Post by Deleted on Nov 14, 2004 0:24:25 GMT -5
I'm just holding it all back.
The Private Actions are the most important because they allow the player to learn about the (party member) characters' character traits and understand why they are the way they are and see them develop and (hopefully the player will as I have) develop with them. The Private Actions mainly fit into 3 categories: gameplay, traits, and development. An example of a gameplay one is Nick goes back to Topal, and Mitch, his old boss as a Guardian that tough him the basics of fighting, says he's come around to realizing the importance of Nick is doing, he's no longer mad at Nick for quiting his job as a Guardian (his "duty to the people of this city"), and gives Nick some items/equipment (I forget exactly what) to help him on his journey. It's not absolutely neccessary, but Private Actions that give the player stuff make him want to do more Private Actions. An example of a traits one is one that helps to show a (party member) characters' character traits (personality, hobbies, etc.) to Nick and the player, an example of this is when Nick, William, and Jesse go hang out with Miles in Topal: of course with Jesse and Miles they get around to talking about chicks pretty quickly, Jesse says he prefers "naughty girls" and William says he'd rather they be "nice girls" so they're more reliable and Nick chooses which one to say, then Miles says it doesn't matter because every girl is naughty, whether they appear to be or not and Nick and Jesse (and the player hopefully) laugh. The development ones are the ones I don't want to post, because that's where the player and Nick learn about the characters' past and behavior, and the character gains a new understanding of the world and their decisions and grows and develops into a wiser person (usually through Nick's actions in earlier Private Actions or the main story), hopefully giving the player something to get from the whole experience too. I can private message you some of this if you want. The Private Actions are what allow me to tell the individual characters' stories, and the messages in them, so they're the most important, I'll be it equal or more important than the main story even.
The Classes and Masters are the bulk of the abilities and customization of the game and are pretty neccessary for the gameplay.
The character battle dialogues are important because they add character to the characters in battles, and help to lessen the boringness of battling and dungeons that may or may not exist (I don't know yet, hopefully not with what I have planned though).
The Relationship Values are tied in with the Private Actions, and those two contribute to create the 42 possible ending scenes (which vary quite a lot and are based off of the characters' stories through the Private Actions), so I'd like to keep them there.
I'd say this is all the neccessary stuff in the game. The rest isn't neccessary, but does help to add to the gameplay, so it's hard for me to throw it out. They tend to be pretty easy to make and fairly cost effective (memory) any ways so I don't see a reason not to include them (I will remove them if they hinder the aforementioned though).
The Jeweler isn't neccessary, and may be removed for memory (if I need to towards the end for something more important). I'm hoping to keep the Vigor Extremes because they'd give the player a feeling of "Ooh yeah" when they do them and give the party members some unique abilities to have. The Guardian Gods and Goddesses also allow for a little variation in party members' unique moves, and are really no more than 9 Indirect Effects and 9 Abilities (very little to make them). The Creations aren't neccessary at all, but do allow some people to learn different moves (the VFX for most of the Creations are reused - like "Shock" is used in "Bolt Blitz" for example, so the VFX (bulk of abilities' memory) would be made any ways), and there is a chance some creations will be deleted for memory towards the end. Restaurants, Forgeries, and Jewelry Shops aren't really anything but RPGM2 "Merchants" with the corresponding "items" available at them. The Diner's real simple and easy to use, and is doubled over into the Tasty Wishes mini game (share scripts and memory a ton so why not do both). The tool abilities and basic abilities allow for dungeons to be more than just traditional RPG "puzzles" and "battles," and are made up of a ton of reoccuring scripts/events and items without Direct Effects. Fortune Roulette's scripts are doubled over into my randomizer item scripts (I didn't want chest #1 to always give away the same item so it'll give a random item from a group (reusing scripts here too)), so Fortune Roulette is no more than a randomly sorted variable calling scripts I've already made. True or False is simple and easy to make (randomize a variable and have player guess at it) with a fun little twist. There is a chance Virtua Quests will be deleted.
In short, the rest of the stuff is simple to make and memory efficient, but are not going to be included if they hinder the important stuff, namely story related things (Private Actions, Relationship Values, Ending Scenes, linear story, etc.) and the Classes and Masters. The first things to be removed will be the Jeweler, then certain Creations (some take virtually no memory due to repeated VFX), then some character battles dialogues, then various graphical related things, then one or two dungeons. However, I will do my best to remove as little by being very cautious and meticuloud with memory.
The massive amount of weapons and types of weapons are somewhat neccessary since I have so many Classes and Masters, which alter possible equipment, which contributes to the massive amount of items total (as well as food, creations, tools, jewelry, etc.). The abilities I feel are important to have a lot of to give the player more possibilities to raise their (party member) characters. The 16 party members all over 2.5 years or so have come to have stories I feel are neccessary, even though I know 16's maybe a little too much for one game. 10 sidequests sounds like a lot, but some aren't really that long. They tend to mostly be half-length dungeons or dungeons. Most have story and purpose to them too. The alternate pathways and sidequests are where the dungeons will be cut from first. The second menu's all for convenience sake and mostly uses scripts used in other places any ways.
Any ways, I know that was a lot, but yep. Don't worry, I'm not mad, it's actually good you got me talking more about it. Hopefully that helps
EDIT: The site's been massively updated and the world history and world background is better there.
