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Found 14 results

  1. Hey folks, I'm here with a idea of mine for a game. Now, before you go: "Your title is misleading! Change it!" I have one main question to ask on top of this: Basing a game off a race of elves or humans is one thing, but is it fine to go whatever route for races? Continuing on: I'm not going to do anything fancy for showing the plot and characters (mainly because no drawings/pictures for them), which I hope you enjoy! Characters: Krown- Good to heart, sweet, caring, and flat to politics, this Raven archmage is cunning and smart, much akin to his species. He has a crush on Neenie, which when he's alone without seeing her, he falls into depression at times. His main mastery in spells deals with Yin/Yang sorts, like Light and Dark, Buff and Debuff, Heal and Damage, and Death and Revive. His weapon of choice isn't your general staff, either. He wields a half-scythe, half scythe-shaped (although more cone-ish) staff, which he wields with vigilant care. As a young child, he served in 27 wars since his 6th birthday. Neenie- A lovely Elf Owl that works around the clock as both a scribe and archmage. She tends to get thrown around by many other small chores, and with her clumsiness, she tends to forget what she was doing before the current task. Her main spells deal with the earth, which she creates a dramatic scene by jabbing her staff into the ground to help focus the spells. She's also been chosen to lead a convoy for Grace. Myrla- The Grand Mage of the mages, Myrla tends to be preppy, sassy, and hardheaded to opinions. She uses the legend of the "White and Black Bird" to keep Krown from getting together with Neenie. However, the Snowy Owl wants the Raven all to herself. Grace- Queen of Azureles, Grace tends to worry about how clean she is more than her duties from time to time, but her wits and elegance with dual-thunder swords awes the girls and woos the guys. She's a showoff, much to her Swan species, and loves to strut if it captures the crowds attention. Plot) Seven years passed after the first war with the Striders, spider-like creatures focused on killing off the avians, and Krown was deemed an Archmage. Without prior knowledge, Krown learns that he's been cursed to follow out an ancient legend: "When a female of dove's wings and a male of hawk's talons are to join as one, the realm of the sky will fall to the roots of the forest." To make matters worse, the love of his wife, Neenie, keeps being thrown away from him due to Myrla believing the legend claims that Neenie is the dove's side of the omen, and tries to get Krown to marry her in place. Will Krown be able to advert the future and erase fears of his life, or will the legend become true and become the brink of despair for all feathered beings of Azureles?
  2. So, it’s been a while since I’ve contributed anything to this forum, and I feel kinda bad for it. I’m still working on my own projects, and hope to have something submitted to the Showroom soon, but until then I feel like giving something back to the community. I’ve posted a number of replies before regarding writing and storytelling, and have even received some requests for help from a number of people, and wanted to put something together a tad more definitive. So without further ado, here is my personal advice on writing. Keep in mind that these are writing rules that I choose to follow, but this is by no means comprehensive or absolute. The exception proves the rule. The Writing Process A particular work of fiction may be inspired by any number of sources. Sometimes you get an idea of a world but no story. Sometimes you get only a single scene in your head with hardly any context. However it happens, it is important that your initial idea comes from some point of inspiration. Great fiction rarely starts out as something procedural or forced. The tiniest starting point can turn into something humongous, so long as that start is genuine. J.R.R. Tolkien famously started The Hobbit with a single sentence scribbled on the back of a piece of paper: “In a hole in the ground there lived a Hobbit.†Once you’ve got a starting point, it’s important that you flesh it out before you start working on a game. Rough drafts come before final drafts, and the last thing you want is to be forced to re-Event and re-Script already-made scenes because it doesn’t fit the story you end up writing. I would suggest at least knowing the basic shape of your story, or at the bare minimum at least know how the story Begins and Ends. With these in mind, you’ll at least know what general direction to take the plot. Characters Writing interesting characters is simultaneously one of the most rewarding, difficult, and important tasks as the creator of a piece of fiction. Interesting or dynamic plots can be dragged down by boring characters and likewise bland stories can be made captivating with the right protagonist. While there is no set-in-stone formula for making characters interesting, there are a number of guidelines you can follow to prevent excess banality. The surest way to make a character uninteresting is to make them unrelatable. Even the most outlandish and inhuman characters are frequently grounded by some defining feature with which we, as the audience, can relate. The real draw of characters like Superman or Dr. Manhattan isn’t their god-like powers, although that may be what initially draws us in. Instead, we fascinate ourselves imagining the loneliness such characters feel, their struggle to remain incorruptible despite their power, and the immense responsibilities they bear. With that in mind, try to develop characters who feel conflict. A Martyr may never sway from their path, but that doesn’t mean they don’t feel alienated or weary at times. Along a similar vein to making characters relatable is making characters flawed. While we often want to create characters who embody the best traits of humankind, characters who can seemingly “do no wrong†often makes them inherently less believable, and thus, less relatable. Even the most well-intentioned individuals make mistakes or miscalculations, they have moments of weakness or can manage to rationalize their own desires to a point of legitimacy. Brandon Sanderson’s Second Law states that “Limitations > Powers.