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nijal
V~e


Story
V~e is a game that has no main villain to defeat. The overall story of the game has to deal with reality and not by accurately portraying real life, but through the character's understanding of their own reality. There are various stories to be immersed in while playing; with each supporting character having their own story and issue to be resolved. There are also four endings to the full game, which alters based on your morality alignment (Mood). A big surprise for this game is that it will be two games in one. Almost a New Game Plus, but instead of replaying the first game, you play a new story that continues from the previous one. This will also include new characters to play as.

Characters
Anderson Folde - The main character.
Jaquilyn Kinda - The main character's best friend.
Ledger Decole- An accomplished Knight.
Dillan Vigore - A traveler.
Nokarie Hitori - A retired Ninja.
Reysa - Another traveler.
Krystan Crysto - A master Magician.
Valenah - A mysterious woman.
There are many more characters to play as.
(I do not want to spoil each character's story because they will be explained in the game)

Features
Choice System - Results extend outside the choices you select. The choice system works as a way to create a unique experience which you want to see the outcome. Even though it seems as if some choices follow a Good & Bad formula, they do not affect your morality. Until you reach the end that is.
Morality System - The morality system in this game is very distinctive, because for one reason, it takes effect towards the end of the game. Morality is treated as a mood instead of a scale of Good & Bad.
Sneaking - Just like any espionage game, there are a few moments in this game where you get to sneak around.
Mystery/Horror - This game features moments where you take part in either solving a mystery or having to survive a horror game inspired mansion.
Side-View Active Timer Based Battle System - This features large-bodied characters.
Skill Shop and Skill Mixing Shop
These are just a few in the demo.
(Plenty more that will be considered to add in the full game)


Additional Information
In order for the game to work properly, it is recommended that you have RPGVX_RTP installed before playing. This is offered on this site: http://www.rpgmakerweb.com/download/run-time-package. The demo has an estimated 5+ hours of gameplay. You must also have the program Winrar installed before attempting to download the demo. It is important that the game is extracted to an empty folder.

Credits
BigEd781 - Level Up Display/Save Screen System/Item Memorization
Mr. Bubble, Enu, Kylock, Moghunter - Battle System/Animated Battlers/Battle Back Add-on
Crazyninjaguy - Battle BGM Selector
Modern Algebra - Advanced Text System
Nechigawara Sanzenin - Skill Shop
Prexus - Party Changer
Rafidelis - Advanced Title Screen
Wltr3565 - Enemy Victory Add-on


Angevon, Anni, The Lonely Alchemist, PCM, Rogutaan - Battle Sprite Sheets
Gabychan - Clouds for the Title Screen
Homunculus, TaFresh, Vascious - Face Graphics
Kaduki - Face & Character Graphics for the Main Characters
X_anime_fan_x - Underwater effect for the Game Over Screen


Special Thanks
Alt_Jack
Brent
David
Jansiel
Jason
Julian
Kenneth
Michael
Weedhead


Screenshots
Click to Open


Download
Click to Open


Note
This game is possibly quite hard.


Update
+ Sleeping moments (Inns) have now been shortened.
+ Liberty Tower's 3rd and 5th floors are now a bit easier. Boulders can now be pulled back and questions can be skipped.
+ Corrected the many misspellings of Guard.
+ Fixed a glitch with the chickens in the harvesting mini-game.
+ Intro is a bit friendlier.
+ Enemies are now weaker, except for bosses. Bosses are still as difficult, though EXP and Gold gains have not changed.
Freank
the sprites of RO in the battle system are not appropriated with the background and with the style of your game.Replace them
nijal
Is that actually the only thing that bothers you about my game?


The thing is, I didn't exactly want those backgrounds for the battle. I just chose them to help with the battle scenes.
I do know that I only want a ground backdrop instead of a surrounding backdrop. I only want the ground because I want to make the battles feel as if it's like Tactical RPGs, where you engage in battle on a floating box.

