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Hokobishu

Basic Story of Rekkoku Kinkou

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Title Screen:

7ssZiNx.png?1


 
 
Characters So Far:

MAIN

 

Iki: Iki is the Spirit Walker (See Races), he is a curious sort, not having ever left the town he grew up in. He was taught kindness and caution by Masou Hajimi, the resident Martial Arts Master of Flying Leaf.

 

 

SUB/Supporting

 

Hashi Rama: Boisterous, friendly, outgoing. Village cook in Iki's village, knows far more than he lets on. Hates to be called old.

 

Kasan Kyoko: Mysterious, pleasant, polite. She is the resident weaver, she makes baskets and fixes clothing. Her designs are as elegant as she is mysterious. Hates to bring up her past.

 

Hakasho Hiro: Mischievous, spirited, enterprising. Hiro is the only companion Iki has ever known since he was little. They've gone through training together. She is always getting into trouble and trying to sell things! (Note: Will reference a Disney movie ;) )

 

Hayate Ikazo: The village elder, wise, friendly, he is much loved by the community. He is the only outsider who has ever become the village elder. He tends to be forgetful and gets distracted easily.

 

Races

Spirit Walker: A special race of humans born every ten millennia to restore peace and balance to the world, there are only ever two at one time, each with different experiences and both being complete opposites.

 

Locations

 

World Map

 

Tenten Peaks

 

Villages/Towns/Cities

 

Winter's Rest

The Pond

 

Storyline(Will be fine tuned over the course of weeks and months)

 

Iki has no past, no name, no parents, but he does have a family. His family is all the people of Winter's Rest who found him as a boy. Orphaned,

alone, and the only thing he's ever had, a crystal necklace, Iki trains for the day where he will set out to find out who he is. Fate, Destiny, or some Supreme Deity however has another plan in store. Given a day off from training, and not knowing what to do, Iki goes to the one place he knows he can reflect. Then, disaster strikes! Upon his return, his Master mysteriously winds up dead, and his village is burnt to the ground, and Iki ends up knocked out only to awaken ten thousand years later. Now he thirsts for answers and will stop at nothing to get them. Who is he? What is he? And why him? Will he find his answers? Will the truth be revealed? Unprepared, yet brave enough, Iki will set out on the discovery of a lifetime.

 

 
 
Note: All names should be read as family name then personal. Iki is the exception as he has no family name, adopted or otherwise.

Edited by Hokobishu

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leaving an opening for a second game or sequel.

 

I once read somewhere that making games with the full intent of having a sequel is a bad idea. I agree to the extent that you may fall into various traps involving putting too much thought, focus etc. into the sequel, and ending up reducing the quality of the game. Furthermore a game should be able to be fulfilling enough in and of itself (although I am sure there is the rare exception) and you shouldn't really be looking to anger your players.

 

Personally, I would recommend a multiple-endings game where it is incredibly hard to get the good ending. You can incorporate the coming back to life as returning to the start of the game to try again. You can also, for example, add a part where the hero has to kill a bunch of innocent people, to obtain the resources needed to create a sword that can kill the leader of chaos and get the good ending. Depending on how you mold it, this may do everything that you listed as your reasons for the ending without having to rely on a sequel.

 

 

In terms of the story it's solid enough: it really depends on how you flesh it out and do what you intend on doing, and make sure its not just another "hero goes out and saves the world" game (having a non-cliche ending is no use if the rest of the game is cliche and players get bored before finishing it). If I saw the game on the boards, the premise would make me interested enough, then I would scroll down to the screenshots, characters and features to decide whether I would try playing or not.

 

A few questions:

-  Why is this guy the only one to have his home destroyed? Did the powers of chaos just twiddle their thumbs and wait for the other nine to finish their training? Was it some non-chaos related entity that destroyed it?

- Why is this guy the only one to fail? What did he do wrong that the other nine did right? If the powers of chaos are stronger this time because of the fulfillment of the prophecy, surely the hero this time should be more powerful too, right?

- According to Japanese grammar structure surely the title should be adjective noun, i.e. Kinkou Rekkoku, no?

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I like the idea very much. Many people can "warn" you that it's a bit cliché but everything is cliché nowadays (even trying to escape from it).

I agree with shi-an with mostly everything, but I understand that you ommited some info (I assume many villages were destroyed, and there is an extensive cast of characters, etc). It would be nice if you presented your cast for us.

 

A japanese-based setting seems really cool, with Shinto priests, Ainu, samurai and ninja groups.

Good luck on your work!

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I believe it's Kinkou Rekkoku, if anything.

Like the others, I believe your idea has a lot of potential for expansion and elaboration in order to deviate from the default "Hero saves world" story.

