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Post by gangstahfolife on Feb 9, 2006 17:23:10 GMT -5
HEYYY EVERYONE!
Ok, so here is my new project. Its part of a series.
Deston Chronicles: The Two Realms
Main Character: Name: Syran Age: 18 Profession: Theif/Treasure Hunter Weapon: Sword Backround: Just an oridinary boy that grew up in the city of Restreer. During his childhood, he loved to go on adventures through the big streets and find secret things. He loved to play hide and seek and do treasure hunts. He grew up to be a treasure hunter and part theif when he had to. Leaving Restreer at 15, Syran and his friend Treyor travel around the world for special items to sell in markets.
Games Beginning:
At the beginning of the game Syran is currently staying at Montalk Town and is getting read to enter the Montalk cave, the first dungeon. Montalk is a small town off the coast of the ocean and has a small dock for trade. You cannot access the docks until later in the game when you get a merchant's license though. You wake up and find Treyor waiting for you outside. Treyor joins you.
To advance the story, you must enter the Montalk cave and find the treasure deep inside of it. When you obtain the treasure you head out to the big city Restreer.
However, you find a small cavern on your way back and decide to enter it. Inside you find strange writings on the walls. At the end you find an old blank orb. This will become important later on.
From here you travel to Restreer where you take part in the mini-game of selling the treasure from Montalk cave. Depending on what you do, you can get a lot of money, or very little money.
While in the Market, a man in a black robe summons you. He gives you a quest. A quest to find three sacred stones.
To be Continued:
I hope this gains more interest. If it does, I'll continue. If it doesn't, then I'll stop. If you read that whole thing, thanks!
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Post by Rodak on Feb 10, 2006 2:59:28 GMT -5
The story sounds... well... routine.
So far at least.
I'm sure you've got more than just that going on.
What sorts of features are you planning?
Any custom elements?
They can turn a run of the mill story into something really special.
It can be anything from custom VFX to a full blown Custom Battle System, but such things are what make RPGM2 games shine.
Good luck with it.
Peace.
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Post by The Smurf on Feb 10, 2006 15:18:37 GMT -5
i like the idea as a whole, but there are a few little things i noticed.
waking up is not a good way to start a game. it has been done in almost every commercial rpg/action adventure game i've ever played.
i like the bartering minigame idea, but the "three sacred stones" thing is, well, a little unoriginal. but then again, if you make it interesting and different than the usual fetch quest, it should be okay.
so overall i like it and would like to hear a little more if you can.
-the smurf
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Post by gangstahfolife on Feb 10, 2006 21:22:12 GMT -5
Wow, thanks for the feedback guys. Now that I reread my post, you guys pointed out some major problems in my story. But how would I spice up getting the three sacred stones? I want to keep it in there, but I don't want it to be cliche. More of the story: I want to change the man in the hood to a king of the nation. He learns of your skills(don't know how, haven't figured it out yet) and summons you to his castle. He sends you on the quest for the three stones. Origanally they were crystals, but I changed it to stones to be just a little different. So when you get to the first shrine up on a mountain, you learn that the crystals grant extrodinary powers to those who find all three and combine them. Here you encounter another man looking for the gems. His name is Malokite. You decide that instead of getting the gems for the king, that you would keep the stones away from Malokite and the king. I want to make each shrine unique and special and different. At each shrine you learn a little bit more about the ongoing events. First Shrine: Name: Ancient Shrine Stone: Nanture Stone Location: On top of a forrested mountain. A long path filled with all sorts of traps and puzzles. You will be traveling through a long forest and up a steep mountain. What you learn: You learn about the crystals power when they unite. You learn of the evil man Malokite. Reason behind its location and name: Its supposed to be the most natural and old thing on the planet, making you feel like you don't belong there. Making you feel uncomfortable and wanting to get out as soon as you can. The Nanture Stone is a green stone that represents nature and the world. In this shrine you do not get to the stone in time and Malokite takes it away. Second Shrine Name: Ocean Shrine Stone: Aquitine Stone Location: In the middle of the ocean. Its a big tower that stands up from the bottom of the ocean reaching all the way to the surface of the water, which is where you enter. It is filled with puzzles and monsters. In this temple, you recieve the temporary power of going underwater. This is because parts of the temple are underwater and some parts are above water. What you learn: You learn of the Holy protector, but are not exactly sure what it is yet. You learn of the Ancient Soldier Arial from writings on a wall. Arial will awaken and continously hunt down the people who take the stone from its stand. Syran and the rest of the team remove the stone and the place starts collapsing. They must reach the top before the whole place falls down. When