†Simply put, a character’s inherent flaws will always prove more interesting than what they can do. Lastly, I’d like to touch on the idea of writing “foreign†characters. Foreign characters could be anything as simple as a character of the opposite sex of the writer (and thus, host to certain experiences the author isn’t aware of) or as complex as a sexless alien prince from a far-off galaxy. In keeping with the “relatable = interesting†line of thinking, begin your exploration of the character from a point of similarity. I may never know what it is like to be a woman, but I do know what it is like to be a human. If you first consider that you may have more in common with characters that seem foreign than not, you’ll find writing them much simpler and more organic than otherwise. Plot Structure When considering plots, it’s usually best to begin at the beginning. All stories, whether they’re told in chronological order or not, have some Beginning, Middle, and End, and each portion of the plot can generally be further subdivided into smaller pieces. While it may seem somewhat formulaic or inorganic to do so, pre-establishing portions of your plot--making sure they contain all the necessary elements and parts--is essential for a story that is properly paced, especially in video games. When plotting, I generally divide my stories into five acts. Not all stories follow this format, and there may be more or less than five acts, but good fiction usually follows a fairly predictable pattern of rising tension and eventual pay-off. When examining something like plot structure, I find it useful to include some kind of example, and to that end, here is the plot of a classic JRPG, Final Fantasy VII, broken down into the Five-Act Format. Act I: The Introduction While mostly self-explanatory, the quality of a story’s Introduction can make or break the piece overall. Is this the kind of book/show/game you intend to keep pursuing, or will you drop it in favor of something else? The most important elements of a good Introduction are the disbursal of information and its ability to hook the audience. This can be somewhat tricky as there is no quicker way to scare off players/viewers/readers than by frontloading them with exposition. Exposition should be done gradually, rather than all at once. This may lengthen your Introduction as a whole, but it’s worth it in the long run. Additionally, it is often best to begin your story in medias res, or “in the middle of it,†and usually means starting smack dab in the middle of some kind of dramatic scene. This helps to interest the audience early on and will hopefully keep them entertained while you begin feeding them crucial information. Keep in mind that you don’t need to include all relevant information in the Introduction, but it is important to introduce most of the major characters and background details. Using Final Fantasy VII as an example, we begin the story in medias res as Cloud and the AVALANCHE crew bring down a Mako Reactor in Midgar City. The game immediately hooks us with its combat and we are steadily fed information about the world and characters: Mako is used as energy, Shinra controls the city, AVALANCHE is an eco-terrorist group, etc. The crew finishes its mission, and they head back to 7th Heaven for a little more exposition and some emotional attachment in the form of Cloud’s childhood friend, Tifa. Cloud gets roped into doing another job for AVALANCHE, and the plot moves forward. The mission goes off without a hitch until Cloud gets blasted off the roof and down into the Slums. There we meet Aerith, learn some more about how bad Shinra is, and are ultimately reunited with Tifa. The gang return to Sector 7 to find AVALANCHE under attack, and Aerith is captured before Sector 7 is destroyed in a plot by Shinra. The gang then infiltrate Shinra Headquarters in an effort to rescue Aerith, but are ultimately captured themselves. At last, the team escapes when the building is attacked by Sephiroth, the mysterious antagonist of the game, and we are given hints about the Cetra and the Jenova Project. After a chase with Shinra personnel, the party leaves Midgar behind and meets in Kalm, where the first Act comes to a close. Act II: Upping the Ante With a firm foundation built by the end of Act I, we can start building further detail with Act II. I call this Act “Upping the Ante†because it typically finishes laying the plot’s groundwork while further realizing the characters and the stakes. This is often the point where characters first leave their starting location with a definitive quest in mind, and this act will usually follow them as they search for answers and see the world open up around them. Assuming you have successfully hooked your audience with Act I, Act II is your opportunity to endear them to your characters and setting. If you want players seeing your game through to its conclusion, you need to make them care enough to stick around that long. Don’t be afraid to lay off the main plot here somewhat. Put characters in interesting situations and let your players see how they figure their way out. Delve into characters’ personalities and backstories, but be careful not to completely eclipse the central plot. At this point, the characters should be moving generally toward their overarching goal, and we should have plenty of opportunities to get to know them along the way. In Final Fantasy VII, we see Act II open just as the game is opened up and the player is first allowed onto the overworld. The party first meets in Kalm to discuss Sephiroth and the implications of his return, and Cloud relates to them his time with Sephiroth and his time in SOLDIER. The remainder of AVALANCHE, Aerith, and Red XIII decide to accompany Cloud in pursuit of Sephiroth, and travel to the city of Junon. There, they stow away aboard a cargo ship and sail to Costa del Sol, a city on another continent. After traveling to the Gold Saucer and being thrown in Corel Prison, we gain some more intimate insight into Barrett Wallace’s backstory and why he fights Shinra as hard as he does. After escaping the prison, the gang travels to Cosmo Canyon, where we receive much of the same treatment for Red XIII and learn more about the Cetra and their importance in Gaia’s history. Finally, the crew travels to Nibelheim, where we see first-hand the threat Sephiroth poses and why he must be stopped at all costs. Act III: The Game Changer Act III sees a re-centering on the main plot and the remainder of general information made clear to the audience. Aside from perhaps a final bait-and-switch, Act III represents the primary turning point in the story: the villain’s master plan is revealed, a previous ally betrays the party, etc. This Act will likely serve as the story’s “mid-climax,†and will have major implications that effect the rest of the story. This is generally your last opportunity to introduce new information “entirely out of left field.†Any major developments introduced in the last half of the story will need to at least be subtly hinted at prior to their reveal, and many stories have effectively shot themselves in the foot with a poorly executed last-minute twist. Act III of Final Fantasy VII begins with the introduction of Cid Highwind, our last party character, and some final information regarding Shinra’s history in the form of Rocket Town, which will become important later. After running off with the Little Bronco and being shot down, the gang heads back to the Gold Saucer to retrieve Dio’s Keystone before being double-crossed by Cait Sith and heading to the Temple of the Ancients. There they brave numerous threats and puzzles before meeting Sephiroth, where he reveals his plan to use the Black Materia and the Lifestream to become a god-like being. Upon leaving the Temple, Sephiroth manipulates Cloud into giving him the Black Materia, revealing some deeper connection between the two. Aerith leaves shortly after and travels north in an attempt to stop Sephiroth on her own. The crew follows only to arrive too late, and Sephiroth kills Aerith in one of gaming’s most iconic scenes. The party and audience mourn Aerith together as Act III closes. Act IV: Raising the Stakes As the plot moves into Act IV, the main characters are most often beginning their final journey toward their ultimate