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Post by Dark Knight Of Lodis on Mar 21, 2005 15:22:19 GMT -5
Hey, this is my first attempt at sharing an idea with this forum. ;D I was working on one like it on RPG Maker 1 and decided to stop working on it and start creating it on RPG Maker 2, I'll give you the general idea (which is still pretty long). So enjoy! ;D
The game begins in the small village of Crayton where our hero (Valence) is a common peasant with a six-year old daughter (Allison) who lives with him. He also has a friend who he grew up with, who is also the mayor of the village's (six buildings) son. He has a wife (Alicia) and a five-year old son (Alexander). Valence's wife (Maria) was slain in a goblin attack three years before the game begins, and before the game begins he has a flashback of visiting a grove of trees on a small island that she loved.
I won't spoil the rest for anyone who might be interested in playing it, however far in the future that may be, since I just started last week...but there are 12 main characters involved, each with a problem that is solved with a sub-quest or two that is based around them, and is complete with a history, and a resolution of some sort, along with the storyline.
I also have at least 20 secondary characters, all who join for a period of time, and then fade into the background.
I have a lot of classes as well, and characters level-up in a set way (changing classes with the storyline).
Finally, the "Seven Stones" that the game is named after, are the elements Life, Death, Air, Earth, Fire and Water, and then the ultimate one that is Spirit. Each stone corresponds with a specific character (that you don't know until later) and with that stone they reach a new class, that is more powerful than the rest. (Not to mention they gain a lot of abilities)
As of right now, it will be using the default systems, since I'm not good enough to change it, but who knows what the future holds? Thanks for reading this, and if it sounds interesting I'll answer any questions and accept any advice that can be given.
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Post by Doan the Nado on Mar 21, 2005 15:28:54 GMT -5
This does sound interesting, as far as barebones summaries go. I like that there will be a lot of subplots going on and the game is not just about saving the world. I really hope that with jimmy and DW's help, you can modify the DBS at least a little bit to make it a little more interesting. Your stone elements seems mainly typical but nonetheless good, and I wish you luck in your development. Be sure to check out some of Ves's guarantees for tips on game creation.
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Post by Dungeon Warden on Mar 21, 2005 15:54:30 GMT -5
You seem to be off to a good start. I look forward to seeing what you do with this story idea.
If you need help on your battle system, let me know. I have a few topics here on the subject and will soon be releasing a RPG Maker 2 Expert FAQ which will go into a lot more detail.
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Post by WarDragon on Mar 21, 2005 16:06:01 GMT -5
reading your story caught my attention. I can't wait to see what's next.
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Post by Dark Knight Of Lodis on Mar 21, 2005 17:02:58 GMT -5
Thanks again for all the help, guys. I'm already taking a liking to the people on here, and your comments have only inspired me to work harder. ;D I'm not sure what to add to the battle system, or even the game system in general, as even now I haven't realized the true potential of this, I'm sure. I'll be checking in on these boards often, though. Thanks again.
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Post by Deleted on Mar 21, 2005 18:50:36 GMT -5
You'll need to post more for any feedback. All we know about most of the characters is one's 'a hero' (I advise not using that word) and the rest are 'a friend', 'a sister', 'a daughter', etc. (except for the one piece of background info you give us about the main character)
Me- "And, with the title, I would say make it somehow related to one or more major themes/messages/meanings/morals of the game. You can also make it have a literal meaning to the game. This is what I've done with Paladin. This leaves the player with a lasting reminder of what you wanted them to get from the game. (so in other words just wait till later in your game development to name it)" It's up to you of course though.
edit: On a side note that's off-topic, if you liked TO:AKoL definitely check out Tactics Ogre: Let Us Cling Together.
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Post by BlackBoxx on Mar 21, 2005 23:21:37 GMT -5
Good job on making a realistic main character. I can;t remember the las time I played an RPG where the main character had a family (can anyone?). Usually, they're just adolescents or single men in the process of getting a girlfriend during the game.
Like other people have said, it's hard to give feedback when we know so little about your game. We don't need spoilers, just maybe insight as to what makes your game unique. For example, what are some of these classes of which you mentioned? Are they all typical fighter, wizard, theif, cleric or do you have some new ones?