The Private Actions are the most important because they allow the player to learn about the (party member) characters' character traits and understand why they are the way they are and see them develop and (hopefully the player will as I have) develop with them. The Private Actions mainly fit into 3 categories: gameplay, traits, and development. An example of a gameplay one is Nick goes back to Topal, and Mitch, his old boss as a Guardian that tough him the basics of fighting, says he's come around to realizing the importance of Nick is doing, he's no longer mad at Nick for quiting his job as a Guardian (his "duty to the people of this city"), and gives Nick some items/equipment (I forget exactly what) to help him on his journey. It's not absolutely neccessary, but Private Actions that give the player stuff make him want to do more Private Actions. An example of a traits one is one that helps to show a (party member) characters' character traits (personality, hobbies, etc.) to Nick and the player, an example of this is when Nick, William, and Jesse go hang out with Miles in Topal: of course with Jesse and Miles they get around to talking about chicks pretty quickly, Jesse says he prefers "naughty girls" and William says he'd rather they be "nice girls" so they're more reliable and Nick chooses which one to say, then Miles says it doesn't matter because every girl is naughty, whether they appear to be or not and Nick and Jesse (and the player hopefully) laugh. The development ones are the ones I don't want to post, because that's where the player and Nick learn about the characters' past and behavior, and the character gains a new understanding of the world and their decisions and grows and develops into a wiser person (usually through Nick's actions in earlier Private Actions or the main story), hopefully giving the player something to get from the whole experience too. I can private message you some of this if you want. The Private Actions are what allow me to tell the individual characters' stories, and the messages in them, so they're the most important, I'll be it equal or more important than the main story even.
The Classes and Masters are the bulk of the abilities and customization of the game and are pretty neccessary for the gameplay.
The character battle dialogues are important because they add character to the characters in battles, and help to lessen the boringness of battling and dungeons that may or may not exist (I don't know yet, hopefully not with what I have planned though).
The Relationship Values are tied in with the Private Actions, and those two contribute to create the 42 possible ending scenes (which vary quite a lot and are based off of the characters' stories through the Private Actions), so I'd like to keep them there.
I'd say this is all the neccessary stuff in the game. The rest isn't neccessary, but does help to add to the gameplay, so it's hard for me to throw it out. They tend to be pretty easy to make and fairly cost effective (memory) any ways so I don't see a reason not to include them (I will remove them if they hinder the aforementioned though).
The Jeweler isn't neccessary, and may be removed for memory (if I need to towards the end for something more important). I'm hoping to keep the Vigor Extremes because they'd give the player a feeling of "Ooh yeah" when they do them and give the party members some unique abilities to have. The Guardian Gods and Goddesses also allow for a little variation in party members' unique moves, and are really no more than 9 Indirect Effects and 9 Abilities (very little to make them). The Creations aren't neccessary at all, but do allow some people to learn different moves (the VFX for most of the Creations are reused - like "Shock" is used in "Bolt Blitz" for example, so the VFX (bulk of abilities' memory) would be made any ways), and there is a chance some creations will be deleted for memory towards the end. Restaurants, Forgeries, and Jewelry Shops aren't really anything but RPGM2 "Merchants" with the corresponding "items" available at them. The Diner's real simple and easy to use, and is doubled over into the Tasty Wishes mini game (share scripts and memory a ton so why not do both). The tool abilities and basic abilities allow for dungeons to be more than just traditional RPG "puzzles" and "battles," and are made up of a ton of reoccuring scripts/events and items without Direct Effects. Fortune Roulette's scripts are doubled over into my randomizer item scripts (I didn't want chest #1 to always give away the same item so it'll give a random item from a group (reusing scripts here too)), so Fortune Roulette is no more than a randomly sorted variable calling scripts I've already made. True or False is simple and easy to make (randomize a variable and have player guess at it) with a fun little twist. There is a chance Virtua Quests will be deleted.
In short, the rest of the stuff is simple to make and memory efficient, but are not going to be included if they hinder the important stuff, namely story related things (Private Actions, Relationship Values, Ending Scenes, linear story, etc.) and the Classes and Masters. The first things to be removed will be the Jeweler, then certain Creations (some take virtually no memory due to repeated VFX), then some character battles dialogues, then various graphical related things, then one or two dungeons. However, I will do my best to remove as little by being very cautious and meticuloud with memory.
The massive amount of weapons and types of weapons are somewhat neccessary since I have so many Classes and Masters, which alter possible equipment, which contributes to the massive amount of items total (as well as food, creations, tools, jewelry, etc.). The abilities I feel are important to have a lot of to give the player more possibilities to raise their (party member) characters. The 16 party members all over 2.5 years or so have come to have stories I feel are neccessary, even though I know 16's maybe a little too much for one game. 10 sidequests sounds like a lot, but some aren't really that long. They tend to mostly be half-length dungeons or dungeons. Most have story and purpose to them too. The alternate pathways and sidequests are where the dungeons will be cut from first. The second menu's all for convenience sake and mostly uses scripts used in other places any ways.
Any ways, I know that was a lot, but yep. Don't worry, I'm not mad, it's actually good you got me talking more about it. Hopefully that helps
EDIT: The site's been massively updated and the world history and world background is better there.