whataface2
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Post by whataface2 on Sept 27, 2008 23:06:28 GMT -5
The game is about a girl who awakens an ancient sword. Thus starting a life changing journey. Here is a list of characters for my game Sword of Vengeance. Hero Characters Name: Chen Zen Age: 25 Eyes: Dark Blue Hair: Long Black Ponytail Class: Monk Characteristics: He is calm, and will do anything to avoid conflict. As a monk Chen Zen believes that there is good in all people, you just have to look for it. While he is greatly skilled, he is a very modest man who believes that his skills are nothing to be fussed over. Flaws: While he is a great friend, Chen Zen is too naïve and passive. He tends to let people walk all over him. That is why many people take advantage of his skills. Background: Chen Zen has spent most of his life on the island of Rune and is very knowledgeable about the land. He is greatly respected in the mountain village of Eagle View. He is so well known that even the King of Rune Island calls on him from time to time as a consultant. Name: Kayla Long - as known as Westly Age: 18 Eyes: Light Blue Hair: Long Straight Brown Class: Servant Characteristics: Westly is calm and quiet by nature. This however does not make her a push over. Although nervous she has a strong sense of justice. If you anger her you will soon learn that she is not easily intimidated, plus she has no problem questioning authority figures. Despite this she is well liked by many people and most people find her to be very considerate and friendly. Flaws: Well she is very friendly, Westly doesn’t know when to shut up and this tends to lead her into trouble. And don’t ever make fun of her or let your opinion be different from hers. Because she tends to take these things very personally. Background: Westly is in service to the King of Wolfbane. It is while on a mission for him that she stumbles upon a journey that will change her life and her views on life forever. Name: Po Age: 7 Eyes: Yellow – Green Hair: Red brown white fur Class: Magical Fox Characteristics: Po is one of the most loyal creatures you will ever meet. Once you are his friend, you are a friend for life. Despite his young age Po is very knowledgeable and is noted for making quick and accurate judgments. While he is polite and well manner he does like to give advice. However most of the time his advice is not wanted. Flaws: Po believes that he is an expert when it comes to relationships. Whether it is animal or human he is willing to give advice that is unwanted which usually puts his friends in very awkward situations. He also has an annoying habit of stating the obvious. There is more. When Po is in a situation that makes him nervous he starts to act silly which angers every one around him. Background: Po has been with Chen Zen for a long time. No one is really sure why a magical fox would choose to spend time with a human. Some people believe that Po thought Chen Zen was lonely and decided to keep him company. Others believe that a magical fox befriending a human means that it is a sign of greater things to come for that person. Evil Characters Name: Priestess Sanora Age: Ageless Eyes: Black Hair: Long Black flowing Class: Spiritual Priestess Characteristics: When most people hear of a Priestess they imagine a quiet good natured person. This however is not Sanora. No one knows why but Priestess Sanora is a cold and bitter person. She does have great healing skills but these are over shadowed by her spiteful nature. Flaws: Sanora lets anger cloud her view of people. This leads her to judge people in the wrong light. Background: She is shrouded in mystery. Name: Strodham Age: 30 Eyes: Dark Brown Hair: Short blonde messy Class: Leader / Thief Characteristics: Strodham has always lived life on the side of crime. Thus he has always learned to watch out for himself and to leave other people empty handed. He is very intelligent which is why he is a leader of the Bandits who live on Wolfbane. He is well known through the land for his acts of thievery and his murderous ways. Flaws: Believes that he is all powerful and that no one is able to touch him. Background: Strodham made sure that know one will ever know of his past. Name: Sierra Age: 25 Eyes: Green Hair: Long Dark Red Class: Seductress Characteristics: With her siren like looks Sierra can have any man she wants. With her sweet looks and lovely voice she masks her real intentions. Having found true love in Strodham she is willing to do anything for the man she loves. Flaws: While most men don’t see it, Sierra wants nothing but pure power. The search for power has left Sierra blind to the feelings of others. Background: Sierra wasn’t always such a low life. In fact she was once a daughter of an upper class family. Although she had everything she ever wanted she was never happy. That was until Strodham and his gang raided her father’s mansion. In the raid Sierra caught Strodham’s eye and he kidnapped her. From that day on she has been his women. It was in his gang that she gained her skills a Seductress. Name: Mirage Age: 18 Eyes: Light Brown Hair: Short black Class: Assassin Characteristics: Mirage is a skilled and very dangerous assassin. While his nature is quiet and unassuming don’t let this fool you into dropping your guard. He will kill you if some one pays him to. Although he is a paid assassin, he is a free spirit and more then capable of making his own decisions. This is what makes him just as dangerous to his target and to his employer. Flaws: Is very greedy and is willing to do anything for money. Background: No one knows anything about him. He is that good of an assassin.