confrontation. In the same way that Act II is often a vehicle from Act I to Act III, Act IV can similarly be seen as something of a simple conveyance from the major developments of Act III to the climax in Act V. That being said, there is still a huge opportunity in this Act to further reinforce the significance of the conflict at large. As the villain grows closer to completing their goal, we may see a glimpse of what is to come should the main characters fail in stopping them. This is also an opportunity to place the characters in particularly difficult or trying circumstances and can lead to additional insights into their personalities as they are pushed toward the brink. Act IV should mostly emphasize the main plot, moving steadily toward the final confrontation in whatever form it is to take. That being said, don’t feel like you need to rush towards the end. Take your time while still maintaining a sense of urgency. Final Fantasy VII’s fourth Act begins as the crew seeks out Sephiroth’s true location at the North Crater in an attempt to end things once and for all. Upon arriving, Cloud is once again manipulated by Sephiroth into giving him the Black Materia, despite countermeasures to this possibility. Sephiroth is awoken and the three (or five, for westerners) WEAPON are released. The party is forced to leave North Glacier and a shield is raised to protect Sephiroth as Meteor begins to approach Gaia. The gang is captured by Shinra, Cloud regains his memory, and all four Huge Materia are collected before the Sister Ray is finally fired, killing the last remaining WEAPON and destroying the shield at the Northern Crater. The only remaining task is to confront Sephiroth and Jenova as Act IV ends. Act V: The Big Damn Finale More than any other Act, Act V is the most self-explanatory. The entire story has built up to this point, and it’s time for the payoff. Make sure to tie up any loose ends you don’t intend on tying up here before the final showdown, as you won’t get another chance. Final conflicts, similar to the Game Changer in Act III, frequently have some kind of loss associated with them. Grand battles without any casualties don’t generally come across as all that grand, although it is possible that, if the stakes have been sufficiently made apparent by the events of Acts III and IV, that something like the death of a main character may prove unnecessary. Perhaps the most important factor in a good final act, aside from it being generally satisfying, is that the audience feels like something has changed as an outcome of the story’s events. It should also be noted that this act is usually much shorter than the previous acts, generally getting right to the final confrontation to prevent the tension from “falling off†after the intensifying Act IV. The final battle and climax of Final Fantasy VII is certainly a memorable one. It begins almost immediately with the series of final boss fights after a short jaunt through the Northern Crater’s series of caves. The party confronts first Jenova, then Sephiroth in a last attempt to activate Holy and stop Meteor with the Lifestream. Cloud faces his inner demons and vanquishes them with the mighty Omnislash and the world, albeit somewhat singed, survives. We are treated to some satisfying cutscenes and are left with the final image of nature retaking the ruins of Midgar City. Notes Well, there it is. It's rough around the edges, but there it is. I'll likely be trimming, editing, and adding to this post for a while. If you have any questions or requests you'd like my take on, feel free to ask. I'm also not exactly sure if this is the place this thread belongs; feel free to move it if you think it belongs somewhere else instead. Until next time, Happy Designing, Jinumon
  3. I wrote down ideas and they piled up more than they should have. So I am looking to try to simplify my plot because I think I may have gone all over the place. EDIT>> Additional Notes: So I'm still trying to build up on what could happen in arranging a rebellion. I can think of a few but would like your input whether this might be too much for just a first game, because that went dark real fast from my first idea of a light-hearted game. EDIT: Here's the basic party (3 members): > Gun-Toting Healer (Gun skills and Divine Magic) > Ailment-Susceptible Tank (Warrior who can guard allies and draw attention) > Third party member dependent on conversations with NPCs. Choices are: > Weak, debilitating mage (Saboteur) > Spellblade mercenary; enchants allies. (Synergist) > Thief; sets up combos (Combo Set-Up will strengthen follow-up attacks. Side plots (discoverable): The Healer's origin Romance for the Plot The Conflict of Mages [uNDER ASSESSMENT, opinions welcome] --More to be added--
  4. Hello everyone, and welcome to my first Thoughts of a Squirrel King post for MV. Today we will be talking about something that has recently come to my attention as a good tool for helping writers to make their characters. This was brought up in a chat by a few other people, but I have used this myself before. I am, of course, speaking of the five Ws of character building: What, why, when, where and how. For those of you who don't know, the five Ws are an often used way of quickly making a somewhat detailed character; be it for novels, books, or games. The basic idea is to find out how a character acts and what they are working towards. The What: Think about everyone you know in real life, they all have a goal in life that they want to accomplish, to some extent at least. They all have a reasons for why they want accomplish that goal, they have a general idea of when they want to accomplish it, where they want to do it, and how they want to do it. I'm going to type out a little character for everyone to follow along with as we go along. We'll name him Bob and give him a what, why, when, where and how. What: Name: Bob Age: Race: Demographic : Goal: Why: When: Where: How: You will notice i added an age, race and demographic to the character sheet of Bob. You'll see why in a little bit. First, we need to start off with the 'what'. The 'what' is generally made up of four parts, those being age, race, demographic and goal. Those first three may seem strange to some of you. Age? Race? Demographic? What do these really have to do with the character, and how do they relate to the goal? Quite simply put, who we are defines what we want. If you are poor and living on the street, you generally want to live in a cozy home. If you are a oppressed minority, you will generally want equality, or to be above those who are oppressing. If you are old and past your prime, you may wish to relive your prime, or you may want to be treated as an adult if you are young. See how this works? It's one of the more troublesome parts of five Ws, mostly because many people have a hard time coming up with just who the character actually is. I'll fill in this section of Bob quickly so we can move on. What: Name: Bob Age: 18. Race: Caucasian. Demographic : Lower Class. Goal: Wants to go to college. Why: When: Where: How: 18, Caucasian, lower class, and wants to go to college. This is one of the more simple Ws, but important because it acts as a base for the next section. The Why: The why is exactly what is sounds like, it is why the character is what