Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 10, 2005 16:26:49 GMT -5
I don't know how I could get involved.
And I can't just post it for everyone to see, as the idea already included the plot twist. Although, maybe not a twist, but something the player wasn't supposed to find out until later in the game.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 9, 2005 23:33:34 GMT -5
That'll be...never. I've got this game for RPG Maker that I'm working on, I'm wanting to get started on Thief of Magic for RPGM2 sometime, I'm hoping to eventually get back to work on Something Stupid IX, Jester's Hunt 3D (announced quite some time ago but never made much progress) eventually has to be made, I've got a game I want to create starring cartoon mice with Lode Runner-like gameplay, and I've got Slayers' Reign, which happens to be by far the biggest project I want to tackle out of all of these.
Eh, doesn't matter now. I've already lost interest in that idea I came up with, so I probably won't have to worry about suddenly getting ideas for it (which in turn would require that I work on it). It might work for the group project, but I don't see myself getting involved in anything like that.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 8, 2005 15:52:15 GMT -5
I came up with something earlier, and I'm willing to let someone else use it. I'd use it myself, but I've got too many projects to create already, and I don't need more stuff floating around in my head. It's not a whole lot, just a quick description of the villain's and heroes' involvement in the story. A paragraph about as long as this one. If anybody's interested, tell me here and I'll send a PM, as a couple details I jotted down would be spoilers for anybody who I don't give the details to. Nothing huge, just something one wouldn't find out until later in the game.
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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 7, 2005 21:08:11 GMT -5
Sort of a virtual reality sort of thing for the future. Or, there's always laser tag.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 15, 2005 10:28:03 GMT -5
Come to think of it, I never planned to make the arena available later in the game. I'll have to remember to put that in. Shouldn't be too hard.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 14, 2005 23:14:47 GMT -5
I dunno, maybe something that isn't directly related to fighting. Like how in Golden Sun's arena segment, you had to race to the end of an obstacle course, and THEN fight in a battle.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 14, 2005 11:13:12 GMT -5
In a game I was planning a while back, as I was trying to fill in the gaps in the plot (they were pretty big gaps at this point), I decided to add a battle arena segment. I'm not exactly sure why I decided on it, but I think I tied it into the main plot pretty well. Now, as I look at the story once more (I want to revive the project), I have to wonder if it needs a bit of reworking, and I decided to start with the battle arena. Since it's tied so closely to the main plot, it would be kinda difficult to remove, so I'm thinking the best thing to do is make the challenges more interesting than simply making a sequence of uneventful battles.
What do you guys think?
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 13, 2005 22:08:16 GMT -5
I just like them because their quests seem bigger/more epic than in most other games.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 12, 2005 14:35:42 GMT -5
Storyline is somewhat important to me. I enjoy epic tales a lot, though simple tales like the ones found in the original Dragon Warrior games or the first Final Fantasy I'll enjoy just as much.
An RPG doesn't have to have puzzles or mini-games, but if it does have them, they better be well done. The mini-game should be neither boring nor tedious. None of this "sit in one spot and dodge 200 lightning bolts in a row" type of stuff that I've seen a few times lately. The puzzles don't have to be near-impossible; heck, I'll probably accept really simple puzzles if they're still good. Just as long as it's not something I have to discover by accident. It has to make sense.
The battle system has to work, and not have too many faults. FF9's battle system for example, while decent, was brought down a few points due to it's poor limit break system and the slow filling of the ATB gauge (even if you put the speed up to the fastest).
Graphics are nice, but as long as I can tell what's what, then I won't complain. Although I don't want it all to be choppy-looking, 'cause then it's distracting.
Music is very important to me. If the music isn't interesting, then I'm not interested. I'm not too picky, though. I enjoy the music of the original Dragon Warrior enough. Though maybe it's just nostalgia. Obviously, some games don't need so much of a focus on music. But most RPGs do, IMO.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Feb 8, 2005 10:49:54 GMT -5
Yeah, that would only be a problem with RPGM1 games.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 20, 2005 18:36:35 GMT -5
Yes, he's cocky. I thought I mentioned that.
There is going to be some comedy relief in the game, but there's also going to be some more serious moments. I'm not sure how well I can do at having comedy relief in a relatively not-comedic game. I wouldn't want to throw in comedy in the wrong places. It might ruin the moment in certain instances. Like if a character died and there was a short funeral, I probably wouldn't end it by saying "oh well, he wasn't anybody's favorite person in the world, anyway". If anything, I'd ease the plot into a more lighthearted direction. Like maybe throw that line in after another dungeon or two.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 20, 2005 12:03:01 GMT -5
The guy thinks he's so good, he doesn't have to take anything seriously. As an example, he might say "Oh, there's a fire-breathing dragon. No big deal. I should be able to get rid of it in a hit or two." But if he realizes that he won't be able to defeat the dragon without help, then he doesn't like it. And of course, there are certain instances when he gets more serious about what's going on.