Maybe you could give us a taste of your world's history? Any major, world-changing wars (sure it sounds cliche, but war is human nature, so it can be excused), or epidemics or anything? Is this story even about saving the world, or something more profound, and unique (like Valence remembers a promise he made to his wife that he never fulfilled, so he sets out to do so)?
I don't post these questions so that you will answer all of them. I just want you to have something to think about. Of course, answers would be nice, but not if it will reveal something the player isn't meant to know until playing the game.
Oh, and welcome to the forum. Can't forget that.
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Post by Dark Knight Of Lodis on Mar 22, 2005 15:13:17 GMT -5
Thanks for the feedback so far. As for the classes, I have a lot of them, some only used by secondary characters, and each main character has at least two classes that they have. Most of these classes are easily recognizable (Knight, Ninja, Thief, Barbarian, Cleric, Witch, Shadow Knight, etc.) but there are a few that are of my creation to go with the story as well (Axeblade, Mystic, Bladesinger, etc.) All of the classes have a large number of abilities, not to mention, two who may be of the same class have the ability to have different spells and skills, and obviously, stats.
As for major events, the game begins in the middle of a war that is being waged on the main continent, but you only hear bits and pieces about it until you reach the continent. And obviously, once the "Seven Stones" start being collected by the main bad guy, that begins something that is more devastating than the huge war that the game starts with ever was. (The Stones basically give him the power to manipulate the world to how he wants it)
As another thing, the Stones are split up through the sacrifice of a powerful high priest and returned to their original resting places, where both Valence's party and the bad guy's army race to get all of them. Each resting place is a dungeon based solely on the element of the stone, with a powerful boss that guards them.
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Post by Neo Samurai on Mar 22, 2005 16:09:22 GMT -5
The "collecting the stones" idea is very cliched, but, like I always say, if you pull it off good, then I'll still play the game. I'm not a major critic and don't look for mistakes in every nook and cranny. So, it all boils down to how well the game is portrayed.
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Post by Dark Knight Of Lodis on Mar 23, 2005 15:49:22 GMT -5
Okay, here's some news. Kind of good and bad, but I've come to the decision. I am going to restart what I have made with Seven Stones and redo it. I started making it when I first got RPG Maker 2, and then a week later I got the guide, and it's been 3 or 4 days since I found this site (thanks a lot once again guys). It's clear I was still learning the game as you play through the first part, knew a bit more with the first dungeon (where I had the guide) and then the game begins looking good as I learned more on my own and with the help of the people on this site. Be ready to keep getting bothered with questions, though, mostly about customizing the way the game works, since I believe that I have the basics down.
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Post by BlackBoxx on Mar 23, 2005 22:45:08 GMT -5
"Be ready to keep getting bothered with questions"
Unless you plan to post topics like "HELP ME NOW!", begin insulting people while using an obscene amount of leet-speak... I really don't think you're going to bother anyone.
By the way. It's good to hear that you're re-doing some of your past work. I know the early parts of my game are pretty much crap right now (no personality in any of the dialogue, yeesh), so I plan to go back and follow suit. I guess I'm just trying to give you some encouragement, as I know it's tough to keep motivated.
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Post by Dark Knight Of Lodis on Mar 24, 2005 10:06:30 GMT -5
Thanks for the kind words, Black Boxx. I managed to salvage the good parts of my game and redo the bad parts, and after finding out the extreme helpfulness of the Sort Database, was able to organize my scripts and events in a manner that makes sense. I had misread the START description when I first got the game, and thought that it said, in my own words, that if you change the order, it will cause all of the events and things linked to the scripts to mess up, when really it was only talking about games that have been saved. Thought I'd let everybody hear my progress, even if this is just basic to all of you.
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Post by Dark Knight Of Lodis on Mar 29, 2005 22:12:02 GMT -5
Progress is slow, but steady. The first town and dungeon (a small one, complete with a weak boss) are completed. Trying to tweak the stats of monsters compared to the characters to make it balanced between easy/hard. Right now, it's tough to make it out without dying, which in my opinion the first dungeon shouldn't be.