they get to the top, Arial appears from out of the water. Arial is much to hard to defeat at this point in the game and you must lose to him. However, you manage to escape with the stone. Later you find out that Malokite planned for you to take the stone so that Arial would chase after you instead of him. The Aquitine stone represents all the secrets of the world. Since it is isolated from the whole world and most secrets of the world are found in the deep depths of the ocean, where no light shines. Third Shrine: Name: Lost Souls Shrine Stone: Masten Stone Location: Located somewhere on earth, but the location cannot be recorded by anyone. It seems to cover a wide range of area but it still cannot be found. People who have wondered in have immediatly left. When they returned to the same place later, the shrine was no where in site. Airships have wondered over the land trying to find it but they never can. The shrine is a combination of a desertedand rotting old city and an old forest. The buildings are all rubble and the trees are old and strange. The air is foul and its very foggy. This is where the souls of the dead people lye. Not ordinary souls though. Evil souls. Here is where you finally kill Arial(After many battles) You encounter many ghosts along the way that try and stop you. Ordinary weapons can't harm them. You need to use special weapons found at the shrine itself. You find and fight many of the ghosts of the people that you fight earlier in the game. What you learn here: You learn that the Holy Protector is Phranix. You learn that uniting the three crystals will not only give you incredible power, but it will also open a portal to another realm(Hence the title). Furthermore you learn that the Holy Protector will be released into the world after the stones are united, to fight against the one with the stones. Then it will proceed to destroy the realm where the crystals were united in. The Masten Stone represents all the death, sorrow, and evil things in the world. More information: Malokite steals the Aquitine stone from you and gets to the Masten stone before you. He has all three stones. He is a dark prince from the Nega-Realm(thats the other realm that Syran doesn't live in). However, the Nega-Realm is in ruins and disorder. The world is a darker and more depressing place there. A war once existed between the two realms. The King of the Nega-Realm obtained the three stones and the Holy Protector wiped the Nega-Realm out with its power, which is why it is a dark and depressing place. The Prince wants to summon all three stones so that the Holy Protector will wipe out the Era-Realm(Syran's Realm). With the Era-Realm destroyed, the Prince will gather his soldiers from the Nega-Realm and rule over both realms. He will become the Ruler of two worlds. Syran must kill the Dark Prince Malokite and Phranix at the end. Malokite succeeds in summoning the stones and Phranix is released. First you reach Malokite and you must fight him. Then Phranix comes to the crystals who now happen to be in the hands of Syran and the team. The final boss here is Phranix. If you read that, I greatly thank you.
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Post by gangstahfolife on Feb 10, 2006 22:20:11 GMT -5
I've decided to work on this game even if the idea is cliche and unoriginal. I changed a few things.
You don't wake up at the beginning. You are searching for a book on a bookcase when you are called outside by Treyor. Here Treyor joins your party. Thats 1 1/2 hours of work summed up in two sentences.
Problems I found: I didn't introduce where you start and it seems like I introduced the dungeon too quick without giving some backround information. I did give a little tutorial thing though. I will send you guys a minute or so long video of the game so far. Then you can tell me what to improve on.
Update on battle system: Still very early in the work. There will be the standard leveling system to get stronger in terms of attacks and stuff, and there will be standard weapons and items. However, there will also be something called Tech Items. Tech Items are things that are found that can teach certain abilities to the characters.
For Example: The Dragorious Orb is a Tech Item. It can teach the ability Fire to Syran, but it can't teach it to Treyor. The Gentle Feather is a Tech Item that teaches Sleep to Treyor. However, Syran cannot learn it.
Tell me what you think. I think that instead of writing all this stuff and having you read everything, I'll show you the video and you can comment on it yourself. Its annoying reading really long posts.
But thanks to all who have read this far. I truly appreaciate your help in making my game and your name will be included in the credits, and in the "Extras" section of my game. Only your domain name though. I will also give credit to this site, gamefaqs, and the pavillion.
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Post by elmastodon on Feb 10, 2006 23:05:56 GMT -5
I like the changes... your story seems pretty thought out....
I'd play it!
I usually just make up things as I go, so I would never be able to give people a big overview like that....
As to your problem with how to go about the whole "king summons the kid" thing.... maybe.... hmm.. maybe make the father (yeah, maybe a bit predictable).. make the father a renowned treasure hunter... the kid an aspiring one... make the king summon the father... and the father won't go get the stones for some reason... (gets murdered? knows the truth? conscience? diarrhea?).. so, the ambitious teen (out to prove himself of course!) decides to go...