The girl talks. I just can't seem to explain what I mean by boring. Eh, maybe in my attempts to make her boring, I'll wind up making her more interesting. Like a cunning person. I mean, she's a detective, so one would assume she's cunning. She's just not interesting to listen to.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 19, 2005 19:47:33 GMT -5
Perhaps boring wasn't the right word. Not sure how I can explain this. She talks in a way that you don't hear a distinct personality in her voice (er, if her voice wasn't text). Like some people have a serious tone, and some people speak in a perky way. You can usually tell those type of people when you read what they say, but you can't tell what she's like. It's kinda like she talks as if she's reading out of a school textbook. No real feeling in the way she talks; she's just talking. She's not emotionless, of course; she does get happy or angry (though the anger perhaps would be easier to see than any other emotions). She makes an appearance in the demo, and I can't remember, but I think I have her talking at least close to the way I want her to.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 19, 2005 13:32:30 GMT -5
You find out during the first half-hour of the game. Never thought of that as contradictory. He's cocky, thus he thinks he's such a great fighter. So naturally it would be a bit of a blow anytime he realizes that he needs help. And since he thinks he's so good, he doesn't feel like he has to take some things too seriously. I'm not really sure what all I'm going to do with her. For the most part, I decided to make her that way, 'cause I thought it would be interesting to purposely give someone a boring personality. Actually her fear is kinda silly, yet at the same time kinda expected for someone like her. Ooh, never thought of putting in a delemma like that. The sister substory is already fully planned out, though, so I won't be doing anything like that. For those interested (and able), I did once release a demo for RPGM1. Some of you might recognize it if you've been at the Pavilion long enough. It was released sometime before I started work on Jester's Hunt, so it's a little out of date, but it'll give a decent idea of what I want to do. Some things will obviously change. I plan on doing a different development system for one, not to mention some of the puzzles and mini-games will be changed. www.pavilionboards.com/forum/showthread.php?t=709
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 18, 2005 21:24:44 GMT -5
Wow, that's a fairly large and detailed background. I don't think my game calls for anything like that. Actually, I never planned pasts that far. Aside from one character whose parents play a role in the story, none of my characters will even have parents mentioned. Well perhaps the one from Kuwait, but other than that. Actually, the only pasts explored are the reasons why the members are involved in the quest. And only a few NPCs are given any history. Dunno if it'll still work. My main focus with this game has always been the story. The personalities were given to these characters later on, because I realized that without interesting characters, the story wouldn't be as good. I can't say I put a ton of thought about their personalites, but I did think somewhat about them, as their personalities had to match their past and current positions. Like the character who has a hatred against all dragons, to point out an example. I knew from the start that he was supposed to hate dragons, but later on I realized that I had to take it a step furthur. Not only does he want to get rid of dragons for his own revenge, he has the welfare of mankind in mind. And actually, and this might be a small spoiler, his want for the welfare of mankind becomes more important than the simple destruction of all dragons.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 18, 2005 10:20:13 GMT -5
Trust me, that last one won't be as cliche as you think.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 17, 2005 23:06:19 GMT -5
Background, I sorta gave a way for a couple characters. But for the most part, I don't want to give these backgrounds outside of the game. Reactions to everything that happens in the game, I'll create with the things that happen in the game. I don't think everyone has to have a quirk. Flaws I think I have down. The first one has blind hatred against all dragons (despite the fact that previous events only involved one or two dragons), the second one is cocky, the third one...okay, perhaps her biggest flaw is how dang boring she is. The fourth one has a stupid fear, the fifth one is too serious, the sixth one is grumpy, the seventh one is a secret, the eighth one has the blind rage, and the ninth one...doesn't have a flaw it seems.
I for one think my characters are real good, for some reason. Dunno if simply because they're mine (it doesn't help that I've never gotten a whole lot of opinions of my storytelling skill, since I've never released a full story-based game thus nobody's ever seen any of the more story-intensive portions), or because I know how they're going to be involved in the story. I want to try to get each character in the spotlight at least once. In the first 30-60 minutes of the game, for example, you learn about the first character's past, and how his hatred for dragons came to be.
Anyway, perhaps you can give a good example of what's missing. Maybe use one of the characters listed and improve on it.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 17, 2005 18:54:06 GMT -5
He doesn't know that. Nobody knows that. He wants to search for her, even though he may not like what he finds.
