+ Novem 344 Posted January 4, 2013 You're kind of skimming the line on spamming there Bunni. Just try not to repeat things that have already been said and tone down on the walls-o-text, it makes it intimidating to read one of your posts when you have such huge paragraphs. The random information in-between stuff that's actually relevant is also kind of annoying to. Share this post Link to post Share on other sites
Bunni89 85 Posted January 4, 2013 My apologies, I'm kinda a random person lol XD I'll cut it out. I thought I was good there though because I was trying to bring up a topic of conversation a bit... @ Infinity Thief: Eventing is what i find most fun too so I'm definately looking forward to experimenting with solving class assignments. It's nice to have some sort of inspiration for a small challenge because I still find a big game project to be too imposing. Share this post Link to post Share on other sites
+ Novem 344 Posted January 4, 2013 It would be fine as long as it was separated from the rest is good clearly defined paragraphs about specific subjects. The Forum Rules don't really clearly define what is and isn't spam, so I have to work with my own judgment here. I'm new at this, so thanks for working with me. Share this post Link to post Share on other sites
Bunni89 85 Posted January 4, 2013 I'm sorry about that, people often tell me I get rambly and incoherant whenever I get on a roll XD I'll try and reread my comments before I post them and make sure they don't look too spammy in the future. For now I think I'm gonna go fly away and come back whenever titanhex makes an update, so at least I have more to respond to and won't just be blabbering about how interesting this all is XD Gonna go check out the original deviantart group for le lols~ Share this post Link to post Share on other sites
+ Titanhex 284 Posted January 4, 2013 That took a while to go through!  I'm glad infinity thief was here while I was sleeping and doing other things. I think he did a great job of clarifying the goal of this project.  A lot of people are looking for official details and announcements. I'll provide what I can so we're all on the same page. I'll also try to update my first topic with information that helps clarify the design and provides extra detail about it instead of leaving it floating out here. That way new people can just read the first post and then post a response right away.  People are wondering how the content for the project will work.  Uniformity  Some standards will be needed. One example is designing your character in the RTP standard. Like I said, this is so people who might not be good at pixel/sprite art can join in via a character generator.  However if you want to recreate characters for your game in your own design that's perfectly fine too as long as you don't mind doing the extra work.  There is no requirement for face graphics, since this may cause clashing artwork. If you want to add busts or faces to your game you're allowed to.  There is no standard on scripts you have to use. You can achieve your game in whatever way you please.  Same with achieving assignments or quests. How your character achieves them is up to you. It can be battle oriented or dialogue oriented.  Currently there is no lock on using an engine. However all the templates will be in the RMVX-Ace engine. If there's an interest in RMVX, that's easily adapted and can be done. XP users may need to speak to someone (likely me) about an XP version they can use, but it will be done in RMVX style.  Template  There will be a template RMVX-Ace project made for each part of the Academy. The template will only have map transfers and the areas relevant to that map. I.E. A house would have the commons, kitchen, bedrooms for each member, an outside patio, etc. This template can then be used to show a scene that may have happened between characters in the house.  There will only be a few of these Templates, as there is going to be some encouragement for students to make their own maps to show how they accomplished something. In this case a student is free to use whatever style they want. Infact, you don't even need to use the style of the template if you want to recreate the template in your own style.  Individual Questions Answered  @Overtime: Replicated maps aren't really of use here. You can upload them for use, but I don't promise anyone will use them. There is a lot of leeway to design the area around you though.  The skill suggestions are more Classes like Paladin, whereas the idea here is a teachable category. An elementalist would be someone who enrolled in all the elemental lessons.  The houses are good suggestions. It doesn't have to be stones, if you have another suggestion for house symbols feel free to suggest them.  @Shaddow: There'll be no need to make original music or scripting for this. It's really just about practicing small things with the Engine and having fun doing it.  The latter example applies for the game type we'd be looking for. A small game. It can have a minigame in it, like a student getting assigned to do an obstacle course for Ninpou and he decides to make it so he has to run around some targets in a certain order.  @Obrus: I know not all the mods are available. I also want to keep it in the spirit of original character creation, to emphasize RPG design elements like that. So the teacher won't be named Infinity Thief or Jonnie91. There's definitely emphasis on plotline development as well, which can be user-created through roleplay, or stem from quests. It's not contained to the community itself, like our own little inside joke, but rather something new community users can come in and be a part of. Perhaps after hearing about it some new members may flow in.  