they are, or why they want to accomplish their goals. The why can be any number of things. For example: The reason why a corporate executive suddenly decides he's going to go by a gun? Any number of reasons comes to mind. Maybe he has recently learned that his wife has been cheating on him for decades with his best friend, and is planning on getting revenge. Perhaps his company is going down the drain, fast. He has nothing besides this company, no wifes, no children, no friends that aren't just there because of his money. Maybe he has decided he will end it all with a bullet and not in a gutter while scrounging for food. Or perhaps he suddenly got the idea to learn take it to the range for fun, or as a way of showing his wife that he can protect her. All of these are good (from a writing and character stand point) and believable reasons for why he would go and buy the gun. Again, there is literally thousands of reasons for 'why' but you need to decide on one, or two if the character has a secondary goal in mind, if you want a consistent character. I'm going to add the why to Bob's character sheet. What: Name: Bob Age: 18. Race: Caucasian. Demographic : Lower Class. Goal: Wants to go to college. Why: So he can get a better job, and show his father that he is worth something, who believes that Bob has wasted his life and has no chance of making it in the world. When: Where: How: And there we go. Bob wants a better job, perhaps to get out of his lower class lifestyle, but he also wants to show his father that he isn't useless, that he has value and can pull himself up. Again, a believable reason why, but it also has the added benefit of being dramatic. It's the classic tale of the underdog, or guy who wasted his life away up until now, picking himself up to prove to his father, and possibly himself that he can do what perhaps no one thinks he can do. It's always good to make the goal, if not dramatic, at least something the character has to struggle for or is relatable to the readers/movie goers/players. And something like what we have for Bob is a good way of doing that. After all, who doesn't want to improve their life in some way? The When: Next is the 'when'. What is the when? Well, it can be several things. It could be when the character decided on their goal, when they decide to pursue their goal, or when they have decided is a good time to wait to pursue their goal. For example: Jack's goal is to get water from the well on the hill. The reason why is that he is thirsty. The when is now. Because he just now decides that he wants to go get the water. He later fell down the hill with his friend Jill. They were never seen again. Anyway. Another example would be going back to the corporate executive. When is he going to go get that gun? Today? Tomorrow? Next week? When did he decide that he wanted the gun? When he found a naked picture of his wife on his friend's phone? When his company's stock started to crash? Or when his wife mentioned that she didn't feel safe in their home? Let's add Bob's when. What: Name: Bob Age: 18. Race: Caucasian. Demographic : Lower Class. Goal: Wants to go to college. Why: So he can get a better job, and show his father that he is worth something, who believes that Bob has wasted his life and has no chance of making it in the world. When: He decided to go after an argument with his father where he yelled that Bob was a waste of all the time he spent raising him. And he decides that he wants to go at the beginning of the next year. Where: How: And there we go. His father basically told him to his face that he was a complete waste of time. That's the kind of thing that will either make you go cry for a few hours, make you yell back, or decide to prove him wrong. Again, there can be multiple parts as to the why, but it's generally a good idea to keep it to at or below three to avoid making things too overly complicated. The Where: The where is basically where the character is going to go to accomplish their goal. For Jack, it is the well on the hill, for the corporate executive it is the gun store down the road, for Bob it is college. This is perhaps the easiest W of the five, as long as you've followed the other steps. Although this can be augmented. What: Name: Bob Age: 18. Race: Caucasian. Demographic : Lower Class. Goal: Wants to go to college. Why: So he can get a better job, and show his father that he is worth something, who believes that Bob has wasted his life and has no chance of making it in the world. When: He decided to go after an argument with his father where he yelled that Bob was a waste of all the time he spent raising him. And he decides that he wants to go at the beginning of the next year. Where: A public college with at least a 2 year technical course in whatever in fine arts. How: Again, it is very simple and sometimes completely self evident. The How: Now we are in the home stretch. The how is exactly what it sounds like, it is how the character plans on accomplishing the goal. The goal can be one step, two steps, or even twenty steps. Whatever fits the characters and the goal. It can be how they are going to get to the end of their goal, how they are going to acquire the means of accomplishing their goal, or just how they are going to survive while they try to accomplish their goal. Jack needs to go get a bucket, then head up the hill, and then draw the water from the well with the bucket. The corporate executive needs to get a gun license, if he doesn't already have one, head to the gun store and purchase the gun. Let's add a more RPG character here as well. The simple farmer from a small village, Edwin, has the goal of stopping the evil wizard. The reason why is that the wizard destroyed his village and killed all of his friend. The when is right now. The where is the wizard's tower that lies in the middle of a lake of molten lava. And the how is by gathering allies, training to become stronger, acquiring an ancient weapon that he was always destined to wield, and then by fighting his way to the wizard's tower, and then finally fighting the wizard. Let's add Bob's how. What: Name: Bob Age: 18. Race: Caucasian. Demographic : Lower Class. Goal: Wants to go to college. Why: So he can get a better job, and show his father that he is worth something, who believes that Bob has wasted his life and has no chance of making it in the world. When: He decided to go after an argument with his father where he yelled that Bob was a waste of all the time he spent raising him. And he decides that he wants to go at the beginning of the next year. Where: A public college with at least a 2 year technical course in fine arts. How: By getting a job to pay his way through college, since his old man ain't going to give him any money, and by studying hard to ensure he graduates. And there. We have all of the Ws of character building. Bob is now a complete, character, with motives, goals, and a plan on how he is going to accomplish those goals. Congrats, Bob. Actually, there is one more W that I haven't mention so far, and it's fairly important, but, in my mind, can't be written without the first five Ws having been written down first. I am, of course, speaking of... The Who: The who is who the character is, their personality, how they act, how they define themselves, ect. The reason