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Deleted
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Post by Deleted on Sept 28, 2008 2:05:36 GMT -5
I think they're all interesting and well thought-out. Keep up the good work!
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Post by Doan the Nado on Sept 28, 2008 9:50:42 GMT -5
Sorry, I didn't get a chance to read your post yet, but I wanted to tell you that you should probably know that it's spelled "vengeance", especially if it's the title of your game.
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Post by The Smurf on Sept 28, 2008 17:55:29 GMT -5
The characters sound great so far. You have a nice selection with varying personalities, and I like how you set up positive and negative characteristics for both the heroes and the villains. I'm interested in hearing more about the plot, though.
To echo Will, keep up the good work!
-the smurf
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whataface2
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Post by whataface2 on Sept 28, 2008 20:12:28 GMT -5
Doan the Nado thanks for the correct. Thats one spell checker missed.
While Westly is exploring the island of Rune for the King of Wolfbane the village she is living in is attacked by bandits. It is shortly after the attack Westly meets Chen Zen and Po. The three of them decide to inform King Stoner of the attack. Once they meet with the King, Chen Zen must go on a mission for him leaving Westly and Po at the Castle. The morning after Chen Zen leaves it is found out that his contact is actually a traitor. Fearing for Chen Zen's life Westly and Po rush to the Tomb of the Sword. Once there they encounter the traitor. In the mist of the battle Westly grabs the Sword of Vengeance and uses to save Chen Zen's life. But the sword has a tainted history. For whoever possesses it will loose their life to the sword's hunger for power. This forces our heroes to go on a journey to find the scrolls that tell of the swords history. But the scrolls have long been hidden. Now in order to save Westly they must find them.
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Deleted
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Post by Deleted on Sept 29, 2008 2:39:19 GMT -5
The plot, while containing a few cliches, sounds quite good. I want to see this put into action. How far along are you, and which RPG Maker are you using? Don't forget to post here if you need help on anything technical, too.
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raithwall
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Post by raithwall on Sept 29, 2008 9:04:51 GMT -5
Out of curiosity have you played Tales of Destiny 1 or Wild Arms 3?
Anyways, its lookin good. Your first character reminds me of a monk I made in DND named "Semtien."
I think I'll try listing a couple of mine in your format:
Name: Serai Job: Ninja Appearance: Long dark hair, hazel eyes, somewhat shrouded. Details: Shes a telepath who intentionally removed her memories of past hardships and fled to another world. Her mental abilities made it easy to succeed as ninja and negotiator. She has a quality of loyalty and strives to do her best. Flaws: She often comes off as creepy and intimidating and suffers from lonliness as a result. Being constantly aware of the thoughts and feelings of others make it difficult to deal with those whose minds cannot be read.
Name: Mogar Job: Thief Appearance: long brown hair, eyepatch, black eyes. Details: Hes a thief from down under and seems to have everything under control. Hes confident and unlikely to be taken by surprise. Him and his dancing dagger Kreos are a force to be reckoned with. Flaws: He is boastful, arrogant, and easily gets the party into trouble. Its nothing he can't deal with but he has a talent of attracting bad luck. Having him around is likely to produce bad news whenever authority figures are involved.
