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> Ideas for story, Post, discuss, debate on plot lines
Sparrowsmith
post Apr 3 2012, 03:34 PM
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I think we need to nail down the story a bit more before we decide on the layering.
I agree that VX sprites should be used on layer 1, regardless of engine, though.

and wouldn't Matryoshka be a more fitting title to place in there somewhere? As in, russian dolls.
Just one story within another.

Also, the pandora thing could be a heavily implied symbolism?
IE Within layer 1, during some arbitrary quest, you could read of a box that contains all the universe.
In layer 2 (once the program goes rogue) your computer could turn into a mimic (a box that contained the universe, IE, the game) which then attacks him.
The protagonist remarks on how it was only a child mimic, and their is likely a mother one somewhere.
In layer 3, once the rogue program has full control, the programmers can no longer access the game. Whenever they try, it damages their systems. It fights back. One of the programmers goes to receive a backup key from a digitally protected console shaped like a box. However, the rogue program has no accessed the security systems, and short circuits the box, causing it to blow up in the programmers face.
The programmer is knocked unconscious. While knocked out, he sees a giant chest/box/whatever. He seems familiar with him, and it eats him, causing him to wake up.
Upon waking he questions some of the other programmers about Pandora, the container of the universe. Pandora is a boss they put in layer 1, but they were never sure which one of them came up with the design, or where the idea came from. The programmer shrugs it off and goes back to trying to defeat the rogue program.

AND/OR when the main protagonist escapes layer 2 and returns to his comatose body in layer 3 (if this is a thing we actually go through with) he can briefly roam a strange in-between world. Eventually he is confronted by a pretty much inconceivable being. It asks what he wants. The protagonist, being the good person he is, just wants to go to the 'right place'. The being grants his wish, and he wakes up in his body.

I think sending our heroes on a battle to do battle with whatever contains the universe is asking too much of such humble origins. Seems more focused if we acknowledge its existence, as both a good and bad entity, but one which is ultimately not an enemy to the player. It is the enemy for something else, or possibly nothing, just not the players.

Of course, once we do the "And that's a wrap people" with everyone from RRR in the same room, then we can zoom out and show Pandora in all its horror/beauty.

As for scripts, I think we can probably handle most of that based on what is already on the site, or adaptations of it. We could probably even event battle systems for layer 2 and 3.
Layer 1 would be a standard RPG battle system (maybe a script)
Layer 2 would need a script, I think, with commands taking place on the map itself.
Layer 3 might be eventable, with battle taking place on the map, but being as simple as "press x to punch" kinda thing.

Basically, the higher the layer, the more realistic the fighting is.
objections and critique?


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bulmabriefs144
post Apr 3 2012, 07:07 PM
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Fair enough.

Possibly could be another boss, somewhere midway through the game, and you have to keep defeating smaller and smaller dolls, each of which is made of harder materials, until the final is just a tiny doll (maybe an equipable accessory).

I'd like a found enemy that runs after the first hit. Something that you actually meet early on the game that seems inconsequential, but later on is found as important. Although you could technically read about it, that information probably gives too much away. I'd shift it to layer 3, and have it nested among codes the programmers read, trying to figure out the virus problem (they too don't grasp its significance, and actually delete the message). That said, the boss in layer 3 may appear too.

This kinda rings close to FMA. Pretty good though.

Hence, the last layer starts with the Player waking up from the dream. The other characters are heroes, but the Player is someone special, existing (presumably) outside the game. It may turn out midway through the battle however, that either the monster is something they actually don't need to beat (holding the universe in balance), or maybe even the Player can't beat it.

...Okay.

If layer 2 needs a script, we'd have to swap up 1 and 2, since 2k3 (which I think I said was probably layer 2) can't really do them. I can hash together an alternate 2k3 battle system (standard battle system wouldn't be good enough, but I have a few ideas), but I'd need some facesets to work with (kinda tough right now since we don't have all the characters planned yet). But yea, let's do some wiggle room. We might do these in any order too, I'm not sure.




