Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 30, 2004 22:28:30 GMT -5
Didn't mean to apply that you were applying that as an insult...or something.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 30, 2004 0:24:03 GMT -5
Actually, so far I seem to be doing a good enough job sticking with my current projects. I'm just having trouble working on them. Getting too distracted by Paper Mario 2.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 27, 2004 23:31:49 GMT -5
Yes. The trouble is, deciding what to enter. At least the game contest has a late enough deadline, to give me enough time to create something.
I'm more concerned about the contest at the Mag, though. I want to create something for it, but have a heck of a time getting any work done. Mostly because I can't figure out what crazy project to stick with.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 30, 2004 0:27:57 GMT -5
Yeah. This isn't my computer, yet nobody knows I own/use anything like the DexDrive and Max Drive. Wasn't too hard for them to miss RPG Tsukuru XP being used, though. Mostly because I was using it while they were around. But considering it wasn't a download, it wasn't really a big deal and didn't need to be hidden.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 27, 2004 10:19:36 GMT -5
I just download stuff when nobody's around to see it.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Hello
Oct 22, 2004 16:15:36 GMT -5
Post by Draygone on Oct 22, 2004 16:15:36 GMT -5
I find it easier to be motivated when people are giving you praise (or at least some nice comments) about your game(s).
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 26, 2004 10:07:56 GMT -5
Dang, if I was referred to a dog like that, I'd get pretty mad, too.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 17, 2004 15:59:08 GMT -5
Here's Doan's explanation at the Pav:
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 17, 2004 15:53:33 GMT -5
Um, you mean guest book, right?
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 14, 2004 15:59:34 GMT -5
Ah, didn't think it would go here. I guess it makes sense.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 14, 2004 0:07:11 GMT -5
Thought I'd sign up. Normally I wouldn't have time for another board, but I figure there's nothing wrong with joining this one since it isn't that big yet. Well, since this is a suggestions forum, then here's a question. Why isn't there a "hellos and goodbyes" forum? Or is there one and it's not standing out? I guess this'll do for now.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 19, 2004 15:46:02 GMT -5
Actually, it's going to be on the Nintendo DS.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 16, 2004 0:12:17 GMT -5
I've tried the random choice deal several times before, never worked. Well, never tried it to decide on a story, but with choosing what game to play (I have trouble playing through a game as well as making one). The problem with creating a story is, so many ideas are being used in this one epic game I hope to someday create (just need to get to like drawing), and I'd hate to use one of the ideas in another game. That, and some ideas I come up with don't work. How come the villain just sits there at his castle instead of coming to beat you up? Is the inclusion of this plot device really necessary? Is the plot device good at all? If I see a plot hole in my story, the story is either trash, or I need to fix it. I did come up with something, though (including an interesting reason for why the villain doesn't come to kill you; and no, it isn't because he's using you or you being the chosen one or anything typical like that). Hopefully I'll stick with it.
Other information on myself (just so nobody can say I went completely off-topic). I work at Wendy's. My job is pretty much cleaning tables/chairs/windows/trays, keeping the condaments stand stocked, sweeping crumbs and the like off the floor, and making sure there's toilet paper and soap in the restrooms. People tell me I do a pretty good job, though I think I can do better if I tried hard enough. Problem is, the harder I try, the more clumsy I get.
I became interested in RPGs back in 96, I think (the Christmas after Super Mario RPG came out). My grandpa got SMRPG. I had heard about it in Nintendo Power, but before playing it, I thought RPGs were weird games with lots of numbers and nothing but fighting monsters in caves. After solving the riddle that everyone was stuck at by talking to toad in Mario's house after Exor destroys the bridge (this is about 8 minutes into the game), I became pretty hooked. The game was extremely difficult for me (moreso because I didn't know I was supposed to fight all the monsters to stand a chance against bosses until I was halfway through the game), but I still found it very awesome, and cheered out loud after I beat Smithy for the first time. And, I've been hooked on RPGs ever since. Moreso than I should be, I think. I've got too many of them.
My experience with creating an RPG started with C++, when part of the final grade for our semester-long C++ programming class was to create our own little program (it was nothing but text, of course). I was trying to replicate a battle against a final boss, with four characters fighting a big bad (unseen) monster. Too bad the floppy I was relying on too much got corrupted and I lost all the data. I'll skip the rest of the details, as I plan to put them in a special "history" feature when I get the rest of my web site up (all I need to do is get the art done), but the rest pretty much invovles trying to get a text-based RPG in C++ as my own free-time project, my first RPG Maker being RM2K, finding out it was illegal and getting RPGM1 a few months later, and many, many attempts at a game called Slayers' Reign.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Oct 14, 2004 16:11:04 GMT -5
Ooh, sounds good to me. I am Draygone. Er, for those of you who don't already know, that is. I am a game developer who can never stick with one project. Well, there was once, but that was over a year ago and I want to finish another one sometime soon. It was a good game, though.