Okay, he just hasn't considered the possibility. Partially because I haven't considered the possibility. He believes that she's alive, for one reason or another.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 17, 2005 11:42:44 GMT -5
I put my characters' personality traits down on paper, for one of my games. Most of these descriptions are spoilerific, but I'll post one or two, with maybe a little editing and without using their names. Can you tell me what you think?
* Founder of the dragon slayers. He holds a large hatred against dragons, believing no good can come from them, and has been this way since a dragon encounter some years ago. However, he holds a kind heart to mankind, and wants to destroy dragonkind so humans can once again live in peace.
* Is a member of the royal guards. He holds a firm belief that his race of beings cannot be as evil as some might believe. Because of his status as royal guard, he holds a rather cocky attitude, and hates it when he has to admit that he needs help. He also doesn't take things very seriously. His biggest strength is his reliability, though. He can take thing seriously when he needs to, especially when it concerns his race.
* Having been born and raised on the Kuwait Island, she has certainly aquired an interesting taste in clothing, at least compared to other places. Tired of the peaceful life at her original home, she left to become a detective. She also holds a rather boring personality. However, she is a master of disguise, and has great abilities as a detective. Her boss would be proud, if she were actually working for somebody.
* She lives with her master on the mountain. She's a bit touched in the head. Not really crazy, but pretty perky. She enjoys fighting like it were a game, and she's a pretty decent fighter, too. She's also loyal, a friend to the end. Her biggest fault is her fear of [...].
* A fighter adopted in the town of [...]. He's serious to the point where it's a fault. He has a hatred agains the [organization] as big as [the first guy's] hatred towards dragons. Years ago, his sister had been kidnapped. He has since been training as a fighter so he can one day search for his sister. He hopes that by journeying to get rid of the [organization], he'll find his sister along the way. He cares deeply for his friends, and would do anything to keep them safe, as he wouldn't want to lose them like he lost his sister.
* From the town of [...]. He is a skilled alchemist. Despite his mad scientist-like job, he is more like a grumpy old man than anything else. He doesn't care about what people think about him, either. Unfortunately, that means he won't use his alchemy skills to get rid of his natural stink. Despite his grumpy nature, he does enjoy a good conversation now and again, and is willing to listen to the words of his allies.
* He's mostly quiet, merely obvserving what's going on, though he will speak up when he feels he has something to say. He's not the brightest member of the group, and he knows it.
* Leader of the pirates. Because of previous events, he holds a blind rage. Or rather, not so blind, as he's able to use this rage skillfully in battle. However, he does hold a lot of honor. He used to be a well-known soldier before recent events.
* A skilled fighter like [the one guy]. She has no real home, as she is primarily a wanderer. When she first meets [the one guy], she falls in love with him, though he doesn't seem to take notice. As such, she decides to go where [the one guy] does. She realizes that [the one guy] is preoccupied, so she tends to keep her love for him a secret. She had previously given up her heritage, and most of its powers, in order to live a more adventurous life on the road.
Okay, so I pretty much gave descriptions for most of the main cast (how many are playable, I won't say). A few details I skipped here and there, obviously, but judging by what I was able to put down, what do you guys think?
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Feb 22, 2005 11:24:18 GMT -5
It lets you play PS1 games on your PC. www.epsxe.com/download.phpAssuming the newest versions are like the version I have (it's one of the older versions), you'll have to search for a video plug-in to use with it. I'm pretty sure Valk recommended it once or twice before, so it's definately okay to use if you already have a PS1 or PS2.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Feb 18, 2005 23:45:54 GMT -5
You guys could always use ePSXe.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Feb 18, 2005 11:09:43 GMT -5
Yeah, just like how it isn't possible to create anything resembling a dog sled race. Oh, wait...
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Feb 15, 2005 16:28:46 GMT -5
Don't know if you've played Paper Mario 2, but it has 7 or 8 riddles in the final dungeon.
River. Do I get a cookie?
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Feb 15, 2005 0:05:33 GMT -5
Yeah, but some people don't like dungeons that consist of nothing but battling. Throwing in a good puzzle or two can help make things a bit more interesting.
Actually I haven't had much trouble with puzzles in RPGs, but I really wish there was some difficulty levels. Not because a game might become hard, but too easy after playing it so much.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Feb 13, 2005 23:57:46 GMT -5
It depends on several things. For one, dungeon length. If a dungeon has a lot of battles, there better not be too many puzzles. I don't want to spend an hour in a single dungeon. It also depends on the length of those battles. In Zelda games, battles last just a few seconds, so they can throw in a lot of puzzles. But if most battles take a few minutes (which is a little too long for a regular battle anyway), then the puzzles need to be spread apart some.
Plus, there should never be random battles in the same room with a puzzle that requires walking around (like moving stone or carrying an artifact). Non-random battles are okay, if a little distracting.
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