Thanks for sharing that with me. To ask you something though; when you conduct many battles would you easily notice that difference? Would it continually bother you that the battlers don't match their background?
nijal
I hope that many of you have had the time to play the demo, because I have decided to stop production.
I have no reason to continue it. I haven't received relevant constructive feedback nor have I heard of anyone other than one person, who has beaten the demo. I definitely know of many who have quit, so it is either people have quit or are just not interested. I understand that graphically V~e is not amazing nor does its story seem interesting to some of you, but the experience is beyond what you can expect from current rpgs. The experience is different. None of you can correctly predict the ending of the entire game.

I don't mean to be snobby.

I really want to make V~e, but I haven't been convinced that more than one person is interested in playing it.
I released the demo to see what other people and my peers would have to say.
The game has gone a long way without much feedback, but now it is different. I'm pressured to not continue making the game.
I'm not being told to stop, I just receive a ton of stress that makes me want to stop.

Anyway
Have you either quit or are you not intrigued? Why?
thatbennyguy
Maybe for the matter of its 250Mb download. That's a whopping size for something that looks like it's been made with RTP. Does this include RTP? Because it shouldn't. Plus your description is heady, your screenshots don't reflect anything about the game, I don't understand what the concept of the game actually *is*. So maybe you should consider that.

Heck, I'll download it anyway.

EDIT: Plus, to download it, you have to sign up to stinkin' Windows Live Account, and what if I don't want to? Why don't you upload it to MediaFire or something? Aargh. I'm still going to play it.

EDIT #2: And it says there's a temporary problem with creating my Windows Live Account. Please put it up on MediaFire, and while you're at it, make the download smaller if possible. Compress some mp3's or something, I bet you've got like a whole album in there.
supercow
im really intrigue and interested in the feature of this game sweat.gif too bad it need vx
screenshot is plain looking confused.gif , i only see 2 example of inside and outside so i cant say much but if its the best you have its uh...not very interesting looking sad.gif
even though i love RO , i have no problem you using it but the battle background however could use more spice up
if the download is really 250mb , you should really cut it down, dont just put everything inside and then not caring about it at all
for bgm/bgs/me/se you could use program to change it to .ogg , it might change it a bit but it will really help a lot to reduce it
nijal
I'm very happy that you both have something to share with me.
You don't have to sign-in to download the demo. I didn't want to use Mediafire because I wasn't certain by it.
I came across that are Microsoft's Skydrive to share files, so I just jumped on board.

I thought about converting the mp3 files into ogg. but I didn't take the time to figure out how.
I really apologize for the file being as big as it is. That's why I split it to make it easier to download.
I also didn't toss everything for the game into the demo download. I just put the essential stuff and probably one additional thing.

I don't know what to take for the screen shots! There's so much that I don't want to spoil, but I just want to give a small taste.

If you want, I can explain everything to you. The concept, why I chose the battle backgrounds like that, and so on.

Thank you for stirring a conversation! teehee.gif
supercow
QUOTE
I thought about converting the mp3 files into ogg. but I didn't take the time to figure out how.

i use program like magix audio cleaning lab, im sure theres plenty of program like that, just go to a computer store and ask whoever work there which program is the best laugh.gif

QUOTE
I don't know what to take for the screen shots! There's so much that I don't want to spoil, but I just want to give a small taste.

sweat.gif why are you worried about that? just bring out the best screenshot that you have ,to lure people into your game.
if you want to market/sell anything, first thing you need to do is appeal to people you want to sell ,ex:
if your a vegetable seller, a dirty spotted vegetable one might had more nutrition, but people would prefer a shiny and clean one, i know its unfair but its the truth confused.gif , first appeal is everything tongue.gif especially to stranger
and the stranger wouldnt know how good/great your game is if they dont play it because its not that interesting to look at sad.gif and they cant really be blamed for it

QUOTE
If you want, I can explain everything to you. The concept, why I chose the battle backgrounds like that, and so on.

im not good with deep thought concept or something sweat.gif (maybe you meant reason? , my english kindda sucks sorry bout that)
i only look at it if its colour or shape is strange or feel something is missing from it, and the battle background/battle screen need something to spice it up otherwise it looked plain

i probably wont play it/any other vx game since i dont have vx, but if you want to continue this, good luck thumbsup.gif
thatbennyguy
QUOTE
You don't have to sign-in to download the demo.


