game? what theme are you pushing? whats your expected game time?
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Post by Doan the Nado on Nov 23, 2004 13:57:43 GMT -5
Wow, you are a good storyteller, FinalRune. I enjoyed reading that little excerpt from your game's story, and now that I see how good you tell stories, I am really anticipating your game.
Keep it up!
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Post by The Final Rune on Nov 23, 2004 14:48:57 GMT -5
My game is basically the story of a boy learning about his past and exploring the world around him during his quest. Its during this quest that a new "evil" will be discovered and how my hero gets wrapped up in trying to stop said evil. All my battles will be done through a CBS where hero and foe fight one-on-one (thousnad arms style). There will be no constant support characters, instead as you progress through the game you'll encounter allies that help in resolving the quest of the moment. The allies will participate in battle by randomly helping depending on you're current situation (like the way Maria supported Bart in Xenogears). There is only one world to explore. City maps are made with the building editor and placed on custom designed world maps, except in the case of really large cities as these will be made of multiple dugeon maps. There is no acitve roam on ships until late in the game, but the player will eventually have access to a teleporter something-or-another that will allow the player to go to any previously visited city or dungeon. MINI games will be in the game but never be required in order to advance the story. There will be multiple sub quests available through out the progress of the story and most are used for cash building or to obtain some awesome object or another. A main part of the story will begin when the hero comes arcoss the Runeblade, and his quest to restore it and its power. The plot behind this will not be told here, you'll heve to play the game. I can't promise my game will be an explosion of perfection, but I can assure yopu that as a amature/professional write my story will be engrossing and well told. I hope you all enjoy it when I finally get it finished.
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Post by The Final Rune on Nov 23, 2004 15:17:41 GMT -5
the story continues...
Scambling for the torch Avalon quickly tries to relight it, but his nervous trembling prevents him from generating a spark. Rafe screams as a frozen chill suddenly races throught the cavern. Rafe begs for Avalon to leave this place and finally Avalon starts to agree. Then another vicious roar bellows from the darkness around them and the walls begin to rumble and suddenly water begins to rise from the floor of this chilly tomb treating to drown the young adventurers. They rush back towards the pillar of light. The water rushes in the cavern then explodes with massive force swelling upward in the hollow expelling the boys back into the warm light outside. Coughing and scared from the experience the boys try to gather themselves. The duo, so startled from there experience fail to notice that they are no longer alone.
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Post by Deleted on Nov 24, 2004 5:21:30 GMT -5
Yes, I agree with Doan, your story telling rocks.
My one concern is that if the battling's one-on-one all the time it's hard to make challenging battles, since any incapacitation status is the be all end all nothing further. Meaning, in most games in a tough fight enemies can do instant death, petrify, paralyze, poison, temporarily lowered stats, and heafty damage to all or one, but with only one party member if the boss can damage more than 1/2 the one party members HP in one turn the player must heal every turn, and instant death, petrify, and paralyze are completely out of the question, so actual hard battles (like they're not long sit-there-and-keep-whacking-him-for-5 minutes battles, but rather faster but there's a threat of losing because he's dangerous) are pretty impossible to make since it's simply if the main character's too weak he can't do anything to win except strengthen. Although, possibly this can be remedied (as I think KingSpoom's battle system would), so what else do you have planned for the battle system? Like, what are some of the things the other support characters can do, and what can the main character do?
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Post by The Final Rune on Nov 24, 2004 12:41:13 GMT -5
Battle 101Attacks will be preformed off a control setup using the directional pad as a selector. Attack /\ Item/Special<-------->Skills/Magics \/ Defend There will be status effects including - Poison/ Silence/ Confusion/ SleepThere will be enemy attacks that allow - 1/2 HP deduction(usually only a Boss can do this)/1 HP remaining(only a Boss can do this and surviving will require preperation)/Slow Death/Petrify and steal HP/MP A "Limit Break" technique called [glow=red,2,300]Dire Tactics[/glow] will be available in a FF8 style setup. Status problems disappear after 3-5 turns or sooner depending on help from support charcters, or battle preperation you have prepared. The support character will act randomly depending on you're current condition and what parameters you set for him/her/it to follow. Support characters can either heal HP/MP, restore status, create a stat boost, use items, cast spells(aid or hinderment), or use missle attacks at enemy. Battle preperation will require planning. Listen to the people you run across in the game, they can give you viable clues on how to survive encounters in the wild. Before taking on a Boss, spend time learning his/her/its strenghts and weaknesses. Always save before anticipated Boss battles! Your preformance in battle will be related to how well you prepare! By prepare I mean using proper tactics, wearing appropriate armor and accessories, and know you're own strengths and weaknesses. You can assign your support battle tactics from the ones listed above and the ones your support character has access to, all of which will be activated randomly depending on your current condition and what level of priority you assign to their skills. Final Note: Battles in my game will rearly be easy. Battles will not be overly ferquent (on average 5 - 10 per dungeon depending on the size of the dungeon of course). In battle the player will only have acces to the items in your inventory, the bag will not be accesable(in real life you can't tell your enemy to wait while you search for that potion in the bottom of your backpack). And finally, have a little faith. I wouldn't have come this far if I didn't think I could deliver. ;D
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Post by The Final Rune on Nov 24, 2004 14:50:24 GMT -5
A deafening ROAR causes the boys to fall to their feet as they hurry for cover from the large beast before them. They stare in dumbfounded awe at the massive amphibious creature threating to devour the adventures whole. The boys are thrown into a battle for life and death that they truthfully have no chance of surviving. A single blow from the monstrosity sends both to the ground with a violent thud. It advances in on Avalon, ready to give the deathblow when its head explodes in a fury of flames and it shreiks away in a frightened panic. Now at grip with the situation Avalon rises to his feet to see a strange man approaching their position. The man renders aid to the heavily wounded Rafe and Avalon helps him carry Rafe back to the village.