 

Was a bit put off by your "prophetic cycle" element, but I like how you've altered it to one where you decide fate, and break off from the cycle altogether.

 

I'm particularly interested in the element of altering your own fate. Each small action contributes to a large shift in momentum in terms of diplomacy and battling the forces of evil, or succumbing to it. I'd like to see how you tinker with this idea.

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Thanks! I have a lot of great ideas in store for you guys. If I can get the resources I need, I might have a small working demo in two weeks. Also I wish more people would look at this, it gets updated every day D:

Edited by SirVivor

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I read it more carefully. I liked the fact that the main character is proficient in jojutsu instead of being the swordsman. Also, koryu means traditional school - hence the jujutsu fighter should fight unarmed:samurai practiced it as a last resource, for example, if they had lost the sword or if it broke (very usual if the opponent had a jitte or a kusari-gama). Also a hint: in our real world, some of the most effective kenjutsu schools emphasise nito (to fight with two swords). It would be pleasing to see your samurai wielding the pair of tachi and kodachi.

 

Sorry for the inpertinence. I am really fond of this kind of ambience and I want to help any way I can (and as a kenjutsu student probably the best I can help is with historical info.....)

Congratulations for the progress so far.

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I read it more carefully. I liked the fact that the main character is proficient in jojutsu instead of being the swordsman. Also, koryu means traditional school - hence the jujutsu fighter should fight unarmed:samurai practiced it as a last resource, for example, if they had lost the sword or if it broke (very usual if the opponent had a jitte or a kusari-gama). Also a hint: in our real world, some of the most effective kenjutsu schools emphasise nito (to fight with two swords). It would be pleasing to see your samurai wielding the pair of tachi and kodachi.

 

Sorry for the inpertinence. I am really fond of this kind of ambience and I want to help any way I can (and as a kenjutsu student probably the best I can help is with historical info.....)

Congratulations for the progress so far.

Thanks, but I already knew Koryu meant traditional as I had researched this for two nights. There were two different schools of the same art so I wanted everyone to know it was the traditional school. I want to give my players the most realistically fun and fantasy-japanese culture themed game as possible, as well as to turn something so Cliche into something amazing :D

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Time to get this show on the road, now that I'm back and having read my own work, I will now spend the next few weeks fleshing out characters and background lore. Will base this on Japanese eras and hierarchies, but it will be it's own thing with it's own cultures and influences too.

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This isn't a comment on your story or characters, but just a suggestion that if you're very serious about this, you could try finding someone who either studied Japanese history in school, or who is from Japan. \o/

 

i think their knowledge could greatly help in making your game even better! You could ask them any questions you had, too, and i don't think it would be too hard to find someone like that.

 

My concern comes from the point that it'll be very hard to learn about these eras and hierarchies on your own, in only a week or so. It will also probably be tricky to consider different cultural customs-- such as what behaviour isn't publicly acceptable. Or how cities were built.

 

 

i.e., I remember playing an RM game that was described as a fusion between Japan and China, and being kind of... well, surprised at some parts. xD (i'm half Chinese.)

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I almost kinda think it might be better to just have some kinda generic eastern fantasy land rather then try and go for something Japanese in particular. I mean kinda like how Avatar The Last Airbender obviously was full of stuff that was based on different eastern cultures but was still clearly it's own thing. Or like how Dragonball was inspired primarily on a famous Chinese novel, and had lots of elements of Chinese and Japanese design aesthetics, but was increasingly obviously set in it's own weird world. Honestly, I almost kinda want to see more RPGs with some more exotic examples of western folklore, Norse, Celtic, Irish, Slavic and Russian stuff like Domovoi and Rusalkas. And of course lots of fairies. Or maybe I just want to see another Quest for Glory 4.

 

Also: I kinda wish you were able to choose the main character's gender or even have the main character be female (either way with the exact same personality), but I kinda say that about every game. :3

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Hahaha the idea here is that it is based on Japanese culture in the 12th to 15th century, doesn't mean it is the culture from said time period. Having an interest in Asian cultures, it will have a mix, after all, it is a fantasy game and it is my own vision. :)

Edited by Hokobishu

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All the editing you did with your first post has made me look like a psycho talking nonsense.

 

I guess it's up to you to decide how much or little Japanese cultural influence you put into the game though. Welcome back anyway.

 

And Killozapit--not just domovoi, but kikimora! They'd work much better in a horror game than a standard fantasy RPG though.

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I never heard about kikimoras before... Now I wonder if the bird people in Yume Nikki are actually supposed to be kikimora... I doubt t it but they look pretty similar!

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Lol Shi, I edited the posts so it would contain only information related to what's going on in the project now. Right now I'm developing characters and each of them has a couple of flaws :)

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