I sit here, and sit here and nothing comes to my head. I love databasing (I know, I'm weird), but I cannot for the life of me think of much at the moment.
I would think of cool things, like "Scarf of the Northern Winds", only to find out it would get all condensed and stuff. ;_;
I'm trying really hard not to use other games for inspiration and to be original.
Okay, Strawberry. You can do it. ^^;
My Fiance: He's been busy spriting the first boss - which you see in the first flashback scene (which sounds and looks fun). Then he'll add the monsters you fight. My reasoning for starting the game with a flashback is because there's only a short beginning scene before you get to fight! YAY! ACTION!
So he still has to finish the battle system (which is uber hard for him, because of all the custom content it has). And he might even switch from our current pixel portraits to something much more simple to make things go faster.
I honestly feel so bad for him for doing all this work.
Our friend: He's been busy with coming up with monsters, bosses, and story concepts. And weapons too (if I had to do weapons as well as equipment, I'd go INSANE). Hehe.
The Writer: She helped me do a lot things this past weekend - such as writing the To-Do list (yes we have one of those) and creating the outline for the demo. She plans to do all the dialogue for the NPCs so we can actually interact with them and stuff.
Pictures: Here are some WIP screens of the flashback (includes WIP cutscenes and no wildlife)
Which section do you like better for upgrading equipment? O_oa
Group: Global Mod
RM Skill: Intermediate
Rev Points: 45
I prefer the [Common and Rare Items] list. Databasing is one of the tougher parts of game creation, especially with trying to think of original names, that don't copy any of the default RPG games, It all depends on what style you want for your game, for example using a different language can be used as a slight "cheat" so you can use similar names as popular games, however no one will realize.
Another thing you could do, is to think what the point of the object is, then try and associate it with something similar, your game is about Seasons, so do some research into ideals and beliefs of the seasons in different cultures, you could come up with some imaginative names. In my opinion you have done really well so far with the names, and my advice is only an idea.
Not sure about the clouds, on the final screenshot. It feels out of place, personally I would soften the clouds up slightly as it seems to in your face.
Keep at it though Strawberry cause you are doing a brilliant job. I wish I had your determination sometimes, when it comes to Game Development
================== MAGIC/LIGHT/HEAVY ================== *magic would have very little defense, but obviously make one uber magical *light has no positive or negative consequences *heavy would be more defensive, but would lower movement speed
Magic = Circlet Light = Hat Heavy = Mask
Magic = Robe Light = Clothing Heavy = Armor
=============== GENDER SPECIFIC =============== *heavy would be more defensive, but would lower movement speed
Girls' Light = Girly Stuff (still don't know what to call it) Girls' Heavy = Circlet Boys' Light = Bandana Boys' Heavy = Mask
Girls' Light = Dress Girls' Heavy = Plates/Guards Boys' Light = Clothing Boys' Heavy = Armor/Mail
Group: Local Mod
Type: Event Designer
RM Skill: Masterful
Rev Points: 90
Personally I am a fan of the character specific gear, I understand that not all armor and equipment can be character specific, depending on the game, yet I feel like it should be. Some games are nice when you can pass down old gear to another party member, but it makes finding new gear less magical to me, it just seems like everything is hand me downs.
I guess I dislike the thought of all my characters having 'broadswords of fire weaving' or something, it seems to lack originality and part of the feel of the character.
So yeah, my vote is for character specific gear.
Note: I say this, but all the equipment in my Princess Dreams game is class specific since everyone can change classes, a bit hypocritical I know.
Equipment will be gender specific, but the player will still get to choose their armor. For example, the player can pick between a magical/charismatic piece of gear for Aelina or simply light equipment that protects her.
Of course... Now I must decide what each of the characters can wear and all that jazz. @_@
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RM Skill: Undisclosed
He looks great.
Oh, I wanted to answer your other question about playable characters: in general, if there are too many character that I have to go back and forward between during a game (for their part of the story, etc.) it usually keeps me from being loyal to any particular character; meaning that I am less careful and care less about the characters since I'm going to be switching them more often than with fewer playable characters. At the same time, having a few isn't bad, just depends on how you go with it. ^^