My philosophy on games is, if it's not fun, don't release it. I don't like to release my games unless I have everything the way I like it. If I don't like it, I either fix it, or scrap it.
I also think I'm a good storyteller. Especially when it comes to this one game I started planning years ago (which unfortunately is under the effects of that whole "cannot stick with one project" curse). Since I've never really released my own RPG, I have yet to get a second opinion, so all I can do is assume that's the case.
Unfortunately, I am terrible in the graphical department. I don't like making maps in games. Only possible exception is RPG Maker XP, which quite possibly has the best map creation tool I've ever used (must be the mouse). I'm not real good at making special effects either, though I aim to improve in that area.
My current goal is to create an RPG on RPGM2. I'm just having a lot of trouble deciding on a story for it at the moment.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Jan 17, 2005 23:37:05 GMT -5
A fetch quest like in many games where you go through the game collecting magical artifacts (like Crystals in Final Fantasy or Stars in the Mario RPGs) is okay.
A fetch quest which is there for one portion of the game, and is for the most part the only thing you do in that part of the quest (like the mushroom collecting or collecting the pieces of an item in Zelda: Wind Waker), don't do or you will be hated on. (Seriously, after having to deal with that fetch quest in WW, I was so mad about it I cut my current score for the game in half.)
Generally, fetch quests aren't necessarily bad. They just need to be fun. Need the player to find those mushrooms? Have them do something interesting to get it, like trying to move some rocks around to get it but while being careful not to drop a rock onto the mushroom.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Nov 13, 2004 22:32:53 GMT -5
Ooh, mind if I comment?
1) A catchy intro movie
While I agree an opening scene showing events from later in the game can be interesting (Chrono Cross's opening sequence before the title screen was one of the best I've ever seen in a game), I don't think it's entirely necessary. In my game for example, I have my opening sequence planned to show the events that occured as the thief was running from the guards, as the meteor is seen hurtling towards the planet. Granted, it will be a more interesting than I just mentioned. But more importantly, I won't start the game off with a long backstory. Heck, the only text in the opening scene will be when the title pops up. Even have the music planned for the opening (it will take a bit of timing to get the music to start and end at the right points, but it'll be worth it).
2) An immediate battle
Yes, a battle at the start of the game can draw the player in easily. But there are a couple problems with the idea. If you start the game off in a battle, the player almost expects the rest of the game to be all actiony as well. Take FF7 for example. The events in the Mako reactor were cool, but after the excape, it seemed like everything slowed down almost to a halt. Another deal is, some stories just don't call for a battle at the beginning. And if you tried throwing one into those stories, it can be pretty obvious. Taking another game for example, Final Fantasy Legend 3 (aka SaGa 3). After the backstory, the game suddenly pits you into an unnecessary battle. While it's true that the game explains that the battle was training so the heroes will be ready when they quest to save the world from the flood, it could have just as easily started off where the hero gives his farewell to his girlfriend, and explain the battle simulator should the player ever enter the room that it's located in by means of an NPC or an optional cutscene.
3) Skip the dialogue
And here I thought this was going to be a comment saying the player should be allowed to skip cutscenes. Especially if the player just lost a battle, and there was a 5-minute cutscene right before it.
Anyway, you do make some good points there. But it really depends on one's general style when creating a game. Myself, I tend to rely on long-winded cutscenes to explain what's going on. Not very actiony, unless the story called for it (like if a house was collapsing with a child inside, or if there is the usual boss encounter). Though, I certainly wouldn't have a conversation about Castle Lindburg being destroyed if it was important enough; I'd show it off.
4) No fetch quests
I agree, very much. The long fetch-quest near the end of Zelda: Wind Waker pretty much ruined the whole game for me. You had to find a bunch of pieces of treasure in the ocean, and to do so, you had to spend a good chunk of time finding money, because to find each piece, you had to buy an expensive map showing you the location of ONE PIECE (would've been a bit better if they were all shown on a single map). Didn't help if you hadn't already learned the warp song, as the ocean was a real big place and it would take quite some time to find these pieces without the song.