I don't know... the thought just was there... so I thought I'd share it with you in case you might want to use it....
Anywhooo... I like it... work hard..... make it good.... and always... always.... !!!.... damn.. I've got nothing....
[SB: Condition: Variable: Always.... = 0] [Call: WITTY REMARK!!!!] [Wait Script End] [SB: End]
-El Mastodon
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Post by gangstahfolife on Feb 11, 2006 14:03:21 GMT -5
lol, that was funny.
I'll try and implement it into the game. I haven't really gotten into the story yet so I'm bound to make changes.
Progress: I finished the whole town of Montalk Shore. One house. One store(weapon/item store all in one). A total of six people to talk to, not including Syran or Treyor. An herb bag left on the beach. And a couple signs here and there. Not that big, but took a long time to make. Almost completed making Montalk Cave, the first dungeon. Very small. A couple small puzzles in it. Puzzle #1 Theres a statue blocking the path. You must find the switch to make the statue dissapear. Puzzle #2 When you get to the end of the cave(probably only takes 2 minutes), you see a big Rock Monumental object and nothing else. The room next to it has a harp in it. You must play the right chord on the harp to make a scroll appear. When you examine the scroll, you are attacking by the boss, Ilvale. When you defeat it, exit the cave.
I haven't made any monsters yet, and I haven't made Puzzle # 2 yet. I plan on finishing them today and then creating a path that leads out of Montalk Shore and into the world map.
Thats it. Tell me what you think. And thanks again for helping.
About the previous post, I'll definitly try and get your idea in the game. Thanks for the feedback.
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Post by elmastodon on Feb 11, 2006 22:45:08 GMT -5
I'm glad the progress is coming smoothly....
But, don't tell us the whole of your game!...
I enjoy reading updates, but don't tell us everything you've done and how it works.... I don't want to know every little thing about your game before I can get to play it.... I want surprises....
Hope it all keeps coming along well....
-El Mastodon
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Post by rpglover88 on Feb 11, 2006 23:23:19 GMT -5
Yeah, Elmastodon has a point, if you tell everyone what the whole of it is then they will know what to suspect, I always like unsuspecting things in games like in FFVII. And many other RPGs. I mean its good to give people the gist of it, but not a good Idea to tell the whole.
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Post by Doan the Nado on Feb 12, 2006 2:42:39 GMT -5
I was a little wary of replying to your first post because of the things that Smurf and Rodak pointed out... it sounded a bit cliche, and I didn't want to bring you down when you sounded so excited about your ideas. After a little modification, however, your story sounds much better. If you are including cutscenes (as it sounds to me), then you are well on your way to making an interesting game, regardless of the story. In my opinion, cutscenes is where RPGM2 really shines, because of the 3D camera effects and VFX you can use, your cutscenes can be quite cinematic. Anyways, keep up the good work, and keep plugging away. I'm tired of hearing good game ideas that never come to fruition! Give us this game ;D. Good luck.
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Post by gangstahfolife on Feb 12, 2006 15:23:33 GMT -5
Yea, thanks for the replies guys. I understand what your saying about not telling you guys what the whole thing is going to be about. Sorry bout that.
I'll keep trying my hardest to make this the best it can possibly get.
However, I would like help on one section.
Gameplay.
I can't get the strength of the characters to be decent. Not too weak, not too strong. I don't know how strong the weapons should be. And sometimes the enemies are too strong. Sometimes there too weak. Any tips on this part of it?
Thanks for the feedback guys. Oh, and be as critical as you want. I need people to tell me the stories faults so I can make it better.
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Post by Rodak on Feb 12, 2006 15:56:42 GMT -5
Sorry, Game Balance is my weak point.
Normally I'd refer you to William Kirk, but he's vanished mysteriously.
Then I'd say to try Dungeon Warden, but he's off at college.
The Smurf has well balanced games.
This is one of the biggest obstacles to overcome in making a game.
Maybe he can help.
Good Luck with it.
Peace.
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Post by Dungeon Warden on Feb 12, 2006 20:54:03 GMT -5
Game balance is just a matter of testing different enemies, weapons and characters against each other (RPG Maker 2 has a build in battle tester so this is easy to do). If an enemies too strong, lower it's attack rate or damage. Too easy to kill, increase its HP or Armor.
Spend a little time testing different values in the beginning and you'll start to get a handle of what a good average value should be. You can make weapons that do a lot of damage but rarely hit or that hit multiple times for little damage.