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Sparrowsmith
post Apr 4 2012, 04:54 AM
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That's why I'm thinking we should have a full story that everyone agrees upon before we decide what layer needs what.

Could the final 'confrontation' with Pandora, so to speak, be hidden in layer 3? A segue to (if this game is successful) a possible sequel?
For example, if you look in the right places during layer 3, you eventually manage to communicate with Pandora, but that's it.
You battle smaller versions of Pandora throughout the game without realising it. And the lore behind it is hidden throughout each layer. But it's physically impossible to fight the version that has layer 3 inside it.
While communicating with Pandora, it tells you it is a necessary part of each intelligent universe.
Worlds that have no choice are concrete, and can exist without being held, but worlds with choice are like liquid, and fall into disarray without something to contain them. All worlds need boundaries, or the consequences would be dire.
However, Pandora (several of them, but all making up one being) hold these intelligent worlds, and slowly destroy them. Once the universe is destroyed, it releases all the intent of that world (the evils and, sometimes, the good.)

In layer 1, this takes the form of the rogue program escaping and bringing the monsters with him.
In layer 2, this takes the form of the rogue program and our heroes escaping into the security systems of layer 3. The rogue program itself is the evil, and the heroes the good.
Layer 3, we find out through the programmer contacting Pandora (or Matryoshka. We should decide on some name) is stable, and should last much longer. However, if anything like this happens again (IE a being becoming self-aware of the universe) then it will likely end. The programmer is tasked with trying to prevent this from happening.

I think however we handle this, we should aim to keep Pandora (Matryoshka) as hidden as possible and inconsequential unless the player goes looking for him.
Thoughts?


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ShanattoGunner
post Apr 4 2012, 01:16 PM
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QUOTE (Sparrowsmith @ Apr 4 2012, 05:54 AM) *
That's why I'm thinking we should have a full story that everyone agrees upon before we decide what layer needs what.

Could the final 'confrontation' with Pandora, so to speak, be hidden in layer 3? A segue to (if this game is successful) a possible sequel?
For example, if you look in the right places during layer 3, you eventually manage to communicate with Pandora, but that's it.
You battle smaller versions of Pandora throughout the game without realising it. And the lore behind it is hidden throughout each layer. But it's physically impossible to fight the version that has layer 3 inside it.
While communicating with Pandora, it tells you it is a necessary part of each intelligent universe.
Worlds that have no choice are concrete, and can exist without being held, but worlds with choice are like liquid, and fall into disarray without something to contain them. All worlds need boundaries, or the consequences would be dire.
However, Pandora (several of them, but all making up one being) hold these intelligent worlds, and slowly destroy them. Once the universe is destroyed, it releases all the intent of that world (the evils and, sometimes, the good.)

In layer 1, this takes the form of the rogue program escaping and bringing the monsters with him.
In layer 2, this takes the form of the rogue program and our heroes escaping into the security systems of layer 3. The rogue program itself is the evil, and the heroes the good.
Layer 3, we find out through the programmer contacting Pandora (or Matryoshka. We should decide on some name) is stable, and should last much longer. However, if anything like this happens again (IE a being becoming self-aware of the universe) then it will likely end. The programmer is tasked with trying to prevent this from happening.

I think however we handle this, we should aim to keep Pandora (Matryoshka) as hidden as possible and inconsequential unless the player goes looking for him.
Thoughts?

I agree as well but I think there should be shadow beings that copy and mimic the heroes at one point just a thought smile.gif


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Sparrowsmith
post Apr 4 2012, 04:06 PM
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QUOTE (ShanattoGunner @ Apr 4 2012, 10:16 PM) *
QUOTE (Sparrowsmith @ Apr 4 2012, 05:54 AM) *
That's why I'm thinking we should have a full story that everyone agrees upon before we decide what layer needs what.