As for statuses, I changed 'dead' to 'dying' so that the character talks without it looking weird, but is basically 'dead' to the battle system, and abilities. Trying to come up with a reason why in the beginning the main character's bed heals it, but inns don't later on, only priests can. Still at a loss with that...
I already have a secret mixed in that affects the game later on, that is relatively easy to find out if you listen to all the townspeople and search all the places (which I highly reccommend to anyone who plays my games, plays a huge part in mine)
Done with all the main characters, and almost done with all the secondaries, though I may add a few as I go along.
I'm also thinking I'm going to run out of room and need to link to another memory card somehow, not sure how to do that yet, but hopefully I'll know after awhile. I'll keep everyone updated on my progress.
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Post by Skimpy on Mar 30, 2005 12:12:00 GMT -5
I think this game is a dumb idea just because of the element stones cause if i had a chance id throw one at you. for making a dumb idea like this.
;D jk about throwing the stone at you
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Post by The Smurf on Mar 30, 2005 15:12:56 GMT -5
wow, that's harsh...
my feeling is if you can have an original storyline behind these stones, it really doesn't matter how cliched they are because it's your own story and they're unique to it.
-the smurf
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Post by Neo Samurai on Mar 30, 2005 15:48:09 GMT -5
I agree with smurf. Even though "collect the stones" idea has been done a lot in many RPGs, it can still be done right. As long as you don't remake "Zelda: OoT" or a game like that and call it your own, it will probably be fine.
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Post by The Smurf on Mar 30, 2005 15:52:27 GMT -5
thank you, hitou ;D
-the smurf
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Post by Dark Knight Of Lodis on Mar 30, 2005 19:39:12 GMT -5
*loosens neck tie*
Tough crowd. ;D
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Post by Deleted on Mar 30, 2005 21:43:23 GMT -5
The stones didn't appeal to me either. Perhaps there's another thing you can do. What did appeal to me though, and what I think you should focus on (much) more than the stones are:
"(Valence) is a common peasant" "Valence's wife (Maria) was slain in a goblin attack three years before the game begins, and before the game begins he has a flashback of visiting a grove of trees on a small island that she loved." *(favorite)"12 main characters each with a problem that is solved with a sub-quest or two that is based around them, and is complete with a history, and a resolution of some sort." "20 secondary characters, all who join for a period of time, and then fade into the background." "A lot of classes as well, and characters level-up in a set way (changing classes with the storyline)."
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Post by Dark Knight Of Lodis on Mar 30, 2005 22:21:24 GMT -5
Since it's still early in the game, I figure, what the hell? I'll change it around a bit so that the 'main' storyline is based more on fighting against the enemy armies and things, and getting the stones for the final classes are kind of a side quest that comes up between the larger events going on in the war. Now, to get back to the drawing board on the storyline...
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Post by Neo Samurai on Mar 30, 2005 22:54:57 GMT -5
So, what do the stones do? Unlock stronger classes?
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Post by The Final Rune on Mar 31, 2005 10:35:38 GMT -5
I think this game is a dumb idea just because of the element stones cause if i had a chance id throw one at you. for making a dumb idea like this. ;D jk about throwing the stone at you Flaming is seriously uncool
Bad way to make a start for a new member.
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Post by Dark Knight Of Lodis on Mar 31, 2005 11:19:57 GMT -5
Each stone is linked to the soul of a specific person, and unlocks a class for that person, as well as unlocking a lot of magic that is linked to the element of that stone. I was thinking about making a balance between fighting in the war and getting the stones, but as I learned in Marketing, the customer is always right. So I'm going to make the stones still an awesome thing to get, but not have that be what the story revolves around.
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Post by Neo Samurai on Apr 1, 2005 13:24:55 GMT -5
That sounds cool. For some reason, that reminds me of Materia, only for classes. That's a great idea. You're game sounds like it's gonna be a lot of fun.
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Post by The Smurf on Apr 1, 2005 16:12:17 GMT -5
"Each stone is linked to the soul of a specific person, and unlocks a class for that person"
sort of an uncanny coincidence, though, isn't it?
-the smurf
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