I you can't right this before you write the other Ws is because, well, those other Ws, in a way, are already the who. Think about it. What have we learned about Bob and the other example characters? We learned that Jack is thirsty. ... What? You want more then that? Fine. He is also someone who likes to do something by himself, or at least through his own self initiative. He could of simply asked an adult, or a friend to go get the water for him, but he went and did it himself. The corporate executive, no matter which version you prefer, is a man who decides things on a personal level quickly, possibly without too much thought, and maybe goes ahead with his plans no matter what anyone else may have to say. If you take the revenge version, he has a quick and violent temper, since we never say that he think of doing anything other then getting revenge, and with the suicide version, he maybe puts too much of himself into the things he owns, or has a secret self-loathing that causes him to take failures very personally. With the third version that he cares about his wife's feeling of safety, or maybe he likes to feel big both at work and at home. And Edwin. He is someone who does not sit down and give up, he pulls himself up from the destruction of the life he knew and sets out to stop the wizards. He is driven enough to train himself from a farmer into a hero, possibly charismatic, or sympathetic enough to recruit allies to his cause, and determined enough to see it all through to the end. And Bob? Bob is a slacker, who perhaps never put much thought into what he wanted to be, he simply drifted through high school because he had to, and hadn't a single wish to continue his education until his argument with his father. After that we see something else to him, he, much like Edwin, is driven. He WILL prove to his father that he can be more then a slacker, he WILL make a better life for himself. He's intelligent enough to have at a decently thought out plan and is so determined to prove himself to his dad that he is willing to take the extra responsibility of working his way through college. Will he slacker nature show itself and possibly compromise his goal? Most definitely, that's where his drama kinda comes in. A lazy guy trying to break out of that shell and make something new out of himself. I hope this was useful to you all. And if you have any questions, feel free to post down below. Have a good day. -LS
  5. Wish to the Stars – Plot and stuff – theory and development thread Hello everyone! With MV coming up soon, I've wanted to come up with a medium length RPG sort of in the vein of the older Final Fantasy games. And I thought that I could do this as a small project to show the capabilities of MV. Project Title: Wish to the Stars Rating: T Length: 6-8 hours Battle system: Sideview Plot Premise: The player takes the role of two siblings, the older Aiden, and the younger Aria. The live in a small village where they work as the local monster hunters for the village, although, it’s mostly fighting pathetic slimes, and chasing away the occasional wolf packs. Aiden finds the work boring to say the least. One night, while watching the stars with his sister, he utters a wish to be able to go on an adventure. The next morning the two awaken to the village under attack by a knight clad in black armor and a wizard dressed in sky blue robes. The two attempt to fight back, but are defeated and Aiden is taken. Aria wakes up three days later and sets out to find her brother and to discover why the knight and the wizard took him. Aiden, meanwhile, awakens in a cage in the camp of his captors. He devises an escape with a fellow prisoner and the two go on the run from the knight. The player will switch between the two every time a new chapter begins. Gameplay: The game will focus on combat and exploration. The combat will be a classic turn based rpg system that focuses more on synergy with party members. The none combat part of gameplay will focus on exploring areas and unlocking secrets, as well as visiting towns and having dialogue with NPCs. Characters: -Aiden- Age: 29 Class: Tracker Strengths: Single target physical damage, self buffs. Equipment: Swords, Shields, Medium Armors. Weakness: Magical attacks, defense debuffs. Stats: Above average health, and ATK. Average DEF, and Skill(LUK). Below average AGI. Low MDF, MAT, MP. Biography: http://pastebin.com/aGizJu3a -Aria- Age: 23 Class: Tactician Strengths: Multi-target magical damage, healing, buffs. Equipment: Swords, Magical Gauntlets, Medium Armors. Weakness: High defense enemies, focused physical attacks, element changing enemies. Stats: High MP. Above average AGI and MAT. Average health, MDF and Skill. Below average ATK and DEF. Biography: http://pastebin.com/U9fBQkdv -Hillary- Age: 30 Class: Wanderer Strengths:(To be decided) Equipment: (To be decided) Weaknesses: (To be decided) Stats: (To be decided) Biography: (To be decided) -Galahad- Age: 48 Class: Fallen Knight Strengths: (To be decided) Equipment: (To be decided) Weaknesses: (To be decided) Stats: (To be decided) Biography: (To be decided) -Cavall- Age: 3 Class: War Hound Strengths: (To be decided) Equipment: (To be decided) Weaknesses: (To be decided) Stats: (To be decided) Biography: (To be decided) -Phin- Age: 22 Class: Magus Strengths: (To be decided) Equipment: (To be decided) Weaknesses: (To be decided) Stats: (To be decided) Biography: (To be decided) -Marcus- Age: 23 Class: Mercenary Strengths: (To be decided) Equipment: (To be decided) Weaknesses: (To be decided) Stats: (To be decided) Biography: (To be decided) -Eden (Race; Deut)- Age: ??? Class: The Last Strengths: (To be decided) Equipment: (To be decided) Weaknesses: (To be decided) Stats: (To be decided) Biography: “Sometimes, a sleep can be a boon, other times a curse. I am unsure which of the two could describe mine.†Born at the end of the last age to the ancient and powerful race known as the Deut. Eden was raised in a society that’s very being was magic. Being the daughter of a great hero of her people, she grew up as a noble in the Deut crown city of Morning’s Beauty where she learned the ages old traditions and magics of her people and family. -Sebastion- Age: 27 Class: Exiled Prince Strengths: (To be decided) Equipment: (To be decided) Weaknesses: (To be decided) Stats: (To be decided) Biography: (To be decided)
  6. So I have this game I am working on, Got most the characters back stories. But the storyline I don't know How to start. Anyways here is the characters : Please ignore the bad grammar, spelling etc I have a friend who will work on fixing those for me Characters Storyline
  7. Sughayyer

    Fairness in Secrets

    Considering you can choose the main character's name, gender, class and even appearance, how fair is it to keep secrets about that character from the player? Like, major secrets, things that not even the character has an idea? I'm working on a sci-fi game, and I like very much the theme of having a character thatis a colony of nanomachines - what if that's the main character and he/she doesn't know about it? (of course I'd have to work a lot to make it sound plausible). Won't the player feel betrayed by creating a character and developing skills etc only to realize that the character they were relating to is a lie?