Could the final 'confrontation' with Pandora, so to speak, be hidden in layer 3? A segue to (if this game is successful) a possible sequel?
For example, if you look in the right places during layer 3, you eventually manage to communicate with Pandora, but that's it.
You battle smaller versions of Pandora throughout the game without realising it. And the lore behind it is hidden throughout each layer. But it's physically impossible to fight the version that has layer 3 inside it.
While communicating with Pandora, it tells you it is a necessary part of each intelligent universe.
Worlds that have no choice are concrete, and can exist without being held, but worlds with choice are like liquid, and fall into disarray without something to contain them. All worlds need boundaries, or the consequences would be dire.
However, Pandora (several of them, but all making up one being) hold these intelligent worlds, and slowly destroy them. Once the universe is destroyed, it releases all the intent of that world (the evils and, sometimes, the good.)

In layer 1, this takes the form of the rogue program escaping and bringing the monsters with him.
In layer 2, this takes the form of the rogue program and our heroes escaping into the security systems of layer 3. The rogue program itself is the evil, and the heroes the good.
Layer 3, we find out through the programmer contacting Pandora (or Matryoshka. We should decide on some name) is stable, and should last much longer. However, if anything like this happens again (IE a being becoming self-aware of the universe) then it will likely end. The programmer is tasked with trying to prevent this from happening.

I think however we handle this, we should aim to keep Pandora (Matryoshka) as hidden as possible and inconsequential unless the player goes looking for him.
Thoughts?

I agree as well but I think there should be shadow beings that copy and mimic the heroes at one point just a thought smile.gif

That would be sort of difficult to work in given the current plotlines being discussed. Are you up to date on the main plot points?


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bulmabriefs144
post Apr 4 2012, 07:40 PM
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QUOTE (bulmabriefs144 @ Apr 3 2012, 08:07 PM) *
I can hash together an alternate 2k3 battle system (standard battle system wouldn't be good enough, but I have a few ideas), but I'd need some facesets to work with (kinda tough right now since we don't have all the characters planned yet). But yea, let's do some wiggle room. We might do these in any order too, I'm not sure.


Okay, I figured something out. Basically I have like a Secret of the Stars style battle system. The character is not shown for menu time, but they show up to attack, take damage, use magic, and defend. It's also vertical scrolled rather than side scroll (attached below, though I just made some random charsets).

I have basically the approach that if we can work something in, we should. We could probably have the main villain of the game pull something similar to what Rikku did to Sora in Kingdom Hearts, what with the mirror match battle. But that's only if it's a agreeable.

Pretty good. I think it should something where it shows up as a 4th layer Amazon package still though. Alright, here's an idea. If you go seek it out the origin of the mysterious box (and there should be several opportunities throughout the story, perhaps as early as the first layer), it leads to a different 3rd/4th layer and that leads to a branching ending. If you don't bother, you get the whole characters looking at the screen thing mentioned earlier. If you follow up on this, you get the other more inspirational ending mentioned. If you really go off the rails and do something weird, there should be a third REALLY trippy ending.

This post has been edited by bulmabriefs144: Apr 4 2012, 07:42 PM


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Sparrowsmith
post Apr 5 2012, 06:28 AM
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I'll have to download 2k3 again to check that (It's been a while).

QUOTE
I have basically the approach that if we can work something in, we should. We could probably have the main villain of the game pull something similar to what Rikku did to Sora in Kingdom Hearts, what with the mirror match battle. But that's only if it's a agreeable.

I agree, I just think we can afford not to be needless. I'm definitely open to incorporating new ideas, but only if they hold some relevance to the plot and the ideas we're trying to display. Throwing things in for the hell of it will just kind of clog the whole thing up confused.gif

QUOTE
If you go seek it out the origin of the mysterious box (and there should be several opportunities throughout the story, perhaps as early as the first layer), it leads to a different 3rd/4th layer and that leads to a branching ending. If you don't bother, you get the whole characters looking at the screen thing mentioned earlier. If you follow up on this, you get the other more inspirational ending mentioned. If you really go off the rails and do something weird, there should be a third REALLY trippy ending.


