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> [Development]Character Design, Part I: The Hero
Jacen
post Oct 15 2008, 04:06 AM
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Character Design

Part I: The Hero



In this Tutorial I aim to teach those taking there first steps in game design how to write and execute a cast of characters for your games. I am writing this tutorial with over a decade's experience in playing pen and paper roleplaying, RPG maker is just a visual extension of that for me. So, shall we begin.

Character Types


Lets Organise the different types of game character that your game will feature into four broad categories and look at each in detail these categories are the Hero, The Villain, the Leads and the Support.

All games no matter how obscure there concept needs these four types of characters.

The Hero/Heroine


I will begin my character analysis with that of the Hero, the most important character in your game. The design of your leading character should be carefully thought out, with all decisions about he/she taken with very serious consideration.

The first thing that you should think about with your hero, even before you pick there sprite is whether they will talk in the game. A strange place to start yes, but one that will save you a lot of time. Why would we choose not to have our character talk in our game? Well many great games such as Breath of Fire and Suikoden choose to do this and here is why.

The Silent Hero

The single greatest pitfall any character designer can fall into when creating a lead character, is making he/she unlikable. If the person playing your game does not like your lead they will stop playing your game after ten minutes at the most. By making your character mute or only speak when the player is presented with a choice, you take away this possibility drastically.(how far you go with these choices is up to you, more on that later).

With a mute character you're player never feels annoyed at him saying something stupid because he would only say such a thing if the player selected that option, thus giving the player a sense of control over what is going on in the game world. Never forget however that although your hero may not talk he is still a character with his own traits beyond the input of the player, to achieve this you may have to create or find a sprite with multiple poses to convey a visual sense of feeling. This could be achieved using multiple- expression facesets, however it would look pretty silly having a faceset and no text to go along with it. When used effectively The Silent Hero enhances your player immersion by giving him control, when used ineffectively it makes him feel both distant and left with a feeling that your game is shallow.

I would also like to note that this option works best in games that are telling a relatively simple story for a more complex one we are better using The Characterised Hero. This rule does not always apply however, its quite possible to create a complex story that is told through the supporting cast.



Ryu, the Silent Hero

The Characterised Hero

So we have looked at the pro and cons of making a silent hero but what if you want to go with the tradition of Final Fantasy and make your hero a full blown character. Well if you get it right this works far better than the silent hero, and if you get it wrong your game is doomed from the word go.

When thinking about making your Hero consider that the player will spend almost all game time as this character so avoid anything that may annoy like the plague. Catchphrases, snide remarks and witty comments are best left in the dialogue of the support. In order for your player to care about the story he has to care about this character deeply, so in order to conduct him well you have to put a lot of thought into his personality, his motives and his background. We shall look into all of these in detail and this is this character type is the one that I will assume you are using, as most of this tutorial can only be applied only to a hero that talks in the game (although some of it will be of the sections will be of use to the silent hero character type)

Appearance

Look at these pictures, do any of them strike you as particularly exotic or unusual in the type of design that is common in anime?




Cloud, McDhol and Yuki



The answer is most likely no, despite the fact all three are leading characters from great RPG games. I'm going to hammer in a sad truth when it comes to your hero's visual design, anything exotic is bad, real bad. An audience expects it's hero to look a certain almost generic way, this is true in most RPG games. Don't get me wrong many games have very unique characters but never are they the lead, it is simply to much of a risk. If this risk pays off it can make your game endure in the memories of it's players for a long time, but more often than not most people will simply not except a hero that looks to different from what is expected.

I'm not much of an artist so I will leave the specifics of rendering your sprites to other tutorials.

Background

Ok so by now you should have decided on method of how your hero will interact with the player and how he will look. So what next? Well now you have to think about who this character is. Ask your self some questions. Where did your hero grow up? Who are his parents and is he still in contact with them? Was he an only child or does he have siblings? What is the worst thing that has happened to him up until now? What is the best thing? What is his single strongest memory from when he was a child? Assuming that he knows how to fight, where did he learn? Was he self taught? Did he have formal education?ect.

These and many others questions like it are what you should be asking yourself when creating your hero. Like it or not he had some sort of life before the player took it over and if you don't explain what that life was, your hero will seem shallow and unrealistic. The trick to designing a background is to link it into the story you are trying to tell. Make a few points in your game where the hero meets an old friend, relative or enemy that the player does not know about, this encounter does not have relate to the ongoing story in any meaningful way but it is there to reinforce that your hero had a life before all this.