However, fetch quests can be a good thing if they're pulled off right. Quests central to the story and spanning the majority of the game, for example (The Mario RPGs do this, though the GBA game doesn't do as good a job). Or maybe each item you're searching for involved some fun little quest or mini-game. As long as the fetching isn't tedious or boring, it's alright. But if it is, well, prepare to get some bad reviews.
6) Leave unanswered questions
Which is done just about any time you find out the main villain is planning something big, and to do so the villain did certain things that one can't help but wonder are for.
7) Cliffhangers
Um... The only cliffhangers I could think of that would be put in a game would be ones that happen at the end of the disk/memory card, or at the end of the game when you know something's going to happen but you won't find out until the next game. Although, maybe I'm thinking of cliffhangers in the wrong sense. I know at the beginning of one game, the opening ends with a villain discovering a great power and preparing to use it (with a bright light filling the screen), then comes the title screen and the beginning of the game, happening at some other place or time.
9) Free floating camera intro
Okay, what are you talking about? Giving the player control of the camera during cutscenes? Keeping the camera stationary during cutscenes? Having a dynamic camera during cutscenes?
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on May 4, 2005 1:10:01 GMT -5
Robotted has been canned.
KIDDING. I haven't come up with anything lately, but I do intend to make this one sometime. I've just got other stuff to worry about right now. That happens to me about every time I come up with a new game idea. It's absolute torture how the majority of them never get made.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Apr 30, 2005 23:40:12 GMT -5
Thought about the copying robot once before. Decided against it. The sliding robot is too similar to the robot that runs away in one direction until it hits something.
I'll probably add ice-type puzzles, though.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Apr 30, 2005 0:10:36 GMT -5
Opening/altering paths is something you'd have to do for all robots. Whether it's making a bridge pop up for a robot to walk over or moving an angled wall for the ball robot to bounce off of.
I guess the swimming robot isn't really that similar to the one you control by remote. Still, I want to try and think of something different. Ooh, just thought of something. Might take a little work, but it should be interesting. I'll keep it a secret for now.
Still have to think of some of the obstacles.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Apr 28, 2005 21:20:12 GMT -5
I'm gonna try to avoid any sort of flying, as I don't want to have to deal with making anything that hovers over the ground. The water robot sounds interesting, but it sounds similar to a mine cart robot that I thought of that sounded too similar to the robot that you control the direction of with a remote.
And yeah, the game will probably be a little short. Maybe two or three hours at the longest. Depends on how difficult some of the puzzles wind up being.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Apr 27, 2005 18:12:52 GMT -5
Well, I wanted to have five different types of robots that you have to capture. So far, I've got...
A robot that wanders back and forth, and changes direction by use of remote (I'll probably use the [] button for this). A ball robot that can be pushed around, and rolls down hills and bounces off angled walls. A robot that runs away from you every time you come near it, stopping only when it runs into an obstacle. And a robot that is more than willing to get into the special room (no special name yet), after it gets a crate to a designated area.
And I can't think of the fifth robot! I've spent a few hours thinking it up, but no luck so far. Any ideas I've had seemed too similar to the other robots.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Apr 26, 2005 20:01:35 GMT -5
Yes, I didn't spend more than a minute thinking of a name. Yes, I know I have a tendancy of blurting out ideas when I'm probably not going to do anything with them. Well, I don't care.
This is an idea I had for an RPGM2 game. I think I mentioned this before, but I didn't go into any detail. In this game, you play a mad scientist. The story is, you accidentally hit a button that sets free all your robots (every mad scientist needs a hobby). None of the robots are dangerous, but the townspeople might get freaked out if there was an army of robots wandering around.
To capture them, you must somehow lure them into special rooms where they'll be transported back to their cells. Of course, this won't be easy; this is a puzzle game of sorts. Some robots run away when you get near them, while some other robots will wander aimlessly unless you find a way to give them commands. And there's booby-traps laying around as well. Not only would it be a problem if you stepped onto a mine, but you wouldn't want one of your robots to do so either. Those robots are expensive to replace!
So, uh, yeah. That's kinda all I've got right now. The idea is really premature. But I figured a game like this might be easy to pull off on RPGM2, which would be nice since I haven't had enough practice with it. It'd just require a little planning is all. Gotta make sure the later areas are difficult.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on May 9, 2005 23:00:44 GMT -5
Tingle has got to be the strangest character to become a part of the Zelda series.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on May 9, 2005 17:26:52 GMT -5
Any inspiration from the Zelda Oracle games on GBC?
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Apr 5, 2005 10:31:40 GMT -5
Auto-Failure, no. I can understand accuracy being lowered to something like 60-70% due to a "Blind" attack, but complete failure?
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