Plot, Continuing from Ideas. |
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Apr 30 2012, 07:25 AM
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ROROW was here, went for beer

Group: Global Mod
Posts: 4,600
Type: Writer
RM Skill: Intermediate
Rev Points: 5

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The closest thing we have to a plot synopsis can be found here: http://www.rpgrevolution.com/forums/index....st&p=557072but there is still a lot of work to do. Mainly, we need to work out some characters. Who are they and, more importantly, how do they behave/develop? We have a few character outlines: -The 'main' protagonist. The first one to log off the game/one who returns to his original body in layer 3 -The fighter. One of the two members of the group who does not own the game. He is an adept martial artist of some kind and spends his introduction robbing a warehouse for a copy of the game and then saving the 'main' protagonist from a group of monsters. -The fighter's accomplice. An unwitting ally. Also doesn't have the game. -The programmer that shoots the Rogue Program -The programmer that contacts Matryoska (spell fail) might be the same programmer as above -The Rogue Program (quite developed, but still a little weak in characterization) We need to develop these, and make some more, then develop them as characters. I'd rather not have us submitting characters, but trying to work out how these people should act according to their situation. Let's get these characters worked out, nice and logical like. Also, any additional plot points. We gotta work them out too. We're kind of slowing down here, let's not have that.
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Warning! this post may contain sarcasm, please re-read it in a funny voice The old spoiler was out of control, it had to be stopped.
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Replies
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May 6 2012, 11:03 PM
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Level 21