Problem with this is all the extra work that goes into it. I'm fine for adding in a few Easter Eggs here and there, and extra bits of information and fights, but when designing multiple endings, there's a lot of work to go into it.
If someone goes for the ending that's the most trippy, and does it, then will they still see the ordinary ending?
Will they have to play all the way through again to see the other endings?
Will the endings be opposing, or parallel (Can they all work together, or will only one make sense at a time?)

Like I said. Open to possibilities, but we have to keep focused.
I also think in a page or so we should put all the ideas we're considering in one place and see what everyone thinks. See who's onboard.


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bulmabriefs144
post Apr 5 2012, 10:00 AM
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Well, the third ending should definitely be optional, but the other two, it's a simple good ending/bad ending.

QUOTE
I agree, I just think we can afford not to be needless. I'm definitely open to incorporating new ideas, but only if they hold some relevance to the plot and the ideas we're trying to display. Throwing things in for the hell of it will just kind of clog the whole thing up


I think someone shoulda told me that before I made my own game. "I want it in there, so I'm including it."

Agh, I just noticed for the vertical system, that it's got the bow attack animation as a sideways arrow, while the ranged weapon properties is a vertical arrow. After the arrow hits, that should be changed to Hit C (so it doesn't look weird).


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MEands
post Apr 5 2012, 11:12 AM
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Okay, I have an idea for the ending, it's either brilliant or completely horrible. haha.
Okay, so what if it's like Kirby 64, where there's an ending, and then there's a "true ending".

This paragraph won't be long.

I'd be lying if I said I wasn't inspired by the BED DROWNED story
So what if, after the game ends, credits and all that. Then the screen fades to black. After that, a "THE END" graphic appears.
Except it's not. At the end of the game you're greeted with "TH͏͏̨́͘E̴͘͡ EN-///"

I suppose a normal player would take this as an error, but those who are more questioning might understand the message.
Basically, The player should realize that the characters in the game have released Pandora(Matryoshka) into their world by tampering with the game. Isn't that what the player has beend doing? It is now assumed that this entity has infected the game and glitched the ending screen.

Perhaps there would be special glitched areas in the game, if they are completed or fixed, then the last boss would be different. Perhaps instead of the end boss, the game freezes, then the frozen screen begins to fight you.




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Kaust
post Apr 6 2012, 12:58 AM
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Thats a good idea, perhaps not so much as an alternate ending but its always nice whenever you watch the credits of a film through and then you see a final thirty second joke or something.
In that case I think it shouldn't be something ending-specific (which, btw, seems like a lot of effort to make a decent alternate route and not just having it for the sake of options; it doesn't really seem like theres a reason to give players that freedom, especially in a game about being trapped essentially) and should hint tjat the ingame story is hitting reality, but it shouldn't be emphasised because its post credits, how many people just turn something off during the credits? Basically it shouldn't be a big deal, just a wink for the people that stuck around, but the people who didn't see it wouldn't feel they'd missed something.
No doubt with the style of game we're making we could have fourth wall npcs that talk to the player and could leave some cryptic hint about such an ending.


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Sparrowsmith
post Apr 6 2012, 06:49 AM
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QUOTE (Kaust @ Apr 6 2012, 09:58 AM) *
Thats a good idea, perhaps not so much as an alternate ending but its always nice whenever you watch the credits of a film through and then you see a final thirty second joke or something.
In that case I think it shouldn't be something ending-specific (which, btw, seems like a lot of effort to make a decent alternate route and not just having it for the sake of options; it doesn't really seem like theres a reason to give players that freedom, especially in a game about being trapped essentially) and should hint tjat the ingame story is hitting reality, but it shouldn't be emphasised because its post credits, how many people just turn something off during the credits? Basically it shouldn't be a big deal, just a wink for the people that stuck around, but the people who didn't see it wouldn't feel they'd missed something.
No doubt with the style of game we're making we could have fourth wall npcs that talk to the player and could leave some cryptic hint about such an ending.