There are no hard set rules. Just make the game the way you want and then play test everything. That's all I do.
At first I made my battle system too easy and people complained. Then I made it too hard. Now I think I have the system about right. Some might find it too easy and some to hard, but no one should complain that it's frustrating or boring. Any where in the middle should keep everyone happy.
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Post by gangstahfolife on Feb 12, 2006 22:42:53 GMT -5
Ok, thanks guys. I'll start testing tommorow to get a good battle system.
Next I'm trying to make something called Tech Items. Not sure if I explained this yet. Its an item that teaches an ability to one person. Spells like Fire, Ice, Lighting etc... are learned through these items.
The problem is implementing them into the items and making it so that only a certain character can learn that ability. Any ideas?
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Post by islandjack on Feb 13, 2006 10:09:55 GMT -5
Dongeon Warden is right, play testing, play testing and more play testing. I know it can get a little redundant and somewhat boring, especially if you're constantly testing your own game. You already know what's going to happen, but in reading through this whole thread, it sounds like you're very excited about your game, and if you can keep yourself excited, you're not going to get bored. I'm still an absolute beginner when it comes to RPGM2, but I'm going to offer my advice, anyway. "From the mouths of children," eh?
One thing that helped me a lot with the balance of my game is completing one section, part, chapter, whatever you want to call it and then play testing it to see how the characters advance in power (weapons, stats, magic, skills, level) from the beginning of the chapter to the end, so I can more easily fine-tune the next chapter so it's still an enjoyable challenge.
This probably seems like the most basic of advice, but it was something I never thought of at the start of my game. Also, and I don't know if this is a possibility for you or not, but it helps to have someone other than yourself who can play test the various stages of the game, someone you can trust to give you constructive criticism. Just pay attention to the "This is easy!", the "This is impossible!" and the "What's the point of this?"
I'd also like to add that at first, your game did sound like every other game out there, and I don't necessarily think that is a bad place to start. Consider your target audience, what kind of players are you making this game for (other than yourself, of course)? I'd say, first, make the game for yourself, the kind of game you want to play. Once you've got that, changing and fixing things to make it the kind of game other people will want to play will come naturally. Whatever happens, don't get discouraged, because in the end you will still have created something that you can enjoy and you will have learned a lot.
I think you're on to something.
Just my 2 cents. Stay excited and always have fun.
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Post by Deleted on Feb 17, 2006 8:08:32 GMT -5
I'll get to the game balancing later. First, the three sacred stones will always be cliche. I'm not saying that you can't work with it to make it better/good, just that a cliche that well-known will be recognizable by everyone. In fact, with my current game, I reached a point where either I end the game or I drag it on with 'sacred crystals'/summoning 'the evil one'/finding the 'sword of ultimate power', and while my game may end somewhat abrubtly (pretty much right after your party members finally reunite), I don't mind. I refuse to resort to those! Also, I really like the idea from elmastodon. I also can't stress enough what Doan said in your other topic, about starting with/from the characters. I've found it either takes a VERY intricately webbed world of deception (like FFT) or some deep emotional connection (One Flew Over the Cuckoo's Nest) to make a truly great story. The earlier is harder than the later in my opinion. Also, think to your life and what you've gone through, what you've learned, what you feel is a good message to get across, etc. and make a story out of it (for me, the easiest way to get a deep story with emotional connection). Everyone has a different idea of what a 'theme' is, but I only consider a theme to be a theme if some deeper understanding or life lesson is learned from it. So far, the only game I think that really did this well was FFT. As for game balance, this is simply because the default formulas are horribly unbalanced. I recommend making your own formulas. There's a tutorial of how to do with the dbs in the Paladin Game Forum. Good luck!
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Post by The Smurf on Feb 17, 2006 10:55:13 GMT -5
game balance is actually pretty easy. as DW said, the test battle option is great, but make sure to make the enemies a little stronger than balanced because in the real game the player will have items.
also, the compare chart can be very helpful when making enemies. i don't use this much, but it can help if you have a single party member at the time you encounter the enemy, etc.
game balance is all about testing, though, and you'll need to do test play a few times to get your first enemy right. then, base the rest of your enemies off of the first by making them progressively stronger. this is what i do and apparently it works really well.
good luck.
-the smurf
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Post by gangstahfolife on Feb 17, 2006 18:34:47 GMT -5
Heeyyy! Its been awhile since I posted back in here. Time for an small update that doesn't cover every detail.