We'll also be using Houses, like Fraternity houses or whatnot, instead of dormitories. This is just because of the flexibility houses offer over dormitories, especially when it comes to mapping. If we can see a clear need to change that then we probably will.  @Bunni: lol Probably no uniform, but a house color may be imposed that will be necessary in character design. Not sure, it's up for discussion.  Everyone else seems to have their questions answered or a strong understanding of the topic. I'll be editing the first post tonight to reflect the discussion had. I'm working out more details as I go.  One detail will be the max number of teachers and minimum amount of students. Once I get those done I can begin opening up those positions. Likely a submission template will be provided just for fun. Share this post Link to post Share on other sites
Overtime 10 Posted January 4, 2013 From what I meant about Elementalist is skills from Disgaea's Magic Knight. Elemental Buff, Debuff, and Null-ment. Such as Nul-Blaze(FFX), Spellblade+Flare (FFV), Anti-Fire (Disgaea) Â I could see Replicated maps be used... that is, if there's any rule that involves scripting events. (We all know that we can't use variables/Switches (not self) in events if placed on map, unless we can show two versions). Â Example: Map "REMansF1" - Does not include Variable/Switch Flags usage. Readme file includes on how to add events. Map "REMansF1" - Contains variable and Switch flag usage. Variables 1 and 2 is used. Used for "Resident evil Portrait puzzle"Â The only difference is that File 2 (Reference not intended) contains the "whole" event map, if available. File 2, though can conflict if the user already has data for the selected variables/Flags slot. File 1, however, gives the user to learn how did the creator made the events of File 2, and makes the user to make them from scratch, like a step by step manual. Unlike File 2, the event slots won't conflict with each other, unless the user is doing something wrong. Share this post Link to post Share on other sites
Infinity Thief 10 Posted January 4, 2013 @TitanHex glad I could help. I was worried I wasn't describing it the way you wanted. But if it was along the ideas of the DeviantArt groups I was pretty sure what you were going for. It's a great idea to do for this community. Smart thinking bringing it over here. Â Share this post Link to post Share on other sites
+ Titanhex 284 Posted January 5, 2013 (edited) Thanks, glad you can see my objective here Infinity! :3Â I'd love for you to sign up for development when it opens. I think you coudl be a wonderful person to help achieve this project's goal. Â Alright, I've updated the original post and added some new information to it. Â Lets discuss, and after about 1-2 days I'll start putting up a developer recruitment list that people can sign up for. Edited January 5, 2013 by Titanhex Share this post Link to post Share on other sites
Wren 179 Posted January 5, 2013 I think this would be fun if participation was only required for a few hours per week. I could maybe put together 1 project per week if it took about 3 or 4 hours. I have a family, work 40 hours on an overnight shift, and have 1.5 hour per day drive to and from work. Share this post Link to post Share on other sites
+ Titanhex 284 Posted January 5, 2013 (edited) Ahh the time requirements. That's certainly something people should know! I'm happy you've mentioned this :3  The time requirements in this are actually not that much. Remember, this is just to get you practicing with the RM engine (Much like practicing drawing). The amount of practice you put in is the amount you get out. It is generally up to you how much you participate.  The Assignment and Exams are the most important things. If you can't finish these, then why are you in the group? OxO  Assignments are not going to be huge. They may require you to get creative, but it's mostly up to you. Put in some effort is all we ask.  Exams might be a little bigger. However, they too won't be a lot of work if you don't want them to be. They can be 5-10mins long of a game.  All other content is optional. We may hold quests, events, or mini-events to encourage further practice. People in a house might even encourage practice by interaction or their own events. But if you opt out of these then there's no penalty. There are house points awarded for each game submitted, but those are in the spirit of friendly competition. Edited January 5, 2013 by Titanhex Share this post Link to post Share on other sites
Bunni89 85 Posted January 5, 2013 I'm super okay with the revealed rules, they seem to be a lot like Infinity Thief was explaining. So hell yeah I support him/her as a mod/teacher/whatchamacallit for this! Also I really like Celianna's tileset so it's nice to see that the default academy maps will apparantly use it. Well, unless you mean her parallax tiles cos I really find parallax awkward to work with. (My inner noob is showing..) And now I shall just sit here consumed with excitement getting ready to jump in when it opens And probably go looking for someone to help me make an RTP version of my character cos I can never get the shading right.. Share this post Link to post Share on other sites
Infinity Thief 10 Posted January 5, 2013 I like to see that this idea is taking shape. It's a great learning tool for all. It's expanding and it looks like we are getting all the ideas hammered out. Titan you amazing for coming up with this idea. One thing I'm also wondering for the fun of the teachers as well, is connection to a House? Calls on the Hogwarts idea (where the devianart groups themselves got inspiration) where teachers would have a hand in House. Just an idea, I don't know exactly how this could be used, but it also allows the teachers/instructors to have a little house fun as well. Share this post Link to post Share on other sites