I do. Please host it on mediafire, even if you don't trust it. I will only download it if it's on mediafire.

QUOTE
I thought about converting the mp3 files into ogg. but I didn't take the time to figure out how


Please do. I (and most people) won't download your game unless it is 50Mb or less, unfortunately.

QUOTE
I don't know what to take for the screen shots! There's so much that I don't want to spoil, but I just want to give a small taste.


Please spoil it. I don't care if it's a spoiler, that's what it's meant to be to draw you in! Please do.

Plus, the reason why people may not be *jumping* on it like crazy, is because you're not very active in the community. If people recognize you as a friend, they will recommend to others, and word of mouth spreads like wildfire. Use every channel of communication possible to market your game. Make it *extremely* easy for people to download your game. Sounds like you need a marketing manager or something tongue.gif

In case you didn't realize, I *really* want to play your game, because it sounds intriguing and deep (my two favourite qualities of a game). Just please, *please* make it more accessible. That's all I think you need.
nijal
I have compressed the mp3 files. and it's no longer around 250mb. It's also definitely not around 50mb. sweat.gif
I've also upload it to MediaFire. You don't need the VX program in order to play it, you just need to download VX RTP.
I didn't realize that I have to be an active community member for people to find interest in my work.
It's funny, because one of my friends told me while playing V~e, I'm not trying to make friends seeing how the game treated him. I was also called a douche one time by another person. rolleyes.gif
I guess that's the kind of fun I should share in the boards.

I have spoiled the game a bit, but there are more photos to see.
I didn't mean reason, I actually meant concept. I was listing what I would share if you asked. thumbsup.gif

thatbennyguy
Hey thanks for making the file smaller. It is still big (esp for a RPG Maker VX game), but I am downloading it now from Mediafire and hoping that it will deliver.

QUOTE (nijal @ Apr 30 2012, 07:41 PM) *
I didn't realize that I have to be an active community member for people to find interest in my work.


Ah, well, it certainly helps. Generally on the internet people are hard to gain attention, so you have to make sure that you get word around in several formats, so people hear about the game. It helps if they know who you are, and I generally gauge how reliable a person is by how many posts they've made. Which is ironic, because I've made under 100 posts, so don't trust me tongue.gif

I'll give you feedback once I've downloaded the game.

Cheers
Benjamin

EDIT: And those new screenshots are pretty sweet-looking. Especially the farming mini-game, the conversation options, and the "clue review" screen. These are the things you need to show about the game, get us excited! smile.gif
supercow
screenshot number:
4. the "ocean" is the world?
5.make it so it look more like a store, if someone wanna store/sell something, the item storage would probably behind the store seller sweat.gif
6.i dunno, to me vx look so boxy confused.gif
7.the farm look nice thumbsup.gif (still kindda boxy confused.gif but nice nonetheless )
- why does the barn/house need fence around it?
- why put trees near crops? the trees could hinder the crops
- put smaller size fence around the crops <-- my preference, but its okay if not also
- the ground around the crops look too tidy
8.how the hell do someone get inside that chair? jump at it?
9.....
10.i like the place when its compact
- i dunno why theres a tomb in the table
11. no need to put too much of the same things like clock/maps sweat.gif
12. same as 11
13.....
14. might be look good for outside if theres a different kinds of ground
ex: some ground is full of grass/ some are well tended/ some are dirt ground
mixing it will make the scenery less boring


QUOTE
It's also definitely not around 50mb. sweat.gif

you mean its a demo with over ++50 mb?
if im making full game i want it to at least less than 20 mb , well it depends on the kind of game anyway pinch.gif
if your forte is in the story, dont rely too much on music it might help but it wont help that much sad.gif

QUOTE
you just need to download VX RTP.

how do i get vx rtp ? cant you just make it stand alone?