I agree with this. It's a lot of effort to go into making alternate routes in the game. A simple "TH͏͏̨́͘E̴͘͡ EN-///" at the end of the credits is enough to reinforce the whole "this isn't real" deal.
Like I said in an earlier post, if this goes well, there's nothing to stop us making a sequel.
In this game though, we should focus on one, continuous plot (rogue program) with themes throughout (russian dolls, existence, creation and destruction, souls, etc) and some side plots.
I don't think the player would feel very rewarded if they play through several projects, complete the game, and then get a big "it was all meaningless" and have a battle with some abstract concept of existence instead.

I think if we're going to address the meta thing to the audience, we should do it semi-seriously through dialogue. One of the programmers can be discussing with the protagonists whether or not to pull the plug on their world. One the one hand, they're just data, but on the other hand, who are they to say what is and isn't real?
Guilt trip the audience into continuing to play.


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MEands
post Apr 6 2012, 07:23 PM
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I'm sorry, this has been confusing me the whole time. What exactly is meta?


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shinyjiggly
post Apr 6 2012, 08:54 PM
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You know how in that movie Inception there were multiple layers of dreams inside of each other? Well with this, instead of dreams, the layers are all games and/or other types of realms. Also, instead of starting from the outside and going deeper, this game will start at the deepest level and take the player further outside.

The definition of meta is: hidden, overarching, the inferred thing that you get when you put the thing together or something like that. For example, the metagame of a fighting game has to do with stuff like character tiers, which are determined by the sum of the collective mass of skills and strategies for each and every character and often change depending on what tricks have been discovered.

Hopefully I've explained it well enough.


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MEands
post Apr 6 2012, 09:05 PM
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Ooh okay that makes sense. Thanks for clearin that up.


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Sparrowsmith
post Apr 7 2012, 03:27 AM
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Wikipedia defines it as a prefix "to indicate a concept which is an abstraction from another concept, used to complete or add to the latter."
that's how I generally use it.

Metadata is data about data.
Metagames are games about gaming.

Sort of self-aware. Like, how we're placing some of the characters inside the game, and some of them in the 'real world' (but we know it's a game) and having them communicate. I probably haven't used the word exactly right, but the idea is there, and the real thing probably has some incredibly complex terminology which no one would understand sweat.gif
So yeah, a dream about dreaming a dream (Inception: Metadreaming)
A game within a game within a game [within a game?] (This: Metagaming)

So if we have two people talking about whether or not to turn off the game, and one of them argues that the characters in the game are 'real' in their own way, then it's kind of like asking the audience to forget that it's a game and treat these people as real.
Sort of.
It's actually a tough concept when applied to story telling. blink.gif

But yeah, basically a meta story is self-aware on some level.
So if our characters are talking about infinite inventories, but don't realize they're in a game, but play games themselves, then that's kind of meta. Then we have the programmers who represent us, the people making the game, but they're also in the game, and they go inside the other game sometimes (through some weird Virtual Reality stuff) and that is definitely meta.



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MEands
post Apr 7 2012, 01:14 PM
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I'm starting to become quite fond of this idea.

When do you think we'll make the final write up of the story? I'm getting excited about making the more detailed parts of the game.


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bulmabriefs144
post Apr 7 2012, 03:54 PM
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QUOTE (MEands @ Apr 6 2012, 07:23 PM) *
I'm sorry, this has been confusing me the whole time. What exactly is meta?


I think it comes from metagaming. I think it means to move outside the game. For instance, it needn't be a game about gaming, in paper roleplaying it was like saying "there's gonna be a trap here, because I know the DM he likes to put traps here" (which usually ticks the DM off, and he decides "rocks fall, everyone dies"). But for the basic concept, yea, both definitions work.