RetroExcellent 369 Posted January 5, 2013 A concern I have, I worry about a million 5-10 minute 'projects' around and a lot of downloading. Will each new assignment require a new game from the student, or will they simply add to their exisiting project? Â I realize that some people are excited about the concept of a smaller game and a smaller download, but you will still be requiring a bit of a download, will probably take longer to download than to play, and could be annoying to people looking into them. Share this post Link to post Share on other sites
Infinity Thief 10 Posted January 5, 2013 One idea that I can think of with your concern Shaddow, is doing one game that you add to. Having a central room which has lead off to each assingment. So instead of having lots of small games, you have one game you expand with each lesson. You can have a way of transfering to each depending on your taste/creativity. Share this post Link to post Share on other sites
+ Titanhex 284 Posted January 5, 2013 (edited) You have a valid point Shaddow. It crossed my mind as well. Â A template may help. Depending on how we do the template we can avoid needing to check the "Include RTP" button, which would lower the size dramatically. Â Also Infinity brings up a great idea. I think people might be scared away if they have to compile all their game stuff into one, so I don't want to make it mandatory. However we can add a tutorial that shows people how to do it and encourage them to do so. Â Any other ideas to solve this problem would be great :3 Edited January 5, 2013 by Titanhex Share this post Link to post Share on other sites
RetroExcellent 369 Posted January 5, 2013 Honestly the way I see it is like this: If each person adds their 'mini-game' to a normal game as they get assignements, they will add story and learn how to connect them well. By the end of this each person will have a complete game that is a collection of mini-games and it can be incredible. This will allow the player to see their 'student' progressing as they play it as well, so they don't feel like they have to start over, or if they do something most people didn't, it will show up as they move on assignments. Â Does that make sense to anyone else? Share this post Link to post Share on other sites
+ Titanhex 284 Posted January 5, 2013 I am pretty sure I understand what you mean Shaddow. So will it be the player's job or someone else's to compile a student's games into one large game? Â I think for this to stay new friendly and avoid being too much extra work imposing a rule to do this may not work work. But I could be wrong. It might be fairly simple, especially if we create a tutorial, to get a player to compile their students activities into a single game. Only way to tell is to test it and decide afterwards. What I have in mind is just a simple choice dialogue to take you to different events in the students time at the Academy.This detail will likely be explored and finalized during development. However, it's likely we'll be giving this a shot and keeping it as simple and easy for everyone. I think the students will appreciate this setup as well, Shaddow. Share this post Link to post Share on other sites
Infinity Thief 10 Posted January 5, 2013 It is a good question. We could do a tutorial on what our idea is and give a small example people could refernece. But saddly I think the undeniable fact is this will get download heavy fast. Student to teacher ratio is going to have to be low for this to be easy on the teachers. Share this post Link to post Share on other sites
mchangin 0 Posted January 6, 2013 (edited) Oh wow, i'm actually amazed that the Academy of Heroes has been used as an example for another community project. A pity about what happened on rpgmakerweb, but this really takes me back to when the academy first started, and i really loved it back then. Â I still am a member at the Academy of Heroes, and have been since 2009. I've got a few suggestions which might hopefully help this fun little project work. Â - With regards to this whole project being a download-spam, I think assignments having a deadline could mean having one representative to collect all the mini-game files and compile them into a .zip file to make downloading simpler. That way, we can get all the games in one download without having to remind the player to download the RTP every single time. Â Custom music files should only be limited to around maybe 3mb so as not to make the download too huge. Â The main problem with AoH was that the teachers were conducting lessons while thinking all the students were generally inexperienced with magic, like a bunch of elementary school children. They had to do things this way because if they had to make classes for both juniors and seniors, they'd have a lot more work to do. But as a result, we had some veterans running around and making the classes seem too easy because some artists didn't get creative enough to make the classes harder on their own. I think rules regarding assignments should be loose so the students don't get too trapped by rigidity and be allowed to pull their own twists on the assignments (enquiries should be posted to teachers before doing so.) Â I'd think of more but both my computers are down and it's pretty irritating to type everything out on my phone, but i hope this helps! Edited January 6, 2013 by mchangin Share this post Link to post Share on other sites