Here are some of the main point that you should consider when designing your hero's background:
  • Where your hero was born and grew up. Was it a large city? An artic wasteland? The gates of hell? Think about how this would have defined him as a person.
  • What sort of family the hero has and his relationship with them. Does he have any siblings?any uncles killed by stormtroopers? That sort of thing. This aspect may or may not tie into the ongoing storyline at some point or it can just be revealed later to give your hero a greater sense of depth. Think beyond just who his family are as well. Think about what they do and there place within society. Are they weathly nobles or peasants struggling to make a living?
  • How did your hero learn to do what he can do today. If he is pretty handy with a sword he must have learned that somewhere. Think about how and where he learned these skills and how you can relate that into the ongoing story. Perhaps his old mentor comes back to help the heroes at a critical stage in the game or an old rival from his time at the alchemy academy makes an appearance and stirs things up.


Personality

Perhaps the hardest thing to create for a hero is his personality (largely skipped if he is the silent type) as if you make him unlikeable your player will grow frustrated with the game. Try to think of three traits, just three, that sums him up. These could be things like a loner, optimistic, playful, sarcastic, emotionless, compassionate, expressive, naive, reckless or anything else you can think of. With just three traits you have the basis of a personality. A tip to make your character seem deeper is to give him two traits that conflict with one another.

For example you may decide that your going to tell a tale set in a mythical Asian setting with your leading hero being a Ninja of the Shifting Shadows Clan. You decide he will be a fully characterised hero as you intend to tell the complex story of the brutal strife between the warring fractions in your world. You spend time developing that his parents were killed when he was very young and he was adopted and trained in the deadly art's of the ninja. When it comes to deciding his traits you decide that his harsh life has shaped him into a humourless loner but behind the facade is a deep reservoir of emotion and a young, confused man. This sort of conflict in his three traits adds a deepness to an otherwise cliché character.

Also try to link his personality to his past, this also adds realism.



What sort of personality will your lead have?

A Dramatic Hook

Ok so now we should have a fairly fleshed out character, but we need to ask ourselves: why is this character the hero? The reason is the dramatic hook. The dramatic hook is something that makes your character that extra bit special, like for example being a clone of the greatest warrior on earth, just for example.XD. This part links into the story so there's no sure fire way to pick it, however it has to be huge. The lost king of a distant civilisation, the last survivor of an ancient and powerful race, a god reincarnated, a half dragon, whatever just make it epic. Your player is going to be spending a lot of time playing as this character and he/she will want that character to have the most grand story of all....



With a Dramatic Hook in place and character's with genuine personality, your story can be epic.

Character Development

So by now you should be at a stage in which you have the basic framework of a character to work with. This is an excellent start but players will grow tired of your hero if he does not develop and evolve with your story. It is for that reason that I will give you some of my thoughts on character development within an RPG structure.

Depth

You will most likely find that the while your three character traits assist you in voicing many scenes, they will not cover each and every situation. There will come times when adding a further element of depth will be necessary. When such occasions occur consistency is a major concern.

Remain consistent in your characters perceptions and endeavours unless there is a reasonable justification for him to change his normal behaviour. Creating an inconsistent character personality may feel more realistic at times but for the purpose of a game I don't believe that it is a wise decision. You want to establish a strong image in your players mind of who your Hero is and what they are like as a person. If you stray too far from your established archetype a player may grow tired or confused. Could you imagine if three hours into FFVIII Squall decides to hug the gang and ask them if they want to celebrate there last victory over a beer?

The answer is most likely no; it is obvious that the writers of FFVIII wanted to establish there lead as a quite, pensive loner. It is only through dramatic elements in the story that this initial personality begins to evolve and change.

Character Evolution

In order to maintain player interest and add an element of depth to her persona you will find it necessary for your Hero to evolve throughout your story. This change may be subtle such as a slowly harding attitude towards the game world as the character explores and loses some of the naivety that you originally decided they will have.

On the other hand I find that character evolution is best handled in a dramatic and memorable fashion. This can be accomplished by combining background, depth and an emotional response to create dramatic scenes of development.

Emotional Development

I find that scenes of memorable emotion and drama are best when they combine many other elements of a games story. In order to set up a scene of character evolution you should combine elements of background, plot and your dramatic hook.

For example your lead hero is the last of an ancient race (the dramatic hook) you have decided that your three basic traits are active, brash and carefree (personality) and he has had a fairly simple life living on a secluded farm with his mentor and guardian (background.)