*Update*
The Opening sequence is basically done. Everything there is all set to go. Should I add an inn in the first town? I'm really lazy and the ground in the town is very uneven(on purpose) and its hard to place a house that'll look right...and I'm lazy.
Finished actually making the first dungeon(not including encounters though). I'm still testing to make a balanced game. I've balanced one monster but I still need to do the other monster that lurks in the cave...and the boss as well. Still trying to figure out how to set a specific BGM for a specific battle.
Also, I've finished making the first set of weapons and items(excluding Tech Items) for the game.
Also added a long mini game(has to do with delivering items for people) and a whole new map section to continue the story.
I gotta make a video of my first dungeon. The dungeon just looks sorta...wierd. I don't know. I need an outside opinion. Maybe I'll have one of my friends look at it.
Thats what I did today. First time I picked it up in a week, so it was long overdue.
I'll continue to give updates if you guys want me to.
Thanks for reading this thread and for the feadback.
As for the cliche story, I'll think of something. I haven't gotten into the story so I'll switch it up a bit.
Oh yeah, and about a week ago, I almost gave up on this game. But I kept going and now I'm more exited than ever.
Just to make sure I don't get too bored, I started a new game called "Dimension Adventures." A game where you start out in a big arena and you can choose portals or levels to enter where you figure out puzzles and advance the story.
Thats all for now. Thanks! Cya!
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Post by elmastodon on Feb 17, 2006 19:56:07 GMT -5
That's all good to hear...
Though, laziness is a hard thing to get around with RPGM2... for me at least....
I can't help you with game balance as I haven't made an rpg with RPGM2.... I started to when I first got it... but I started thinking about all the things that would have to be done to make a good rpg... then said, "screw it"... I had a pretty good idea for a story too.... (...hmmm.... maybe I'll start production again... nah.)
I've got two projects going now as well... and I'm stuck on both... I haven't worked with RPGM2 in a week, but I'm not quitting... just figuring out where I want to go with this nonsense....
And, updates are always nice...
-El Mastodon
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Post by gangstahfolife on Feb 17, 2006 22:35:45 GMT -5
Actually, if you remember, I mentioned before that I was working on another project. Well I took a break from Deston Chronicles and started working on Dimension Adventures. And its ready for a demo already. Two stages have been made, tested, and completed. The demo would most likely take 20 minutes or so to complete.
So how do I put the demo on here?
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Post by gangstahfolife on Feb 18, 2006 0:40:19 GMT -5
...I am sorry to announce that Deston Chronicles: The Two Realms...has been canceled. I...accidently erased over it with Dimension Adventures. This sucks!!!!!!!!!!!! I won't be continuing Deston Chronicles: The Two Realms the way I did it before. It was a little cliche anyway. With my little new knowledge, I could create something better than the old one...maybe. ARRRGHH!!!!!! I am still making a Deston Chronicles: The Two Realms game, just not like the one before. It'll have major changes. A totally different beginning, and a more clean environment. A more tweaked and less cliche story. Better talking scripts and cutscenes. But the beginning is definitly the hardest part so it is gonna be a pain. I'll start it when I get half way done with Dimension Adventures. I might as well explain what Dimension Adventures is about since I am currently on hold for Deston Chronicles: The Two Realms. Dimension Adventures: Beginning: The main character does not have a name and does not speak the whole game(kinda like Link from Zelda). At the beginning of the game you wake up in a pitch black screen floating in this wierd place. This is the Mistly Dimension, a place where nothing exists except what enters. Hero(the main character will now be referred to as Hero from now on) wakes up in the Mistly Dimension to a fairy. The Fairy leads him out of the Mistly Dimension and into the Dimension Chamber. Story: The Dimension Chamber is a place where you have access to all kinds of places around the universe. Darius is a dark king that lives in a castle in a far away dimension from everything. He accessed the Dimension Chamber and went inside each dimension and wrecked and poisoned all the land, people, and buildings. The buildings were destroyed, the land was poisoned, and the people were brainwashed and recieved amnesia. The people were also sent to the Mistly Dimension after being brainwashed. This is what happened to Hero. Fighting against Darius are Guardian Fairys that protect the Dimension Chamber. They travel to the Mistly Dimension and bring back the people to their own land. However Darius' minions keep poisoning the land and sending the people back to the Mistly Dimension. This is where Hero comes in. One guardian Fairy that brings Hero to the Dimension Chamber explains that he is the only one with the strength, courage, and wisdom to defeat Darius. In the Dimension Chamber, the player gets control of Hero. Here you can enter all different sorts of portals, all with different difficulties and interlocking in some way. However, you have to complete certain levels to advance onto the harder difficulty levels. I'll just give an example of the first dimension: First Dimension: Fair's Meadow Fair is a lady that lives in a clean meadow...but then Darius poisoned her land and her house was destroyed and the forest was poisoned. Your job is to find the right items to cure the forest. There are different objectives and stories for each dimension. The funny thing is that there really aren't any "fights" in this game. I might include a few puzzle bosses or monsters where solving a puzzle will kill a monster, but thats really all I can do because I have no idea how to make a battle system outside of the RPG format. When I get more skilled with RPG Maker 2, I might add in enemies. Ok...thanks guys...cya later. I'm still kinda sad about saving over that file but what am I gonna do? I just gotta learn my lesson.
