Sykper
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(Story Concept) What if everything was literally 'ending'?
Sykper replied to Sykper's topic in Theory and Development
Did some more brainstorming on how I want things to play out. Turns out the best approach, in my opinion, might be multiple endings. Replayability due to seeing how your actions (or inaction) leads to different outcomes. I don't want there to be too many different endings though, something in line with how Final Fantasy 6 handled theirs (you saw more of a complete ending when you played more and got favorable outcomes). Easy to toggle with switches... But...there's something more critical that I want to know if it's possible. Is it possible to be able to terminate saves directly from within the game? I know of another game that allowed you to interactively choose to delete all saves and data to gain something really special. I want that impact. In case you are wondering why I would suggest such a thing, I will only say if it is possible, it would likely bring frustration or determination, and if things go well, perhaps respite to the player... In the meantime, still drafting the whole overall story in my head, must start creating tragedy! -
(Story Concept) What if everything was literally 'ending'?
Sykper posted a topic in Theory and Development
So, normally I would prologue my idea tossing out here with a bit of background but instead of that I will simply cut to the chase. What's your opinion on an RPG where just about everything is falling apart around you, the 'protagonist'? Friends, family, heck, even the world itself is going through a sort of armeggedon as it dissolves away slowly while ending lives left and right in its wake of monsters, disease, and ultimate destruction. Heck, even heaven and hell (metaphor, could toss in underworld, afterlife, deities, whatever) have abandoned those left standing to their own rot. Of course, on its own, that seems really depressing. So, the catch is that those willing and capable enough would be able to JOURNEY in an attempt to reach...<insert deity here> to find answers, and perhaps even find a solution that doesn't involve simply idling around while the world crumbles to nothingness (literally). So, to that regard, I have a few questions on narrative and story-telling IF I decide to proceed down this dark-toned RPG: - Catering to despair, I want the journey to be difficult in more than one sense. I intend on having impactful choices, but if so, should I present moments of hope? If so, to what extent and how much? I might want this particular RPG to last no more than 8 hours long, perhaps I should have the hope start kicking in much later on? - I am stuck on how I want to deal with the end of this RPG. It's funny, under normal circumstances I could come up with the beginning and end, fill in the middle like multiple people have said. But...this time I have a feeling I should try something different. An ending left up to interpretation. Am I trying too hard here? For at least reading this far, I thank you. Please, feel free to give me any sort of feedback on this concept. -
rmvx Manifest - A complete 30 hour RPG, 4 years in the making
Sykper replied to sbethune81's topic in Completed Games
Heya! So far I have been non-stop playing Manifest for a bit now. Everything's a good pace, and I adore the music! However, I found what I believe is a bug if you will during my playthrough. ----Spoilers, Skip the text here---- Right after going through the Island Complex, going through the tunnel I ended up into the 'dark' room where you get some illumination for visibility. Due to circumstances I had to immediately save and quit there, so I casted Regroup and ended up at the save point at the beginning of the tunnel. However, the illumination persisted in the MIDDLE of the screen off the main character, and I was still capable of moving around, just in a dark area... It's probably playable still, going to test it soon but just considering the circumstances the dark room effect is probably not suppose to leave the room right? ---Spoilers End Here---- I will eventually finish Manifest, but so far I have found out just how much I need to learn about the capabilities of RPGMaker VX Ace from the short time I have been playing. Thank you so much for the opportunity for me to play this game. -
With maps like those, it's making me want to improve my own! Right now I have a problem doing large zones and thus have shifted mainly to doing multiple smaller maps. Keep up the good work!