Name: Aranis Job: Princess Appearance: Long red hair, blue eyes. Details: Shes a tomboyish redhead descendant of the fire elves. Scorned and not cut out for royality at all, but even more talented at waging war then the kingdoms general. Shes likely to take a sword and join her men on the battlefield while the beaurocrats are not too busy not breaking a nail. Flaws: She is easily manipulated by her anger and taunted into predictable actions.
Name: Zerexsus Job: Villian Appearance: completely shrouded. Details: Extremely talented in everything he does, which is the art of murder and assassinations. Intelligent and tricky, likely to ambush a whole party to divide and conquer his enemies. Flaws: Cocky and arrogant, wanting his prey to be challenging. Hes the worst kind of gambler, one who will never stop betting until hes either broken the house or lost everything he owns. He just doesn't know when to back down.
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whataface2
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Post by whataface2 on Sept 29, 2008 9:17:29 GMT -5
I'm not that far along in the game. I'm to the point where the group meets King Stoner. Which means I still have to put the events into Stoner Castle and set up the events for The Tomb of the Sword. I'm using RPG Maker 2. For the style of game I'm going for it was the only choice. Mostly the game is going to be a drama with some areas of comedy.
I actually have never even heard of these games. I got the idea for this game from watching the anime Inuyasha. I'm glad to hear I'm not the only one who likes to use this type of format for making characters. Your characters are very creative.
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raithwall
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Post by raithwall on Sept 29, 2008 12:03:30 GMT -5
I think I'm going to like this. Tales of Destiny featured talking swords that also gained levels and granted you spells called Swordians. The game is the second of the Tales series which features a side scrolling action based combat system making them a very unique RPG. The Wild Arms series also featured a unique combat system and is known for having lots of puzzles. The third one is a western themed adventure with a female lead. Its very long and massive too. Instead of oceans theres this weird sea of sand you travel in an odd vehicle that does its own fighting. Inuyasha is probably the most medieval of the longer animes out there. It seems as neverending as Ranma, but at least theres more surprise. I mean with Ranma there were so many episodes that dealt with his relationships and with going back to the spring, but you get to where you know nothing is ever going to change so its like whats the point. Got bored with it after the first 2-3 seasons. Old habits die hard, but overall I think she did a much better job with Inuyasha and the latter seasons have been great. The best example I can think of for fantasy comedy is the book "The exploits of Ebenezvm" about a wizard who becomes allergic to magic and is forced to travel to the netherhells in a giant shoe made by brownies to pluck a nose hair from a powerful demon to cure himself. The story is told in the point of view of his young apprentice Wuntvor whose always going after the ladies. Thank you. I think the most creative name I came up with for Runewind is Kesharra Celeste, the bard. Mirage and Po seem like they will be pretty cool characters, in name if nothing more. Speaking of Po, I'm reminded of Po the bird from the old Nes game Willow. Its basically a lot like legend of Zelda. In fact this was the very first video game I played so I remember it quite a bit.
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whataface2
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Post by whataface2 on Sept 30, 2008 20:28:33 GMT -5
;D Thanks! Stoner Castle is not a place where people get stoned. I actually got the name from one of those forensic shows. Stoner was the last name of a Murder. I was just going to use it as a temporary name, but it kind of stuck around.
Mirage was a character from a video game I was making but it never came to be. In the other game Mirage was a she. She was a ninja who worked at a Guild.
Po is the Chinese name for animal. I came up with his personality by combining my two labs together. Bear is my 14 black lab who is very regal like and quite smart. Hershey is my 4 chocolate lab who is a nut. He is like the dog who is chasing the fox in looney toons and keeps saying "which way did he go, which way did he go."
All of my main characters have a few quirks too. For example Chen Zen gets sea sick. Po has broomaphobia. (A fear of brooms)
I'm hoping to have the information on my classes finished tonight. If I'm lucky I'll be able to post it tomorrow.