  8. Aloha everybody ! Recently, i'm working to create a monsters list for my project. Firstly, i had just designed some random monsters that i like most, but then i realized they're a mess. Beside my monster seems so... illogic. Bone mouse, cute monster girls, skeletor.. hmm nothing to say. Then, i come up with this progress & it seems be better for a logic list of monsters: Step 1: - Determining groups ex: Water Controllers, Magic Users, Undead, Demon, Cute ... Step 2: - Give each group unique characteristic ex: Group "Live in Grave", this group includes "Thirty Bat, Ghost, Demon tree, grave keeper,dusty bone ....etc.." - group describe: All of they're scary and very guileful, prefer acting alone, slow, not good for melees but have ability to poison enemy. Low defense but their recuperation is really good. Step 3: Create a standard monster first, this monster then become the reference for another monsters in the group. Step 4: Everything is easier now, use your favorite software for managing monsters or do it on a paper How about you? Are you creating monsters in a random way too? Or you have some good methods but never share? Come on, i love to hear them Everybody loves to hear them! So tell us, plz. Thxs
  9. Hi! I have been thinking about a music engine based on the choices you make. Game: Music: Putting it together: So.. basically what I would love to work on (and if you want to help it would be amazing) is a way to create music themes for the main character in various situations. So when you be acting like an asshole, a fair hero or an evil conqueror your music theme will vary to adjust to that mood or that psychology. The technical argument is to compose a theme an its variations, dividing the music piece in various tracks (main voice, rhythmic base, percussion and fx, second voice, etc.) for example. You could make 3 different rhythmic bases to fit moods (1calm, 2agitated, 3dancing) and 4 different main theme variations (1good, 2evil, 3mad, 4heroic) and then call the right track in the right moment of the game. For example, your character makes a very evil choice while in a tranquil mood, the combination would be 1-2 and if you are in a confrontation scene and your character is a fair hero you could play 2-1 or 2-4, then you could make many combinations trough some arrangements or FX (and many other ways). It may sound like "mixing in game". It is complicated and may be not completely useful but for me, as a musician and drama-sympathizer, sounds very interesting. Resuming it all: So... what do you think? (I hope you can give some feedback or comment) Thank you for reading. Note: Do not spread the idea without authorization. I trust in you. If you would like to test or collaborate in building up the project I would be happy and honored to work on it with you.
  10. Greetings, fair community~ Today I make this humble thread at ask of your assistance. I don't want to get too far ahead of myself while making my game, Tainted. So far, I have done decently well to make sure I don't get too ahead of myself, except in one aspect. The Story. I want to discuss the story of Tainted with someone and bounce some ideas off them, to help improve the existing content, remove the useless content, and create quality content in blank spots that require filling. Now, I don't want to discuss this openly in a forum, where potential players could walk into a wall of spoilers. So if you are interested in doing with with me, please send me a PM, and I will greatly appreciate it and also return the favor, if you'd like.
  11. Lt. Ulquiorra

    Another try for a game plot

    Hello! My first idea was rejected, lol You guys made me realize that my writing was bad And thanks to that, I want to try again So I thought of another one. Please see if this is good enough for a game. If not, I'll keep on trying I haven't thought of a title yet. So if this one is accepted, please help me think of a title Thanks! Note: Young Children are aged 3-7 years; Infants 7 months to 2 years; Babies 0-6 months ------------------------------------- Title: ------------------------------------ Plot: Long before God created Eve, He has given Adam a wife, a woman named Lilith. Lilith lived with Adam for weeks, before noticing that Adam does not treat her as his equal. He complained to him, but he answered, "I'm the male, therefore I'm more superior than you." Enraged by his answer, Lilith tried to kill Adam but failed. God, having known of this, banished Lilith from the Eternal Garden, and sent two angels to keep Lilith from entering it. Lilith hid, never to be found again. But, one day, she appeared on the Tree of Life, as the serpent who made Eve commit the first gravest sin of all, eating a fruit from the Tree of Life. After eating it, Eve convinced Adam to eat too. He took a bite and the truth was revealed to them. God was so enraged and banish the two. Lilith was able to escape before receiving God's wrath. But before escaping, she swore to God that one day she will appear again to kill young children, infants, and babies and eat their soul, trapping them into the eternal limbo. ---------------------------------------------------------- Three years after the 5th Transition of the Ages (Age of Virtualization), hundreds of millions of young children, infants, and babies around the world were found dead on the day of Virtuo (formerly celebrated as Christmas), but the new-born son of Ezreal (one of the only two remaining exorcist in the world), and the young children of the remaining Christian followers, lived in exchange for their lives. The parents of the deceased children around the world protested and called the church names, and blame them, telling that it was their fault that their young children died. The head of the only remaining Christian church, Last United Church, answered back, "We warned you thousand of times about an upcoming disaster. But you refused to believe and called us blasphemous to your so-called religion, 'Virtualism'. Although the church is angry for being treated that way, they still followed the ways of the dying religion, they sent the youngest and the only remaining exorcist (before the other only remaining exorcist died to save his son), and his three chosen companions (those three are the most powerful holy magic practitioner), to find and kill Lilith, in order to save the souls of the children killed by her and protect the lives of the future children, which are yet to be born. ---------------------------- I think this is it for the summary of the beginning I'll post the bio of the of the characters tomorrow Thanks again!