Now in order to instigate a shift in personality we need a dramatic scene. In this case the destruction of the Hero's home and death of his guardian at the hands of the evil Empire. As an emotional scene of dialogue unfolds between the Hero and his dyeing mentor his secret heritage is revealed and life changed forever. In this way the writer is free to change the hero’s personality at the start of the game from a carefree, active young man into a more quite, level-headed character with a good justification for the change.

Scenes such as this may occur throughout the game shaping the hero not into the character you initially created but rather the person you want him to become. You will find that when created well such scenes of development and emotion are the highlight of any RPG experience, both to create and to play. From the players point of view it can make them feel a part of the emotional journey of the characters they have come to know and love.



Dramatic Emotional Development


Ending Notes

Ok so I intended to make this tutorial all about characters but it turned out to be longer than I expected, and I could have went on so much more about designing a hero. I think I have covered all the main points. If anyone like's this and finds it helpful I will do similarly structured tutorials for Villains, leads and support characters.

This post has been edited by Jacen: Feb 14 2011, 05:49 AM
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DauntlessLife
post Oct 19 2008, 06:53 AM
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This was actually pretty useful. I'm always scared of putting 'out of character' lines in character dialogue. But I guess thats a risk we take right? Not everyone will love the leader. I'm doing an FF7 sequel and I could use another co-writer if you are interested. I'd love to hear some fresh ideas. If not all is well, this was still a good read. Good job! teehee.gif


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Jacen
post Oct 19 2008, 07:59 AM
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Cheers for the feedback and yeah that is something of a risk but it can pay off if executed correctly. I would definitely be interested in helping you out. I myself am working on an FF Fangame which you can find in the projects section, its not a direct sequel of an FF game but still Final Fantasy all the same. I will PM you my msn address and we can exchange some ideas.
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lucifer1101
post Oct 19 2008, 03:15 PM
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very well laid out i will probably re-read this in the future when designing more characters...


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Jacen
post Oct 19 2008, 03:50 PM
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Thanks, I have updated it to the newer version of the tutorial I posted at RMXPuniverse. I lost the damn thing for a while lol. This also includes a section on character evolution and change.
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Oceans Dream
post Oct 19 2008, 06:39 PM
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Now to disagree with you on your tutorial, here is Abe. Hi Abe!


He is from Oddworld. I see he fits right in with the other generic characters.

Why don't we begin with instead of choosing silent or non-silent, how about the role the hero has in the game, and how important he/she is compared to the other characters. You could very well have an RPG where it's not about the hero you play as, it's about an NPC that you look after. The games story doesn't have to revolve around the hero, it could revolve around someone else, or give all the other player characters equal or about equal weight. FF6 was like that. So even if the "hero" was annoying or odd, it wouldn't kill the game. Also, generic heros are also annoying to people. So taking the "safe" route isn't really a good idea.

QUOTE
Don't get me wrong many games have very unique characters but never are they the lead, it is simply to much of a risk

It's a good risk that is well worth taking.

Also, epic "save the world" stories aren't the only stories that a character could be put in. There are a lot of other smaller scale stories that could be used that may be more interesting than the typical stuff.

QUOTE
Now in order to instigate a shift in personality we need a dramatic scene. In this case the destruction of the Hero's home and death of his guardian at the hands of the evil Empire. As an emotional scene of dialogue unfolds between the Hero and his dyeing mentor his secret heritage is revealed and life changed forever.

This is not a dramatic scene, it's pretty much an expected scene. Also, since it's in the beginning, you feel no emotional attachment for the hero or any of the characters, so their loss doesn't mean anything to you.

What I like doing is basing characters off of people I know. I want characters to feel like real people, not generic RPG characters.


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GalzaRPG
post Oct 22 2008, 12:15 PM
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Wow.. I should of put my guide thread here.. dry.gif

http://www.rpgrevolution.com/forums/index....showtopic=21890

Yeah, what oceans said. XD Of course, there is no right or wrong answer to the hero debate, but in my general opinion, a hero doesn't need to be someone of special importance.. it could just a guy caught in something bigger than himself. I don't even think a hero needs to loose someone near and dear to him in order for him to raise his sword against his enemies.. infact it's been done to death. If you never challenge the system, then you'll never break the mold.. if you stay in the mold, it will be lost in all the clones just like it..