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Post by Doan the Nado on Sept 30, 2008 21:40:26 GMT -5
I just read over your characters and your premise, and I love them both. The characters are quite interesting and original, and I really like Po. The monk is cool, too, in that he's not the typical "karate monk" that appears in most RPGs. It would be really cool if he served as a defender/healer, which seems to fit his character well.
The plot has some familiar elements (powerful enchanted sword, corrupting artifact (the sword), a quest for scrolls), but they are put together in a new and interesting way. I like the idea of searching for information in order to avoid corruption by the sword as opposed to going on a quest to a completely arbitrary place in order to destroy it ("Lord of the Rings", of course). I also like the fact that the quest can potentially take us around the world, to new and more dangerous places, without the requirement to save the world that is found in so many RPGs.
At any rate, I wish you the best of luck at putting this together. Reading game ideas like this from "regular people" really inspires me to get to work on a better game-making program.
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Post by The Smurf on Sept 30, 2008 21:58:21 GMT -5
Now that you mention it, I do notice a hint of InuYasha influence in the characters. As for Po being influenced by your dogs, I find that by allowing personal life and experiences to bleed into your story and characters you tend to get a more realistic feel, not to mention more original.
As for the plot, though a bit trite, I like the direction in which you are taking it. Like Doan said, the fact that the mission is not "to save the world" but rather to save the main character really makes the storyline stand out. And with such a varied cast and the potential to see a lot of different landscapes, villages, and dungeons, you could really pull off a lengthy, high-quality RPG.
Do you have any gameplay features planned yet?
Anyway, good luck with the project. It has a lot of potential.
-the smurf
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whataface2
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Post by whataface2 on Oct 1, 2008 21:06:41 GMT -5
Thanks guys! ;D I'm still working on those. I have a couple in mind. One is for the use of the square button. I was thinking of making a script that gives the player game hints to help them to stay on course. On the other hand I might make it where at certain times you will need to select a certain party member and have them venture into an area alone to solve puzzles that they can only solve. For example because Po is a fox he has a strong sense of smell that helps him track people. There will be two side games featured. One is a trading game where the player will trade certain items for accessories. The second game is a quest taker's contest. A Rich man is sponsoring a contest to see who is the best Quest taker. At several towns he has set up quest for people to take. Now you must collect the rewards from each quest to make progress. Here is the updated information. Classes and Abilities MonkChant – Cures all status effects. Prayer – Revives one party member with 50% HP. Fireworks – Damages one enemy. Bless – Recover a great amount of HP and MP. Sacred Palm – Lowers agility and possibility destroys the undead. Lion Head Dance – Raises the party’s agility. Discuss – Might make the enemy flee. Tai Chi – Damages all the enemies significantly. GeomancerFire – Does some damage to one enemy. Water – Does some damage to all enemies. Gentle Breeze – Party recovers some HP. Rock Toss – Hurl rocks at enemy. Damages all enemies. Nightshade – Poison one enemy. Ivy – Lowers enemy’s agility and does some damage. Toss Dust – Blinds one enemy. Starburst – Does significant damages to all enemies with a cosmos power. SwordsmanDefend – Raises defense by 20%. Slash – Does some damage to one enemy. Banish – Deals Holy damage to undead creatures. Meditate – Increases one party member’s strength. Holy Touch – Restores some HP. Swat – Deals great damage to insects. Justice – Deals great damage to all enemies. Slay – Might cast death. Class Titles MonkLevel 5 – Student Level 10 – Initiate Level 15 – Apprentice Level 20 – Nomad Level 25 – Master GeomancerLevel 5 – Protector Level 10 – Believer Level 15 – Teacher Level 20 – Adventurer Level 25 – Gaia SwordsmanLevel 5 – Squire Level 10 – Mediator Level 15 – Blacksmith Level 20 – Knight Level 25 – Grand Swordsman
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Deleted
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Post by Deleted on Oct 1, 2008 22:11:27 GMT -5
"I was thinking of making a script that gives the player game hints to help them to stay on course."
