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Eya folks! I'm here with another good question, but before I start, let me state why this topic is here. In my project, considering I lost it twice and had to restart twice, I've decided on a new theme of demons and dragons. Someone in the crowd: "Don't you think Scalvose is a little too dependent on dragons?" Me: No. I try to keep a large pool of diversity of creatures, and thus I use many different already known creatures in addition to Scalvosian creatures, like the Chaingra and Drake Worm. But now, with the presence of three new characters being fleshed out in my head and wanting to use them in the new Scalvose game, I decided on a story line based on a child and her mother being experimented on. The main antagonist is researching DNA swapping and ways to change everything but the mind, and he ultimately succeeds with dragon and albatross blood, using demon blood as a sub-glue to hold the prior together. The demon blood actually corrupts the mother and opens a rift for actual demons to enter into Scalvose's domain. The child, later named Ano (A-new) escapes with dragon and vulture blood in her, leaving room for one more creature/animal. Now, getting to the question, I don't really want to copy/paste the child like her mother, which is dragon, demon (which is later removed to be a Shimunir [A white-red bird with a role to play in the story, but more on that later]), and albatross. What should the child's last creature/animal mixing consist of, in your folks' opinion, and is using chimeras a good way to create a story line?
Hiyo Folks! This is some concept art for my game, Cryptic's, mascot, which is called a "Fuiga" in the game's lore. Hopefully soon I'll have a fully colored version posted, but this is basically to advertise for my game. The Fuiga This creature is spoken of, in myth and folklore, among the tribes of Aultirre. The Fuiga is described as a small mammal with fur that reflects all of the colors of the wild, and meeting one is said to bring great luck and joy to you and your loved ones. A link to my gallery critique, where I post all the artwork for my game, can be found here <3 http://www.rpgmakercentral.com/topic/39276-cryptic-the-journey-to-a-wondrous-completed-masterpiece-of-modern-gaming/#entry276005
Paleoflora posted a topic in Theory and DevelopmentMy fiance and I were talking while playing Lost Oddysey and have noted many things we would like to see improved. Just a little brainstorming and trying to focus on one project for now. I am pretty bent on creating an RPG FF style game. Here is what she proposed. In games like the Lost Odyssey and similar titles, turn-based strategy battle systems have been popular but relatively remained untouched for quite some time. If it's not broke, don't fix it. Now I,m not saying it's broken, rather that it can be expanded into how your character developes in the end. In the game I am proposing, there are 5 main elements with a hidden 6th. To keep things mysterious, Ill only list the first five being Aqua/Frost, Flame, Lightning, Earth and Life/Mana. In many RPG games, you undergo a leveling process that upon raising, randomly (or not) raises your stats. We were talking about a more diverse system in which fighting certain types of monsters (ex: Aquatic beings) would allow you to raise a sub stat (swimming strength or water breathing abilities) that can be maxed out and such. That way there are advantages and disadvantages to fighting certain types of beings. Now, this will take quite a long time to develope each "skill" and allow access to places you normally couldn't venture too with an example using breathing underwater as an ability would allow you to venture into an underwater city. One thing I really like about Lost Oddysey is that you can build accessories based on the items you acquire from the monsters you defeat and upgrade them via the same manner but reconstructing them again and again. Why not do this with weaponry as well. Of course by adding one thing you may have to sacrifice another to keep the balance of the weaponry noticable but not overpowering. Another thing we were discussing was the process of magical energies, swordplay and such and how they affect you. Well for one, she dislikes that I can hit a flying creature with a sword calling it unrealistic that you should only be able to hit it with Magic and/or weapons such as guns which can realistically reach them while swords can benefit you against ground dwelling creatures. Now she happens to love Fable and enjoyed the third installment saying that her favorite part was, "setting things on fire." That aside, she also loved being able to acquire skills like at the blacksmith or pie making areas. She thinks she would enjoy the game more had it used these for leveling up certain things like magic. So lets say you are Lv 5. You now are able to apprentice under a sorcerer, mage or what have you in some distant city and they will teach you what they know for a price or for items that can be found around the maps. However, if you approach a Mage capable of teaching lv 10 magic, you will be barred from becoming an apprentice. Same with blacksmiths, and such. You would only be able to combine materials to make more powerful accessories if you study under a blacksmith of some sort. This would extend to all manors of gameplay to create a character that is unique to you. We, however, disagreed on one point. I personally love turn based strategy but am willing to go without it. She, however finds that it is dumb and doesn't offer a lot of strategy or quick-paced gameplay like she likes. She proposes something more like FF12 in which the character free-roams and fights randomly generated creatures, some of which would be very rare or only appear during certain conditions. From there, you can engage them and fight giving you a bar similar to FF where it charges the next time you are able to strike which can be influenced by leveling up and training. I will be editing this because it seems she has more ideas but wants to watch me play Lost Odyssey to gain more influences. let me know what you think guys.