Infinity Thief 10 Posted January 6, 2013 I know I've been thinking of ideas for lessons. So if need be I could give examples. I think most of these lessons will be very open ideas. Like collection quests, element connected events (like learn a skill or use a skill combination) and similar ideas. So I'm pretty sure that aspect should be covered. I'm really into Shaddows project as a whole so people can see their progress and in fact build a game over time. It's almost like a portfolio style idea. I vote we go with that. Share this post Link to post Share on other sites
Bunni89 85 Posted January 6, 2013 Ooh, I definately like the idea of compiling all the attempts at a particular lesson into a zip! Because personnaly I'd want to download everyone else's stuff but having to search for it and nab it all separately (with a high MB size) would be discouraging. I'd also say perhaps encourage students to keep a zip of all their assignments so far, since that'd be way more noob friendly than keeping it all in one game. Something like everyone should always keep up all their games in one download as well as whatever was the latest update in case people are following them along at home and don't wanna have to download everything every time something new comes out. Maybe we could do something like make a topic listing everyone's profiles, and then people would edit their profile post to compile what they've done so far? Or even an offsite wiki fullfilling the same purpose? Â Regarding mcchangin's mention of the original version having unbalanced assignments.. maybe we could actually include years/grades/classes/whatever your country calls it? Aka levels that you go up over time. At the start everyone would be teaching Year 1/Beginner Classes/Whatever and then anyone who completes X amount of exams progresses to the next level, whereas noobs still come in and start at the first one. That way we could gear assignments towards different levels of proficiency with rpgmaker, the system, and the plot, and then things won't end up falling behind and looking like a kindergarten teacher taking a college class. Or perhaps have individual mission levels, like the creator of a class can give it a 1-5 star rating and that shows how complicated it is and how many points you might get from it. So that way people can take a pile of easy options (fetch this, craft that, use beginner spell A..) or one hard option (retrieve the rare still-beating heart of the chaos king) and still pass. Â Also just to say that I'd really like to write up lesson ideas, but obviously my rpgmaker skills don't match my enthusiasm yet XD So what I'm wondering is would it be possible for people to become teachers later on, or is it all decided before we start? Cos I'd like to perhaps prove I can be competant and then try out for the position. (Will there be some sort of test we have to pass to get 'hired'?) Share this post Link to post Share on other sites
Infinity Thief 10 Posted January 6, 2013 I wouldn't mind keeping track of the lessons turned in. I have hard drives I can store them on. Theres also google drive that can be used and sites like mediafire (which I use a lot). I also like Bunni's idea of having a way to keep skill levels apart. With either advanced lessons worth more points to the house or grade levels. That way we can have fun assingments for both skilled and none skilled developers. Share this post Link to post Share on other sites
+ Titanhex 284 Posted January 6, 2013 (edited) Great!I like Bunni's idea too.  I was thinking of having grade levels and things like that. It would add a lot to the game and make it more exciting. However, that all depends on how many interested people we can get. I imagine after some banner creation and hyping we can recruit enough people. Depending on how many we have at the end and how many waiting, I'd be willing to recruit more people for a year 2 lesson aimed at more advanced work. (this seems like a longshot at the moment though, so lets stay focused)  As well, students can always become teachers. So if you opt to be a student you can become a teacher for sure.  We have a lot of good ideas coming to the surface, and I can tell people are excited.   Specific development positions will likely be open between 16-20 hrs from now. I got to sleep on it and then really think up who we'll need to start. I can't see more than 3-4 positions being open though. When this happens expect an explosion of details and framework to be found. Edited January 6, 2013 by Titanhex Share this post Link to post Share on other sites
Bunni89 85 Posted January 7, 2013 Awesome, glad I could help a little! And yeah i figured we'd probably do things all at one level until we have a big enough group, cos it'd be too much work for only a few mods and not much point to it if there's only five students. Looking forward to the framework explosion! I'm determined to try the first assignment that's available :3 And wondering if there's any limits on characters, like do they all have to be human or all a particular age? (I'm thinking not everyone likes teen characters even if its the right timeframe for school, and if its magic classes its not necessarily dependant on how old you are, like math class and stuff..)Â Can we have familiars like in the deviantart group? Maybe make those a bonus for advanced members as an incentive to participate.. Share this post Link to post Share on other sites
+ Titanhex 284 Posted January 7, 2013 3 Development positions are currently open. Final decision will be made in 2-3 days to give everyone a chance to look them over and apply. I'll be picking the person to fill in the position. No late applicants. Share this post Link to post Share on other sites