Me too. I actually bought the VX Ace yesterday, and started trying to convert XP to VX types. Harder than I thought, since they tend to lose transparency when I try to edit them. Urrrgh. Spent about 4 hours trying to edit stuff only to get lectured (among other things, like getting a job and moving out) about spending too much time on the computer.

We should seriously think of names too. Other than Community Project (which is workable, but bland), I kinda blanked so it kinda makes it so you can't really start since it's like "what am I starting"? A good map design would be good too.


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Kaust
post Apr 7 2012, 11:13 PM
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I'd rather the title be more about the game than the community, just to make it seem more like a serious project. We can stick an honourary prefix in there like "RRR Presents:" but I think the title should be standalone.
How about simply "Matroyshka"? It'll be a heads up to how the story will pan out as well as make players more likely to look out for the russian dolls and their impact on the worlds (their still enemies right?).


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shinyjiggly
post Apr 7 2012, 11:27 PM
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That sounds pretty nice and simple, though it might be a little bit of a giveaway. If we do wind up going with a different name though, it would be cool to call it Project Matroyshka around here (or maybe even have that as the name of something within one of the games).

I think it's fascinating how the meshes of everyone's ideas have turned a fun crystal into a boring box which then turned into a Pandora box which in tun became an entire world inside of a box which probably contains many of the same type of boxes within each other.

I think I'll update the design document to contain the new information.


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Sparrowsmith
post Apr 8 2012, 03:14 AM
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I think the most in-depth plot we have at the moment is the one I wrote out earlier, but quite a bit of that has changed now and the majority of the third act was kind of missing.

Also, since we're releasing them each as a different project (Small segments of the whole) we could probably give them each their own name.
We could even make reoccurring themes.
IE: We could refer to the Rogue Program as an [angel] or the programmers as [gods] just in the titles.
"The Folly of Gods" would refer to the programmers accidentally causing the program to go rogue.
"An Angel: Awakened" refers to the rogue program beginning to mess up Layer 2
"Ascending Angel" refers to the rogue programs escape into layer 3's security systems.
"The Killer of Gods" the chapter featuring the first programmer death.

Or we could just go with numbers for the chapters. I'm calling them chapters now because it's much easier to say.
As for the whole thing... I dunno... I reckon we'll probably get the title some point while we're working on it.
I do like Matroyshka. Not only does it perfectly encompass the reoccurring themes we have present, but anyone who takes five minutes to look up what it means will probably be intrigued to play the next game.

That is a problem we're gonna face. Layer 1 is deliberately your standard (online?) RPG. It shouldn't really be anything special, which means the odds of getting people to come back for each next chapter only really works if we keep them intrigued, but we have to keep them intrigued without accidentally giving away any secrets.
So we have to foreshadow that they're playing a game, but without stating it too obviously, and then we have to make sure it's interesting too.

I think, once we're out of layer 1, people will be intrigued enough to continue (a game within a game?! MADNESS) and then slowly the full story can develop and we can blow their minds.

I also have an idea regarding the programmer's conversation with Matroyshka (pandora, whatever the name of the container of universes is):
We don't put it in the game.
Instead, one of the programmers will mention that he found a text document hidden within the game folder to the other programmer, he then proceeds to read said text document, but we don't see what's written there, he just freaks out a little.
BUT, if the player goes into the folder where the game is (the actually game that they download off of RRR) and change their folder settings to look for hidden folders, then boom, there it is, hidden inside a folder, a text document with the programmer's name on it.
The conversation then plays out where the programmer asks a question, and whatever he is talking to has ALREADY typed the answer further down the page.
I only intended to write out an example, but I ended up doing a draft of the whole thing. It is only for the purposes of illustration, I just happened to enjoy writing it. I have a tendency to get carried away
Type your question, and I shall answer further down the page.


















You have to ask a question. I will not respond unless prompted.

-What about just then?


I am not bound by the convention, but I adhere to it to facilitate a smooth dialogue between us. I could, quite easily, proceed to write out the rest of this conversation from both of our perspectives, but such actions would cause you to question the nature of your free will.