  12. I have put together a script/game progression outline for my first major RPG Maker project. I am going to share it here to get some first impressions on how it's received. How excited would you be to play such a game in its current form? Is the plot or plot twist too cliche'? I felt the story should begin feeling like it was playing off the tropes of 1) OMG powerful suit granting superhuman powers and 2) X-Men danger room/Star Trek holodeck. The story would then transition into a "Is this the real life? Is this just fantasy?" plot twist that was heavily influenced by Total Recall (the original!) and Vanilla Sky. Speaking of which, I really hope I can find a way to hide a three-breasted woman into the game as a nod to Total Recall's campiness. And finally, please do not copy, redistribute, or plagerize any part of the story. The story is copyright me, Steven Walker. That doesn't mean you can't use my story for inspiration, just don't blatantly steal it as-is and say you made it! Another important note on the battle system. The player's gagues are divided into HP, Ammo, and Temp. The characters use modern weaponry divided into either guns (pistols, shotguns, bazookas) or melee (swords, metal fists, chainsaws). Guns have a maximum ammo number and must be "reloaded" in battle when the chamber runs empty, but ammo is unlimited and completely refills after battle. Special attacks may consume more ammo than normal or may also increase the player's suit temperature, which starts at 0 and maxes out at 100. The higher the suit's temperature gets, the more negative effects the player will suffer, including taking damage and even self-destructing! Link to the game's first map in this topic: http://www.rpgmakervxace.net/topic/21914-new-sci-fimodern-project-1st-map-large-submarine-interior/
  13. Hi there. I have just recently purchased RPG Maker VX Ace and there's a rough story that I created in my head a few years ago that I want to try to make a game. First of all, I'm not sure where to start, because there are so many things to sort out. Where should I begin? A rough sketch of the storyline from beginning to end? Characters? Battle/skill system? Artwork or music? Maps? Scripts? Does anyone have any tips on the order these things should worked on? Anyway, I want to make an RPG that is a bit of a send up, a light parody, or a figurative "middle finger" to the stereotypical RPG cliches, but of course, it will be mostly tasteful, and (hopefully) not vulgar nor crass about it. I've been playing RPGs since I was in the womb and I'm sick to death of the cliches, so I wanna do something a little different. It deals with slightly mature themes. So the first part, or "prologue" of the game will be deceptively cliche. I'm going to include as many RPG cliches as possible. The main character (I'll call him "Adam" for now, have not settled on a name yet) is just an average unassuming young man (about 16. I normally hate teenager heroes but there's a point to this). Has a childhood best friend Chester (purposely cliche name). There is a prophecy says the end of the world is coming and during troubled times the "fated chosen one" will come forth and bring salvation to the world. The end of the world is imminent and natural disasters and other weird things are happening. The world is Earth-esque, with a mixed setting of modern technology (TV, computers, video games) with some fantasy stuff. Think Breath of Fire 3, or somewhat FF7ish. One day a meteor strikes town, Adam is in its direct impact zone and the meteor smashes a crater in the town. Everyone else in the hit zone dies, except for Adam. He develops magic powers (magic doesn't exist in the world) and is heralded as the "chosen one". Anyway, as the chosen one he is told to go to so and so as per the prophecy to save the world. During his travels he meets (read: rescues) an amnesiac girl named Sarah (deliberate cliche name) whom is a priest/healing ho, whom shortly recovers her memory and (among being a runaway princess) is a priest of the local church sent to escort you to your mission blah blah. Anyway, the ritual is to take place on Mt so-and-so and is an extinct volcano. Upon reaching the mountain top and defeating the demon king or whatever (like a supposed final boss) he will get to save the world. This is where he learns to save the world he will need to sacrifice himself, conveniently by tossing himself into the volcano crater. At this point Adam refuses, saying the world is not worth saving (before this point he sees various scenes about the selfish, corrupt and evil act by humans during his travels). At this point, the end of the world has started, the volcano starts erupting, sky turns red, etc etc. Chester and Sarah tries to give him encouragement and he still refuses. Chester and Sarah now both turn on him, saying the mission must succeed at all costs and the end of the world must be stopped, if Adam doesn't jump they're going to make him. They both rush at Adam, and all 3 tumble into the volcano. The world then gets destroyed. The next scene is inside a harem/tent. An Arabian sultan-esque merchant is drinking his wine sitting down, talking to someone off screen, whom is responding back seductively. After a little innuendo filled banter, with suggestion that the unseen person has removed items of clothing, a girl bursts through the tent door with a pair of guns, demanding the merchant hand over the gems. The camera then pans outwards and you see the person the merchant was talking to was Adam, stark naked (but standing with his back to the camera, we're being tasteful here, people!) and unfazed by what's happening. After the girl grabs the gems she yells out to Adam to grab his gear and get out. Turns out they're working together. Next scene they're riding on camels through desert-esque landscape.The girl's name is Lilith and she's Adam's partners in crime and they're not above stooping low as per the merchant incident. Through their banter we learn its been 2 years since "end of the world" (no fancy name for it yet) and they make a living through robbing/stealing. 95% of the population have been wiped out, and weird things have been happening with the terrains. They walk past some walls have that a wanted poster of Adam. He goes and rips it off. They get ambushed by bandits, wanting to collect the bounty on Adam's head. This would be a tutorial fight I guess. Turns out he has made many enemies since his refusal to save the world and everyone wants him dead, hoping it would restore the world. After they rescue a farmer (or something) that was getting robbed before the bandits spotted Adam. He mistakes Adam for someone else. And when he realises he's not whom he thought he was, says there's a millionaire (or whatever the post-apocalyptic equivalent) in the next town trying to find his long lost son and Adam apparently looks just like him. Lilith gets an idea for Adam to pretend to be his son so they can get inside his mansion and rob him blind. So that's basically the intro, captured in cinematic detail lol. As for the characters: Main character "Adam" (name not set): About 18. It's not so much he's shy or introverted or antisocial, he's just very internalised and keeps