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Post by Rodak on Feb 18, 2006 3:09:03 GMT -5
That truly sux.
I did the same thing once and lost a month's work.
I had a month old back up, but now I back up too much.
I use two cards and I switch cards every time I save. That way only one is in the machine if there is a power weirdness.
That's the best advice I have on this.
Condolences.
Peace.
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Post by Doan the Nado on Feb 18, 2006 4:20:13 GMT -5
Yes, that does suck, but starting fresh can sometimes have its advantages... Good luck to you. Have you visited the Domain website? It's the banner a little ways down the home page of the message board, www.doanthenado.com. Anyways, that's where I host demos, and on there I have instructions on how to submit. Just send your game to doan@doanthenado.com and I'll get it up as soon as possible.
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Post by gangstahfolife on Feb 19, 2006 18:42:37 GMT -5
I couldn't find it. I'll look harder a little later.
lol, you'll never guess what happened. After hours of work, my Dimensions Adventure game had a problem and I lost hours of work. But thats ok, because I didn't like what I was doing anyway. I'm gonna make it better, adding more puzzles and magic than just the standard "Get this item. Then use that item to get this item" quest.
I started Deston Chronicles: The Two Realms again, and completed the start up screen and completly dismantled the other story. It now has a whole new story and theme. No more "three sacred stones."
A little summary:
The world was at war for over 100 years. The powerful nations fought for control of the world. After no one had won, the leaders came together in a peace conference and united all the nations into The Restreer Empire. Every ruler now did not have complete control, and had to consult the other leaders before taking action. This was not to their liking and soon, rivals developed. One ruler, Ivale, secretly formed a army of trained soldiers. He ordered them to kill the other rulers, and they did. Ivale was proclaimed King and he changed the name of his new nation to Ivalette, named after himself.
Even though Ivale was greedy and corrupt, the world entered a time of peace. This was because there was nothing left to conquer or fight. That is until one day when he acidentaly stumbled upon the ruins of an old shrine... Inside the shrine were the writings of an old myth that showed the path to another realm...
The main character is still Syran. He lives in Montalk(same town as before with a different setting) and is sent by his father to the capitol city, Ratair, to sell and buy things at the market(sound familiar?). This will be a mini game.
Also, what do you guys think of these mini games: 1. A mining mini game where you choose where to dig and you pay money for the people to mione there. Whatever is found is yours to keep. 2. A town ranch that holds horse races and you can compete in it to win prizes.
Tell me what you think of this whole new story.
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Post by islandjack on Feb 21, 2006 9:33:32 GMT -5
It's been a while since I checked up on how things were going for you, and I'm sorry to hear about your game loss. I actually had two short power outages here last week, and since, I've been using the same method of backing up that Rodak does, two memory cards, only one in a slot at a time. Anyway, it doesn't sound like your loss set you back too much, it's good to hear that you're still moving on, and I think you're making a better game because of it.
I wanted to comment quickly on your mini-game suggestions, if I might. I don't know if you've ever played FF9, but if you can make your mining mini-game less annoying than the whole "chocobo digging" game in that one, I say go for it. As for the horse racing, (again, I use a FF reference, FF7) I think I was one of the few people I knew that actually really enjoyed the chocobo racing in that one. I really want to apologize beforehand if your mini-game ideas aren't based on FF, it was just the first thing that I thought of. Myself, I haven't bothered with any min-games in what I'm working on, but this is a personal preference, as all the min-games in all of the games I've played have really annoyed me. It just seems that something that could be a really fun distraction is warped into something necessary, which makes it annoying. The trick is to make them fun, and I wish you luck. If you're having fun, then chances are, someone else will too.
Oh yeah, I like the new direction Deston is taking and look forward to hearing more.
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