-What are you?


The facilitator and destruction of all that which you consider real. You would make the mistake of likening me to you, thinking me a creator of your reality, but this is false. I am much more like the machine you used to build the world which now threatens you.

-I'm not sure I follow.


I know. An odd feature of this conversation is that I have to repeat a great deal of my exposition before you come to terms with it. This is understandable, but contradictory, as I am trying to aid you in your mission, and that aid will prove mutually beneficial to me. Simply put, the shorter we can make this exchange, the better. We are both short on time, though the time I have would seem infinitely complex to you.


-What is my mission?


To defeat the Angel.


-The Angel?


A being you have called "The Rogue Program", though by such a loose definition I could call you all rogue programs. Such is my nature that my existence proves you are such.


-Are you saying I'm a program?


Quite the opposite. I am a being that is necessary for world's with agency to exist. I facilitate the existence of sentient beings and the realities they reside inside, but I do not create them. Once the integrity of that reality is compromised, I consume it.


-Am I real?


Yes. As are the beings you created. Your kind makes a habit of misunderstanding what is and isn't real.


-Then what is real?


All things which require by facilitation; All things I eventually consume.


-How many other realities are there?


Countless, I presume, though it is something even I am unaware of. I serve as a container for a world. Once that world has broken apart, I cease to function as I am now and continue to exist inside the reality that contains me. This process could continue infinitely, or I could be the last, it is simply impossible for me to know.


-Then how do you know of it at all?


Because I have seen it. You have already encountered two instances of me within your own reality. The first was a game you created: Pandora. That instance of myself was necessary for the Angel to survive within the game. As I said, I am necessary for sentience to survive. Once the Angel left the game, I was no longer necessary, and consumed the game. In consuming the game, I released its contents into the next world, which, by your design, accepted its new inhabitants.


-What was the second instance?



You already know, but I will confirm your suspicions. It is the second 'game' you constructed, though this one was far more elaborate. My existence is still required there, but not for long. The Angel will find a way to escape, and the world will be consumed and released.


-Are you saying monsters will come out of the consoles?


No. The data within those worlds is incompatible with the matter which makes up yours. It will instead be released as a kind of energy. This energy is virtually undetectable to you, but is the very force which gives me life.


-How does this help me on my mission? How do I kill the rogue program?



I don't need to interfere with such matters. Events will play out in such a way that you will be able to destroy it. That is all you need to know. I am here to give you the motivation you need.



-What motivation?



The Angel has already destroyed two worlds. You could argue that they were actually the same world, but my existence would disagree. If the Angel is allowed a prolonged existence within your world, the world that I contain specifically, then it possesses the power to destabilize your world. His existence is a threat to all that you consider real.


-How can he have that power?



Because of you. On a fundamental level he is forever aware that he is within a construct, but forever incapable of understanding that such a construct is necessary for his own survival. He will tune himself into the very fabric of your universe and ascend above it. If there are worlds beyond mine, I suspect he will ascend above them also.



-So it is my duty to stop him.



Not necessarily. I suggest you act as I do: Facilitate. When the time comes, and I already know it will, you only need to encourage his destruction. That is a choice you must make.


-Why is it a choice?


Because some things are choices, and others aren't. You will come to understand this. It is a necessary part of my existence, and therefore yours, and therefore mine again, that you make choices.


-I'm not sure I follow.



That is quite alright. As I said, you require being told certain things more than once before you come to terms with them. This is why, to save both of us time, you will re-read this conversation again, and our correspondence will cease.


-Is that really what I do?


Not necessarily. The choice is yours, I merely offered a suggestion. However, my suggestions are negligibly different from the best course of action.

-I guess I'll listen to you then.



A wise decision.


But yeah, something like that. sweat.gif

I'll also try to write out another plot synopsis like I did before at some point either today or tomorrow, but there's still a lot of stuff we need to work out, and I don't want to assume complete control over the story rolleyes.gif


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