most things in his head. He doesn't usually talk much, not that he don't have the social skills, he just doesn't like socialising with strangers, unless a mission requires him to (e.g., spy work) where he'll just turn on the charm, and then afterwards say "glad that's over". You'll also get to see his internal voice (think Squall but less broody and less of a loser), where he is very intelligent and very witty. His internal voice often breaks the 4th wall, yet does it subtly, as it won't directly communicate with the player but you've got to read between the lines. For example, in one event somebody will say he's broody, angst and antisocial, and his internal voice will say something like "Where did you get that idea from? Do I go around saying '...' or '...whatever' every 5 minutes? Oh, wait..." His internal voice will be used to voice something that everyone's thinking yet no one says anything, and he will take the piss out of cliche situations. Eg, in games/TV/films/everything when a bad guy got you cornered with a gun (for example), instead of killing you they always take their time and prattle on about something, most often divulging their plans. Adam will take advantage of cliches like these. He's not much of a hero, but not broody like Cloud or Squall. He comes off as selfish to others, but he believes in survival of the fittest and always looking out for number 1. Possibly bi, but not interested in romance. He's not fighting for anything in particular, as he's indifferent to most things. He is public enemy number 1, but his survival skills are second to none (being the "chosen one" makes you a cut above everyone else) and his favourite saying is something like "I just want to live a little longer". He never makes the mistake of misplanning, e.g., talking with someone about sensitive information while someone eavesdrop at the door (like many game/TV/movies) and call anyone that fail to be discrete or try to spy/eavesdrop on him "amateurs". His angle changes little later in the game, his motivation not so much, he just wants to be free, "true neutral" if you will, and don't go out of his way to stop villains unless he's personally adversely affected by their plans. Lilith (goes by Lil): Adam's side kick and about the same age. Most people will think she is loud and annoying. She is the opposite of Adam, she has no filter from her brain and verbalises everything she thinks. Her mouth gets her in trouble sometimes like accidentally giving away their plans (so Adam sometimes keep the mission intel with her on a "need to know" basis). It's not that she is ditzy, she's actually really smart and sometimes will just blab out a solution to the problem on a whim and realises it a few seconds later. She gets on well with Adam cuz he just switches off and sorta hears a muffled "mwwoooo mwwoooo mwwoooo". They have colourful banter, think Rose, Dorothy and Sophia (with Sophia being Adam's inner voice of course) from the Golden Girls. She loves jewels and is her motivation for everything. (And I'm thinking of using a gem-esque magic/skill system in game so that works out). There's no sexual tension with Adam cuz he's not interested, but she prefers jewels to men anyway. "Dad" (no name yet): The millionaire old man is the third party member. "Old" is relative, but he's about 45 and really good looking with a good bod, a DILF if you will. (This is the reason Adam had to be young else the "dad" storyline wouldn't be convincing). He's calm and collected. Adam and Lil manages to pull off the bluff (after much hilarity of course) and he accepts Adam as his long lost son. And after saying goodnight on the first night, he retires to his quarters and speaks to a mystery someone on the phone saying "target acquired". Ooooooooooh. The plot thickens. His mansion (rebuilt after the end of the world) is located on a plateau of sort, and the only entrance is through a monster infested underground channel, which serves as a natural deterrent for thieves. How is he able to live a luxury lifestyle after the end of the world? Think the great depression. While 99% of people suffered, those with extraordinary influence and wealth were still able to live an affluent lifestyle, and he's one of them. Is he really Adam's dad? Is he up to no good? Is he the end boss? All will be revealed hehe. Genesis: He looks just like Adam except blonde instead of orange hair (yes, Im making Adam a ranga!) Who is he? Is he the real son of "dad"? Anyway, influences for this game includes, Breath of Fire 3 and 4, and Xenogears, particularly the scene where *SPOILERS for Xenogears* Fei and Citan travels through a factory in Solaris where they produce canned meat. Fei was hungry so ate some, and Citan declined the offer. And afterwards Fei discover the factory used human flesh as the ingredient, and Citan knew it all along! I love how on the surface it looks seemingly normal and uneventful, yet hides a macabre secret. This is the feeling I want to capture in some of the events.
  14. I like to admit one truth. I AM A NINJA. Or at least act like one, when it comes to personal story telling. I feel really shy telling anyone my story ideas. Maybe it's the fear of critisism, lack of courage... I DON'T KNOW! But, I'll post the theme of my game, the overall message of the game. I'm sorry if my story is too vague for you to give opinions on, but go ahead and give feedback. And so, here goes... Paradise. What is paradise???. Most define it as the absolute destination of happiness and joy, where all your hopes and dreams can come true. Most compare it to heaven. All know it is the place of ultimate perfection. Only few know it exists, and these few wish to reach it... The only way to reach it is by obtaining all ten artifacts, scattered throughout the world. Each artifact have the power to do great things. Many great things, that small societies thrive from. These societies will crumble without the artifacts... What will you do to get it? A beauty, without memories of her origins, seek the artifacts, hoping paradise will show her her forgotten life. A worker, living in a city of poverty, wish to regain his lost artifact, in hope to rejuvenate his city. An enigma, from a place of few people, want the artifacts to regain her memories, as well, and live a new life. A rich boy, who has been encased in his mansion his whole life, wants the artifacts to restart his life. A girl, who is a natural prodigy, begs for an artifact, for it may be the only solution to stop a rumored catastrophe. A wolf, who has lived life in the claws of blood, hunts the artifact to revive a lost loved one. What will you do to reach it? All these souls all want the artifact, for their own goals. Is it worth it??? traveling through oceans, scaling mountains, battling fierce beast, evening challenging the gods themselves... Is it all worth it, for paradise??? One man, will even sent the world into a hellish war, all to reach Paradise... What will you do? To Reach PARADISE?? I really thought hard on this plot, and I hope no one RIPS this. Back on the point, what's your feedback on this? (small note: this plot may subject to changes, if i find it necessary to)
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