I highly suggest this. It's very easy to do too if you use one variable for every story scene (I'd suggest putting the story scenes in auto events and the screen fade-in out of the enter script and into an action script instead). I can go into more detail if you need. You can also do multiple of your ideas, of course. I have various options in my square menu; only one of them is "Help" (what you described).
Also, the gameplay stuff sounds good. I like how each character/class has a wide variety of ability types and lots of abilities.
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whataface2
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Post by whataface2 on Oct 2, 2008 21:08:20 GMT -5
It wasn't originally that way. When I first starting working on the game, I had it in my mind that when Westly pulled the the sword she broke the seal that kept the wolf demon, Riven at bay. Then the story revolved around the group trying to stop Riven from taking the sword and plunging the world into total darkness. Riven the wolf demon is still in the story but he plays a whole new role. Unfortunately I cannot say what role because it will give too much away. I have my fade in and fade out in my enter map and I have set all my story related events to auto. Is there any particular reason I would want to move the fade in and fade out to an action script instead. Everything seems to be working fine. What other options do you have in your square button script? One of my ideas was to put an option that would all the player to call a vehicle ( a horse, dragon, big bird) Does this sound like a good idea? I also have some pictures from my game. I posted them at the pav earlier. Here is where the player starts. This is Westly's home village of Eden on Rune Island. Basically it is a farming village. Here one of one hero's, Westly. Here is Dragon Lake. This is where Chen Zen the monk, and Po the magical fox call home. The party's savior. A nice quiet church where one can save your progress or recover from status effects. You are looking at an older version of the Throne Room in Stoner Castle. In the game version the wooden chair is gone, and a nice comfy red chair in its place, there are more pillars and candles on either side of the King's throne. I want to post more pictures but the Internet has been very slow. The cost of dial up I guess. Maybe I'll try to get more later. *edit* Do you think I should write a tutorial on character creation? I was just wonder, because I know how hard it is to produce life like and interesting characters.
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Post by The Smurf on Oct 2, 2008 21:51:25 GMT -5
Very nice pictures. Definitely a good move to change the story from unsealing the demon to cursing the weilder. That decision alone turned the story from hackneyed to intriguing. I'm looking forward to seeing more images if/when you decide to post them. As for writing a tutorial, go right ahead. We encourage any kind of contribution here at the Domain. I for one seem to only come up with semi-decent characters, so a nice tutorial would be worth my time for sure. -the smurf
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Deleted
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Post by Deleted on Oct 2, 2008 21:55:19 GMT -5
"Is there any particular reason I would want to move the fade in and fade out to an action script instead." Making that change helps with keeping treasure chests, armiores, etc. open after they've been opened. At least, that's why I made the change. It's not necessary, but it can help. "What other options do you have in your square button script?" I have: Party - change the current party members Abilities - use your characters' Ability Points to learn abilities. It's basically like Final Fantasy Tactics and Final Fantasy X-2 except instead of each class having its own abilities, each character has their own abilities. It wasn't too hard to do, but it did take a long time to do this for all the characters' abilities. Stats - display party members' various stats. I did this because I use my own variables and battle variables for the characters' stats (so that I could have more than 5 stats per character). I did have to use the default Agility stat though. Help - tells the player where they must go and what they must do next to advance the story Save - when on the world map or standing on a save point, the player can save their game Rows - I made a row system like in most of the Final Fantasys except instead of it only effecting physical attack and defense it effects physical attack and defense, magical attack and defense, and accuracy/evasion. This option allows the player to change what row the characters are in. Feel free to use any of these ideas. "One of my ideas was to put an option that would all the player to call a vehicle ( a horse, dragon, big bird) Does this sound like a good idea?" Yeah, that sounds good. I don't know how to do it though. gl "Do you think I should write a tutorial on character creation? I was just wonder, because I know how hard it is to produce life like and interesting characters." Sure. I'm always curious to see other people's writing process. Even if ulimately someone chose not to do it the way you did, I'm sure it would still help them to learn how you did it. And, the screen shots look sweet. Once again, keep it up.
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dk6025
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Post by dk6025 on Oct 2, 2008 23:39:52 GMT -5
Great progress so far. Keep up the good work!