Here's my hero - Son of a great warrior, a leader of a band of heros of sorts. They're kind of like Robin Hood. The government, IE, the Dukes, are too busy with warring each other and protecting their frontlines, that it's left the common man completely uncared for. These guys rose the the challenge, and were renouned for their deeds across the land. But then Duke Hutchington requested all able bodied citizens join the war effort, the very first that were drafted was this band of heros - against their will even, leaving Sardin (son of the leader guy) incharge of the entire outfit.. something he's been training for for some time now.. just has not had any hands on experience. His task, at first, was to find some group members to help him take clients requests, only bottom of the barrel wash outs were available.. people lost faith in their saviours.. and Sardin techincally bringing his fathers legacy into bankruptacy. But it's not his fault. A Chance encounter at Lightcaller Citadel, and it's coming attack made him a suspect of the event and brought him into company with the larger world, leaving his company seized by the royal guard, and possibly his fate sealed in the Dungeons of Juldaria as a criminal to the crown. He sets off going to return the lightstone (under house arrest so to speak) only so he can just go back home and continue where he left off.(which may or may not happen) =D

No delusions of grandier, no sacred birth right.. no special powers - Sardin has none of these things. He's not even the most powerful character in my game (he's just the most balanced) he's just a guy trying to make his father proud.. trying to keep the legacy alive. People feel for this guy because he's doing the best he can. he just can't live up to their expectations - because they all expect the same kind of work like when his father was still around.. a lot of people hate him for it, or rather, disappointed in him. And he has to deal with a bunch of weirdo party members with questionable backgrounds. No one in the original 4 party team are anyone of significance.

I pulled a lot of inspiration from work, yes.. work. Co-workers, managers.. customers.. as well as a myrad of bad MMORPG experiences.. Make your heros human.. base them off people.. trust me, it works. thumbsup.gif


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Oceans Dream
post Oct 22 2008, 12:29 PM
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Oh yes, I'll add that a commercial game maker usually wants to avoid risks because they want to profit off of this, and a failed experiment could cost them a lot, whereas they could generally tell how much they'll get by staying on the safe path.

Amateur game makers don't have to worry about how many people buy it and hoping to get back all the money they invested in it, so why not take those risks? If they don't work, you'll be able to see why they didn't work, and you'll learn from it.


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DerKomet
post Oct 23 2008, 01:26 AM
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Jacen, I deleted your other duplicate threads of this same exact topic... if your thread in this section doesn't show up right away is because is under moderation preview, this section we check the stuff before allowing it to be viewed to the public.


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Jacen
post Oct 29 2008, 12:17 AM
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QUOTE (Oceans Dream @ Oct 20 2008, 02:39 AM) *
Now to disagree with you on your tutorial, here is Abe. Hi Abe!


He is from Oddworld. I see he fits right in with the other generic characters.

Why don't we begin with instead of choosing silent or non-silent, how about the role the hero has in the game, and how important he/she is compared to the other characters. You could very well have an RPG where it's not about the hero you play as, it's about an NPC that you look after. The games story doesn't have to revolve around the hero, it could revolve around someone else, or give all the other player characters equal or about equal weight. FF6 was like that. So even if the "hero" was annoying or odd, it wouldn't kill the game. Also, generic heros are also annoying to people. So taking the "safe" route isn't really a good idea.

QUOTE
Don't get me wrong many games have very unique characters but never are they the lead, it is simply to much of a risk

It's a good risk that is well worth taking.

Also, epic "save the world" stories aren't the only stories that a character could be put in. There are a lot of other smaller scale stories that could be used that may be more interesting than the typical stuff.

QUOTE
Now in order to instigate a shift in personality we need a dramatic scene. In this case the destruction of the Hero's home and death of his guardian at the hands of the evil Empire. As an emotional scene of dialogue unfolds between the Hero and his dyeing mentor his secret heritage is revealed and life changed forever.

This is not a dramatic scene, it's pretty much an expected scene. Also, since it's in the beginning, you feel no emotional attachment for the hero or any of the characters, so their loss doesn't mean anything to you.

What I like doing is basing characters off of people I know. I want characters to feel like real people, not generic RPG characters.


Well I get your point overall here but I think showing a picture of Abe is about as relevant as showing a picture of a cow eating grass. Its just not relevant and although conducive to your overall point I am sure you are well aware of the fact that he is the exception rather than the rule. I could show over a hundred pictures of other RPG characters that further support the point I was making, but you know, I really cant be bothered.

You are of course correct in almost everything you say, however I get the slight feeling this post was written after you felt patronised by my tutorial, in that case it really is not for you. This is entitled "Character Design" and as I stated in the third sentence or so its for people taking there first steps in game design.