Group: Revolutionary
Posts: 431
Type: Artist
RM Skill: Beginner

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For programmer's actions in battle, I was thinking that a layer 2 character would have to do something specific to get the layer 3 programmer of their choice to help them slightly. After the layer 2 character does their attention-grabbing action, they can yell out what they want a specific programmer to do (example: Shelly, can make flowers grow on their heads please?). It would take a couple of turns to activate the mod and sometimes the requested programmer won't be around at the time or they simply won't want to do something stupid like make flowers grow on the monsters' heads or something. Also, sometimes a mod will fail and give the opposite result. Also, a single programmer can only be called upon once per battle and their expertise can only be used if the current characters know about them at that particular part of the story. Another thing that would happen is that something would eventually undo the mods after a couple of turns of being active. (we would need some in-game reasons for the mods wearing off.)
Now for plot stuff that could go with this system, one of the layer 2 characters eventually would meet an avatar of a layer 3 character that would be willing to help them out and then he give that character a phone number to call him in a pinch. For a while, this layer 2 guy is just fine and dandy, until when the layer 1 monsters start showing up. The first time that he has to battle a layer 1 monster in his layer 2 form, he is nearly wiped out until he calls the phone number. Then suddenly, the monster's head size doubles and it is immobilized! For a while layer 2 guy thinks that the phone number is magic, do to the sparkly effects, but it is later revealed that the phone number is the number to the layer 3 guy's cell phone. Before then, he might meet a couple other willing avatars of the layer 3 programmers and receive their phone numbers, but their numbers would each only do one specific thing until the plot twist happens. When it does, he'll then be able to choose from a couple different mods from each programmer's number instead of only having one.
Each time a programmer applies a mod, their modding skill goes up by a certain amount, depending on the complexity of the mod and how many times they've done that particular mod before. When they gain more skill, they'll be able to code old mods faster and occasionally come up with new ones. Sometimes due to certain events that may radically change the codebase of certain things in layer 2, the speed to apply a mod will be reset back to default, not affecting the availability of newly added mods. Also, certain monsters might have more anti-mod encryption than others, which would slow down the speed of mod application as well.
Hopefully there's enough plot hidden away in this chunk of gameplay mechanics to rationalize it being in the plot thread.
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I'd be glad to help anyone with RPG Maker 2003 type questions if they need assistance.  Progress: 77%ish (back in action, baby!)
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Posts in this topic
Sparrowsmith Plot Apr 30 2012, 07:25 AM shinyjiggly I'd like to take a crack at the fighter's ... Apr 30 2012, 02:43 PM bulmabriefs144 Let's see...
There should also be:
- Several... Apr 30 2012, 08:15 PM Sparrowsmith QUOTE (shinyjiggly @ Apr 30 2012, 11:43 P... May 1 2012, 02:28 PM bulmabriefs144 Sounds fun.
What about the main/backup party? I j... May 1 2012, 07:19 PM Kaust QUOTE (bulmabriefs144 @ May 1 2012, 05:15... May 1 2012, 07:56 PM thatbennyguy QUOTE (Kaust @ May 2 2012, 03:56 PM) 1)Th... May 1 2012, 08:39 PM bulmabriefs144 QUOTE (Kaust @ May 1 2012, 08:56 PM) QUOT... May 2 2012, 01:02 PM  Jens of Zanicuud QUOTE We need to develop these, and make some more... May 5 2012, 06:44 AM   Sparrowsmith QUOTE (Jens of Zanicuud @ May 5 2012, 03... May 5 2012, 09:20 AM shinyjiggly Well, what if it works like the way online multipl... May 1 2012, 09:11 PM Sparrowsmith QUOTE (thatbennyguy @ May 2 2012, 05:39 A... May 2 2012, 06:45 AM bulmabriefs144 Any programmer I made based on myself makes stuff ... May 6 2012, 05:46 PM ShanattoGunner I thnk in battle each programer sponsor a hero and... May 9 2012, 02:23 PM MEands Isn't that already what's happening on the... May 10 2012, 07:13 PM shinyjiggly It's a little bit different than that.
With l... May 11 2012, 12:13 AM Sparrowsmith We do have to be careful with how much power the p... May 11 2012, 12:15 AM ShanattoGunner QUOTE (Sparrowsmith @ May 11 2012, 12:15 ... May 11 2012, 11:09 AM Sparrowsmith Yeah, something along those.lines. May 12 2012, 02:09 AM bulmabriefs144 Yeah, it would be interesting to have most of the ... May 15 2012, 09:52 AM Sparrowsmith I was thinking we could have a 'coding' sc... May 15 2012, 10:31 AM Kaust Some variant of this http://www.rpgrevolution.com/... May 15 2012, 10:42 AM MEands We could do something along the lines of you playi... May 15 2012, 03:25 PM thatbennyguy The game mechanic of typing codes for various atta... May 15 2012, 03:33 PM Sparrowsmith If that's too ambitious, we can always have a ... May 16 2012, 05:37 AM MEands Hey I'm reviving this thread because there... Aug 26 2012, 02:23 PM bulmabriefs144 Never do timing puzzles. Certain people (me) will ... Aug 26 2012, 06:28 PM MEands Oh yeah I get what you're saying. We don't... Aug 26 2012, 09:45 PM Sparrowsmith I'd definitely like to have some very complex ... Aug 27 2012, 04:55 AM bulmabriefs144 Yes, this is what I was getting at. In my current ... Aug 27 2012, 05:35 AM MEands Oh yeah, that's really good. Having multiple w... Aug 27 2012, 04:00 PM bulmabriefs144 QUOTE (MEands @ Aug 27 2012, 04:00 PM) Oh... Aug 28 2012, 05:06 AM Sparrowsmith QUOTE (bulmabriefs144 @ Aug 28 2012, 02:0... Aug 28 2012, 07:58 AM bulmabriefs144 Probably Darwin ("progress" motif). Or P... Aug 28 2012, 12:47 PM Sparrowsmith Well his power would be limited to the facility. A... Aug 29 2012, 03:49 AM bulmabriefs144 Sure, let's go with it.
For this to really re... Aug 29 2012, 09:11 AM MEands I'm like, super into making the blackout terri... Aug 29 2012, 02:58 PM bulmabriefs144 Because it's awesome. But, yea, it probably wo... Aug 29 2012, 09:16 PM MEands I mean, I'm all for turrets, we just need a go... Aug 29 2012, 09:33 PM Sparrowsmith QUOTE (MEands @ Aug 30 2012, 06:33 AM) I ... Aug 30 2012, 05:07 AM bulmabriefs144 QUOTE (Sparrowsmith @ Aug 30 2012, 06:07 ... Aug 30 2012, 07:23 AM Sparrowsmith well, it's all top secret, so Asimov's thr... Aug 31 2012, 04:27 AM bulmabriefs144 Well, that is true, there may have been a few ... Aug 31 2012, 04:53 AM MEands For the sake of the game, the turret's range i... Sep 1 2012, 01:07 PM bulmabriefs144 As a puzzle, how does this work? Do we have camera... Sep 1 2012, 08:09 PM Shaddowval So. I just spent AGES reading up on all this, or m... Sep 5 2012, 07:58 PM Sparrowsmith The only problem is that layer 1 was never very re... Sep 6 2012, 04:18 AM MEands QUOTE (Sparrowsmith @ Sep 6 2012, 05:18 A... Sep 6 2012, 03:51 PM Shaddowval That is pretty multii-layered ;lol; Here is my rea... Sep 6 2012, 07:20 AM bulmabriefs144 QUOTE As for the multi layered boss, it could be ... Sep 6 2012, 07:33 PM Sparrowsmith That's not really how data works, existing on ... Sep 7 2012, 10:17 AM bulmabriefs144 Well, yea, I was thinking either one lump party, o... Sep 7 2012, 12:12 PM MEands QUOTE (bulmabriefs144 @ Sep 7 2012, 01:12... Sep 7 2012, 06:58 PM bulmabriefs144 (Sorry I haven't posted, but I dunno what to a... Sep 10 2012, 08:17 AM Sparrowsmith QUOTE (bulmabriefs144 @ Sep 10 2012, 05:1... Sep 11 2012, 03:08 AM bulmabriefs144 Mainly we should have a mainframe, and one room th... Sep 11 2012, 01:26 PM Sparrowsmith I don't know about having those kind of traps.... Sep 27 2012, 06:05 AM bulmabriefs144 QUOTE (Sparrowsmith @ Sep 27 2012, 07:05 ... Sep 30 2012, 07:57 PM MEands Yeah. Perhaps it has a tile floor where certain ti... Sep 27 2012, 04:02 PM Sparrowsmith There could also be pressure traps. Rooms with hig... Sep 28 2012, 06:58 AM Sparrowsmith The problem is practicality.
To be sufficiently th... Oct 2 2012, 07:26 AM bulmabriefs144 I'd like something that chases you and you hav... Oct 2 2012, 04:56 PM Sparrowsmith I see.
What if the corridor is lined with plates ... Oct 3 2012, 02:39 AM bulmabriefs144 That's sounds okay. Although the first one sho... Oct 3 2012, 01:23 PM
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