That One NPC replied to eyalgi11's topic in RecruitmentMark me down for story writing and idea skills. I have questions, though. Like a fictional period piece might be tough for me to pull together, or contribute to in a team. A fantasy or sci-fi number that heavily involves time travel (Chrono Trigger, for example), however, I can do.
That One NPC replied to Aslanemperor's topic in General DiscussionI like it. Even if it doesn't lean into the NPC angle at all, it's a wonderful concept. Some of the all-time great ABS gems like Secret of Evermore, Star Tropics, and Illusion of Gaia, were about a young person of little lordly substance and with very, very little weapons and skills, who undertook an epic odyssey. These were so endearing to the player because you build such an intensity and connection with this little guy, because you know he or she has to negotiate every situation carefully and with brains vs brawn.
That One NPC replied to Aslanemperor's topic in General DiscussionExcept that's not really the same. Whoever your main is, will be the lead protagonist. The idea was, what if a regular NPC was the hero of a game. It's very neat thought experiment. I've since thought of two more versions. 1: Open world quest-based where you start as the soul of a great warrior of old who is awoken by a Goddess and chosen to return to the world in order to begin a conquest against evil, corruption and darkness in mankind, as well as more powerful forces. You are reincarnated into a random NPC event, where a random actor build is assigned from a list of prefab starters. This person is a nobody, and must be built up to the level of a hero over time. When the player dies, this process repeats, but systems are put in place so that the player can earn bonus starting stats, gear, skills, etc upon each new reincarnation for completing quests and achievements. 2: This is more literal. Completing an ABS (Zelda-like combat) rpg as an NPC, with limited resources, weaponry or offense of any kind, but with a lot of mechanics like sneaking, sound detection, event fields of vision, and other crafty/skill-based methods of approaching conventional RPG situations that prove deadly to the player. So, kinda like bringing in Dark Soulish aspects, strictly in that regard.
Been mulling over the plot for my ABS game lately and I worked out a custom HUD this evening.Spoiler
This was edited using materials from Avery's Icons, and windowskin materials from Aindra's Window Skin Generator.
Jaws is on AMC, so I'm working on my fishing game. In the plot, angler Island (WIP name), has a north and south side divided by a volcanic mountain. In order to reach the northern side of the island, the player must paddle up the eastern shore along cliffs.
The problem is a mean shark who guards the passage, tipping boats. He was outcast by the other sharks for being too aggressive, and lives further south, harassing the fisherman of the starting town.
When the player tries to cross, the Tiger Shark will tip their boat forcing them to swim back to shore, until they access the fishing point and catch it.
I fixed my dashing sprite, folding the arms of the center frames in the side-side animations. This fixes the flow of the dashing animation and makes it so smooth.
The easiest method of doing this is to assemble the base sprite first, then morph and edit those parts onto the dashing template.
Galv's Fishing species update:
As promised, after getting comfy with the script, I have begun to flesh out the different types of fish, tackling recolors, and research species to add a layer of realism to it all.
Lion's Mane Jellysifh
Ochre Sea Star
Tomorrow I'm carefully tackling the 20-some fish sprites I have.
I've developed the concept for an indoor trophy lake. This is a player owned aquarium populated via angler achievements, customized through a settings interface with simple switching commands dictating the spawn table. So over time, and with some skill, the player can fish from the comfort of their home, or just collect fish.
Found some great additional fish sprites by Dusty I can use for Galv's mini-game.
Shout to Granny's list for providing the hook-up.
Between recolors and these new ones, I've bumped the species count to 40, not including the mermaid, or gold recolors of the lobster and crab I did just for posterity.
At the beginning, find ways of describing and establishing the world and or continental setting more. Tell us a bit about how old it is believed to be, what gods are believed to rule over the people of its lands, the types of cultures and magical forces that govern anything relating to in-game system and features as well as the lore. This may help build it up a bit before whisking us through the clouds to the Kingdom of Alexandria, giving us a much more established sense of where and when this place exists. This should lend some gravity to the immediate setting that I personally feel it may have lacked a bit. Then, just a suggestion. Is there any way to make it so that the village isn't being burned down? Maybe it's being occupied, and someone, an older ally of the youths, warns them to stay away, tasking them with making the trip to warn whoever (wouldn't the elders be in the village; the focal point of it?). Just a suggestion because that old troupe turns the stomach instantly. It's just a bad look within such a small summary package. You know what I mean? To me this is two-pronged. You sidestep the burnt village troupe, and you create an interesting dynamic with leaving your player to worry and think about Ninjoh constantly until and if you decide to resolve that in the plot. Just a suggestion.
I did some new card album icons using Aindra's Window Skin materials found in the Window Skin Generator.
Edited from Aindra's Window Skin materials.
New deck with numberless faces (for use with latest script version which adds numbers automatically if desired) coming soon.
More custom backgrounds for pond locations across your game world are being edited and tested.
I also edited a new flow overlay or open water locations that is much more wavy and visual.