All I really provide here is a framework to create a basic character painted with simplistic examples so as to make them easy to relate to. Criticising me for making "expected" examples is a little bit silly. I could have made them more oringinal but this would not illustrate my point as well. Also the example you referred to is in fact the classic historic myth about common a man rising to be a hero and embracing his destiny, popularised in modern culture by Start Wars. Now I may be wrong but this story has entertained for the last thousand years in is various forms, but hey maybe someone using RMXP will come up with something better.

This post has been edited by Jacen: Oct 29 2008, 12:20 AM
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Shadow Ranger
post Oct 31 2008, 04:55 PM
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This guide is useful for those who have never threaded the rpg making road(or fan fictions as well.)I personally like to explore different roads of opinion since people are so different that what may seem expected may not be that way for others.That about sums up my post but either way,good guide.
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Shadow Ranger
post Nov 1 2008, 07:07 PM
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''Creating an inconsistent character personality may feel more realistic at times but for the purpose of a game I don't believe that it is a wise decision. You want to establish a strong image in your players mind of who your Hero is and what they are like as a person. If you stray too far from your established archetype a player may grow tired or confused. Could you imagine if three hours into FFVIII Squall decides to hug the gang and ask them if they want to celebrate there last victory over a beer?

The answer is most likely no''

I agree a 1000x infinity % on this. if that had happened on FF8 I would have destroyed the game and sued square for doing that. seriously it would have SUCKED BEYOND REASONAttached File  Christmas_boogie_girl_with_Ipod.gif ( 27.54K ) Number of downloads: 1
.
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Ziosin
post Nov 2 2008, 07:33 PM
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Wow, I'm going to link this character development tutorial into my sig.

Too many people miss these details completely, and when I test games for my friends, and even some RRR members, I get a feeling of inconsistency with their lead and support roles.

Great tutorial for beginners, and an excellent reference for the experienced. Good job!


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Jacen
post Nov 7 2008, 03:18 PM
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QUOTE (Ziosin @ Nov 3 2008, 03:33 AM) *
Wow, I'm going to link this character development tutorial into my sig.

Too many people miss these details completely, and when I test games for my friends, and even some RRR members, I get a feeling of inconsistency with their lead and support roles.

Great tutorial for beginners, and an excellent reference for the experienced. Good job!


Cheers man, I think I may finally start writing part 2 to this tonight on how to make a villain.
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The Tao
post Nov 7 2008, 03:25 PM
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I would encourage you to write part 2 as I have found this guide useful along with the others. I don't believe I could say much else without repeating other members.

But please do write Part 2.


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SojaBird
post Nov 7 2008, 03:41 PM
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whoow!
that was amazingly good

this defenately helps me a lot
I have started a lot of projects but didn't finished them because of the lack of info about the character
though, no I have read this, I think I can pull it off for read now smile.gif


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How did I learned to script
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Hey pim! I'm the Law G14!

For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

Thanks in advance.


Hey there,

Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!!
The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
You also need to feel the competition that's around in the scripting-community.
Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P
So that's an other thing...
You also don't need to be afraid to learn from others or helpfiles.
When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
Then, you must be calm, cause you need to try the script a lot of times.
When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base
def initialize(x,y,width,height)
super(x,y,width,height)
refresh
end

def refresh
self.contents.clear
draw_contents
end

def draw_contents
draw_something(with, some, parameters)
end

def update
refresh if @something != @what_it_should_be
end
end
So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials.
Perhaps they're going to be usefull for you one day ;)


Greatzz,
SojaBird.
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Jacen
post Nov 7 2008, 03:44 PM
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Thanks again guys, I am writing part 2 as we speak and should have it ready in the next few days. Glad I can help.
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Sanjiv
post Nov 8 2008, 04:29 PM
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Nice work. Well written and contains great information. I especially enjoyed the nod to the Silent Heroes of numerous RPGs. It's funny, but my favorite RPG heroes would have to be the players in the first Final Fantasy. Not only was your hero silent, but the entire party was silent. All of the talking, drama and explanation was done through external characters. People frequently overlook this approach to crafting their heroes. It's a great method both by itself, and also useful if you have no idea how to craft the personality of the main character. Never underestimate the silent types! After all, Chrono saved the world and time itself.


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onidsouza
post Mar 9 2009, 04:35 PM
Post #19


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I think theese two things are the oposite:

Scripter - Designer.

You make me a litte better designer and a very worser scripter.

Thank you! happy.gif


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Jacen
post Feb 14 2011, 05:51 AM
Post #20


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Updated this and added some more detail. I will create the other Parts when I get a little more time on my hands.
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