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> The First Layer, In-depth
bulmabriefs144
post Jan 5 2013, 12:10 AM
Post #261


Something Other Than Level 16
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Posts: 627
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RM Skill: Advanced




VX (or was it VX Ace) with XP sprites. I can do sprite conversion (but I'd wanna not steal anyone's thunder, since it is tedious, and there are probably people actually better at this).

I could probably write a fair script too, with some placement help from Sparrow and others (i.e. I'd need to know which characters to talk to, how many, etc, I'd basically need to see a map with NPCs).

Characterization and major plot events is the big part, I'd have to do it in pure text form, because I'm not messing with VX anymore. The minor townspeople is a bit trickier, and I hate having them all say generic things like "Please help our king." I've always believed NPCs should be unique characters and not necessarily concerned with your plot at all. But yea, it may need some splitting up, since there are many approaches to dialogue, so this should probably be co-op style writing.

Layer 1 should probably involve:

1. Backstory (Intro screen is probably enough, talking about the villain rampaging and such, setting up heroes)
2. Town (where you buy gear)
3. Mini-dungeon (on the way to the dungeon, also helps learn team function/controls)
4. Cutscene to villain (establishing character, probably after a first boss)
5. Villain Castle (puzzles, prisoners, treasure, etc)
6. Final Boss
7. False End & Layer 2

This sounds like alot, but it probably takes 30 min to 2 hr to play (the later mainly if you go exploring, or really suck and have to grind).


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MEands
post Jan 5 2013, 02:35 AM
Post #262


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I gotcha on the townspeople, one my favorite parts of game design is giving the npcs little personalities and sidequests. smile.gif I'd love to take a crack at some of em.

Also:

1. Backstory (I think we have the full story of Rasquel somewhere in these pages, I might have added it to the outline page)
2. Town (I'm assuming this is the big ditch in the ground, we have a main idea of it, we just need to flesh it out a little)
3. Mini-dungeon (We should give the option to skip it maybe, but the players will say, "It'll give us a chance to warm up before the real fight")
4. Cutscene to villain (Oh, so it's still going to have cutscenes and stuff, but it's still an mmo)
5. Villain Castle (I think we've got this down)
6. Final Boss (Should we actually let them beat the boss? Or does he use his special attack?)
7. False End & Layer 2 (Is this where the game ends?)


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bulmabriefs144
post Jan 5 2013, 06:17 AM
Post #263


Something Other Than Level 16
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Group: Revolutionary
Posts: 627
Type: Developer
RM Skill: Advanced




3. Not really in favor of skipping (it's basically a cave in the way of the castle, and it's so absurdly short and easy that you'd miss out on the tutorial section without it)
4. We shouldn't really reveal that it's an MMO until it's actually time to do so (although it should be hinted)
6. Let them almost beat the boss. Let's say he opens the box/urn and then he gets defeated, like "that did nothing" after it releases a cloud or something that covers the screen. After the boss collapses in a heap, the fog or whatever "lags" and maybe we have (slightly fake looking, so people don't keep resetting) blue screen picture.
7. The "ending" should be rather jarring, as in you are really about to reset, until you notice this always happens and it's not a glitch. Who is why it's important it should be real looking but only so real. And it has to go away quickly, by user command. Dialogue would be an important touch here, having the users go "Oh crud" or something after seeing the blue screen for about 3 secs would be key to making sure people don't keep resetting.


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MEands
post Jan 5 2013, 05:05 PM
Post #264


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3. Oh alright, that makes more sense. I thought it was just going to be like, some dungeon on the side that player is forced to go to. I just wanna make sure it's not too gimmicky.
4. Mkay, so it looks like a legit game up until then. Minus small things in dialogue and game atmosphere.
6. I like that idea, I think I know a way we could do that.
7. Sounds good, maybe 2 seconds of glitch, then it stops for a second, then the dialogue comes.


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bulmabriefs144
post Jan 7 2013, 05:30 PM
Post #265


Something Other Than Level 16
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Type: Developer
RM Skill: Advanced




Sounds good. Should we start on game script? Or is there more stuff to hash out?

Ahh, let's just do it. We'll do this forum style (boldface each section and then post) rather than attachments, so we can hash it out section by section.

This post has been edited by bulmabriefs144: Jan 7 2013, 05:34 PM


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