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Post by The Final Rune on Nov 24, 2004 16:07:47 GMT -5
I want all the critisism I can get on my proposed battle ideas. Every little bit helps. I'm making this game for me, but if I'm the only one who enjoys it the purpose for creating the game is lost.
I need you people!
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Post by Deleted on Nov 25, 2004 2:58:50 GMT -5
Okay, I'll try to critique what you've said.
"Attacks will be preformed off a control setup using the directional pad as a selector. Attack /\ Item/Special<-------->Skills/Magics \/ Defend"
This sounds fine to me. You've got all the normal things like attack, defend, skills/magic/specials (what exactly's the difference between these three though?), and items. I'd say make sure defend has a purpose (at least I prefer it that way). Having the D-Pad choosing set-up's nice, but in the long run it doesn't really make the battling any better or worse (I'd say). So, nothing special, but nothing bad here. Maybe you could allow the player to change the support character orders/tactics in battle too though, I think that'd be better than only outside of battle (the command could be "Tactics" or "Orders" or something I guess).
"There will be status effects including - Poison/Silence/Confusion/Sleep"
Sounds fine to me, as long as there are items/support characters who can take off silence, and support characters who can take off any and all action-disabling effects like confusion, sleep, and petrify (later mentioned by you).
"There will be enemy attacks that allow - 1/2 HP deduction(usually only a Boss can do this)/1 HP remaining(only a Boss can do this and surviving will require preperation)/Slow Death/Petrify and steal HP/MP"
The only problem with the -1/2 or down to 1 HP is that it may make bosses too hard. Just make sure support characters can heal the main character for this (what I said in the eariler post, you know) kind of stuff. Might I recommend what FFX did where it gave a warning before the bosses did super-poerful attacks, so that the player can plan for these tough ass attacks like heafty damage and petrify/paralysis before-hand. Maybe your battle system could be more about learning how enemies fight and overcoming them tactically than strengthening up (although this'd be tough and lengthy to plan and make and what not).
"A 'Limit Break' technique called Dire Tactics will be available in a FF8 style setup."
Sounds good to me. I always preferred not so much FF8's way because you basically had to choose to heal up or risk dying and attack, which with one party member only in battle this could really lead to problems like just guessing and hoping you won't die to do a Dire Tactics. I like the name Dire Tactics though, as far as things go.
"Status problems disappear after 3-5 turns or sooner depending on help from support charcters, or battle preperation you have prepared."
Sounds good, even petrify and paralysis? But yes, this is pretty necessary with the one party member issue at hand.
"The support character will act randomly depending on you're current condition and what parameters you set for him/her/it to follow."
I'd rather they not act randomly, but somehow along how the player wants them to. I'd be pretty mad if I lost because my tird ally lowered the enemy'd DEF instead of healing me or something, or randomly never did anything to help that battle. Maybe you could even make it so you simply told the allies what to do, or something like Ogre Battle (which I can explain if you don't know, just ask).
"Support characters can either heal HP/MP, restore status, create a stat boost, use items, cast spells(aid or hinderment), or use missle attacks at enemy."
Sounds good.
"Battle preperation will require planning. Listen to the people you run across in the game, they can give you viable clues on how to survive encounters in the wild. Before taking on a Boss, spend time learning his/her/its strenghts and weaknesses. Always save before anticipated Boss battles! Your preformance in battle will be related to how well you prepare! "
Sounds good, just make sure not to make things too hard, you know.
"By prepare I mean using proper tactics, wearing appropriate armor and accessories, and know you're own strengths and weaknesses."
I figured, yep.
"You can assign your support battle tactics from the ones listed above and the ones your support character has access to, all of which will be activated randomly depending on your current condition and what level of priority you assign to their skills."
Sounds good, but I'm still kind of confused how this works (not explained too well).
"Final Note: Battles in my game will rearly be easy. Battles will not be overly ferquent (on average 5 - 10 per dungeon depending on the size of the dungeon of course). In battle the player will only have acces to the items in your inventory, the bag will not be accesable(in real life you can't tell your enemy to wait while you search for that potion in the bottom of your backpack). And finally, have a little faith. I wouldn't have come this far if I didn't think I could deliver."
Yep, I have the same with the items in my game, since it's much easier, makes more sense, and in the end doesn't allow the player a huge list of 300 items to scroll through and use in battle. Yep.
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Post by The Final Rune on Nov 29, 2004 10:34:14 GMT -5
Wow, thanks for the in depth feedback!
On the issue of the random actions of your support - I have planned to make it so the player can assign priorities to the supports actions. This setup is similar to the enemy battle actions menu in RPG Maker 1, only not as cut and dry. Its like this:
Heal - Priority 1 -(The game will check your current HP and compare it to your MAX HP, if the difference is more than 25% the support will heal)-
Support Magic - Priority 2 -(If check for Priority 1 fails(requires no action) then support checks if the enemy has a negetive status effect and if no effect is found, casts one on the enemy. If status is positive, support will try to remove it. If status is found and is negative, support will check player status. If status is negative, will remove, if none, will add positive, if positive, will move to priority 3)-
Attack Magic/Missle Attack - Priority 3 -(You get the idea)-
Support Special - Priority 4 -(Different depending upon character)-
Now, the priorities act in order from 1- whatever. 1 always triggers first unless condition is not met, then moves on to two and three and so on. Note: priority isn't always assigned to these actions, this is just an example. When I said randomly, I meant random depending on your situation.
On a side note, I like the idea of giving the support commands in battle. I might include an "override" command for when you want the support to do a certain action. However, if I do this I will probably make using an "override" take up one turn.
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