Some benefits of changing the fade-in to an action script are; VFX set on events won't be delayed, weather and day times will be present automatically, any changes to size or color of events will look natural, and wandering events will already be moving after you warp.
I'm only using my square button for the world map at the moment. The Help feature or called vehicles might be better suited to the user menu(as this will save the memory from a multiple choice script).
I would be very interested in a character creation tutorial. My characters could use a bit more depth, and I'll take all the help I can get.
Anyway, good job and best of luck!
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whataface2
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Post by whataface2 on Oct 8, 2008 21:41:28 GMT -5
I finally get some time to get back here. After working for 7 days straight and fighting with management they decided to finally give me back my day off. Well any how, I've started working on the Character tutorial. I haven't had much time to work on the game though. I'm hoping to get some work done on it tonight. I just had a question. What do you think about having characters having skill that can be used on the world map? For example I was thinking of making Chen Zen the monk have a special ability to sense when hidden sacred items are near ( i.e. the ancient scrolls or a treasure that protects against evil ghosts) or giving Po the ability to jump over small gaps.
Personally I think it would be a good idea because I think it would give my characters more dimensions.
Have you done this with your game and if you have what skills have you given your characters?
Edit by Doan:I'm not sure why the entire page was pasted here, but I have removed it.
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dk6025
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Post by dk6025 on Oct 8, 2008 22:41:43 GMT -5
How would I go about that? I haven't really played around with teh user menu. That is the one you can use to select items to heal your party, right? In the X menu under Setup(where you can change reorder, change text speed, audio settings, etc.), the first item on the list is user. In Game Settings: Advanced, you can set system events as menu items. I use it to call up the save menu and other stuff.
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Deleted
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Post by Deleted on Oct 8, 2008 22:45:10 GMT -5
The User Menu is under Game Settings (I think in Adv tab, if not it's in the Cus tab). All you do is put your scripts for menu options into System Events, then put them in the User Menu event slots in Game Settings (almost just like you'd do to make a Square Menu).
The User Menu appears under Options, right above Equip, in the regular X Menu. It allows for additional, custom menu options to be put in the regular X menu. This is helpful if you're using the Square button for something else.
And the idea of giving each character special abilities sounds cool. I liked how they did that in most of the Breath of Fire games. The Zelda games are probably full of ideas for this.
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Post by The Final Rune on Oct 10, 2008 1:02:58 GMT -5
[white]Man, that's too funny. You have no idea how many girls I've dated that really thought that was their job. Sorry to derail. Nice screens.[/white]
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whataface2
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Post by whataface2 on Oct 10, 2008 9:52:06 GMT -5
Thats OK. I work with a couple of girls who think they are Princesses! ;D
Here are some of the abilities that can be used outside of battle. I was going to set it up in script condition branch that would require to have the correct member to be the leader. Somewhere in the game I would put hints as to what each characters abilities are.
Chen Zen - Monk Sanscript - This is an ancient language that is used by monks. Chen Zen is the only one in the group who has studied this language. Herbal Identification - The ability to find herbs and know what they are used for.
Po - Geomancer Search - Po has the ability to use his nose to locate the source of a certain scent. Animal Talk - He is able to talk to animals. However, he cannot talk to domesticated animals.
Westly - Scout Jump - Leap across small gaps. Tip Toe - Walk across small narrow gaps.
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dk6025
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Post by dk6025 on Oct 10, 2008 19:51:33 GMT -5
I was going to set it up in script condition branch that would require to have the correct member to be the leader. A good way to accomplish this is to sort by input:leader name. Example: Sort By:Input:Leader Name Apply If: Po Call[Search Script] SB:To End Script Branch End Using Sort instead of Condition saves a little memory. It could be used to talk to animals or monks by setting appropriate responses for each character, as well.
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whataface2
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Post by whataface2 on Oct 12, 2008 0:02:03 GMT -5
Thanks for the advice on how to save space, dk6025. I'm always open to advice on how to make my game better.
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