btw how big is the file size now?
nijal
Numbers
4. The ocean is not his world exactly, that moment is a flash-forward. Where a little while before someone questions his grasp on reality.
5. The store system works differently than what you can see. The Item storage is usually in the area of the shelves. For some stores in the game.
6-14. You're really asking for a lot when it comes to graphics. I do plan to remake this game with better graphics and so on, but for VX, I'm just trying to use what I have and make a great game out of it. Everyone teleports to sit down. sweat.gif It's funny to say it.
I've gotten used to seeing people have three clocks on one side of a hallway and they're there so each room would have their own clock. For V~e I placed the clocks in accordance to how the NPCs would appropriately place them. If they moved more that is. laugh.gif

The demo's file is around 170mb or so now. In the Additional Information section I gave a link to where anyone could download the VX-RTP. Just know when you go to the site, it shows VX Ace first, you would have to click the tab to move to the VX part.
Making it stand alone is something I considered to do, but I thought it would be easier if people just downloaded the RTP. It is quite small. 20mb or so.

I reuse plenty of the songs I have for the game, but it's still plenty songs.
amerk
Not to derail the topic, but if 50+ MB is a concern, you might need to consider a computer with more memory or upgrading your internet.

50+ MB is very common with games made these days on newer makers; I've seen several come through over 100+. A lot of the previous RM2K and 2K3 games were under this size, namely because of their limitations, but the new makers (especially Ace) tend to include a ton of features that drive the size up. I believe Ace's encryption size has gone up to 1G, which is sure to encourage a lot of heftier-sized games.

Another thing to consider is if you have the RTP by default or not. If the RTP has to be added to the game project for people who refuse to download it themselves, then that drives the project size up even higher. It's better for the game player to download the RTP (which is free), so that the developer doesn't have to include it for every single project.

Back on topic: nijal, this seems like a decent project, and I'll have to give it a test drive when I have some time. The fact that there is no main villain can go either direction. As long as there is a conflict of sorts (the heroes struggle to reach their goal with other types of obstacles preventing this), it should work out well enough. My only objection, without having played this, is that if there is no major end battle, then focus should be less on battling and leveling up throughout the entire game.
nijal
Actually I didn't focus on battles for the game. People strongly suggested to me that there should be battles to fill in the gaps between each quest and such that you engage in. I focused on specific boss battles, so people would have something worth preparing for.

Thanks for your insight though.
amerk
Just wanted to point out a VX game called Dawn's Light: A Christmas Story. The game is an rpg without any battles, but focuses entirely on puzzles as you complete various quests. So depending on the flow of the game, battles are not necessarily a must, although I can understand how some people may feel about playing an rpg without any battles at all.

If battles do require any amount of leveling up, even without a final villain, you might consider a final battle of sorts (maybe an extremely ferocious monster guarding the path to the final goal, as an example), otherwise some players may feel like it was all for naught. In any case, good luck with the project.
nijal
Thank you for your insight and well wishes.
There are many final battles of sorts around in V~e, because there is a final boss within the demo.
thatbennyguy
v~e

  • resumed game
  • can't go out of first town to right yet sad.gif
  • you haven't given the player much direction on what to do. Which would be fine, if there wasn't so little to do at all.
  • i like the idea of shopping from shelves
  • "vash's wife loves the morning wood"... WTF?
  • classic fetch quest is a bit boring, and it's unintuitive finding it in the schoolhouse
  • not sure what to do here
  • i bought 2 mushrooms because it said mushrooms (plural, meaning more than one)
  • now I don't have enough money, so i have to start all over again!
  • went through the whole thing all over again
  • ohhhh so the recipe deal is a morality choice in itself... do you buy the weapon, or do you get the ingredients?
  • i got the ingredients
  • and he gave me a hint as to where i could find the recipe. i didn't see that first tiem
  • aw no wait it isn't you can't even buy the sword anyway xD
  • me thinking mastic was an inredient
  • ooh yay farm job! WOOWHOO!
  • i fed a chicken, and then it froze
  • flippin out.


OK, I'm having a bit of trouble with this game.
nijal
I did make an update to help players know why they can't leave the town yet through the right.
There's plenty of direction for where to go and what to do.
Example, when you start in your house, your father says to go to school and if you looked on your bookshelf you would discover directions on how to get there. After school is done your teacher would tell you to go home. Simply, a number of people would give you ideas of where to go next. If they don't, things would just guide along the way.
The ingredients thing is a Morality choice, because you could waste your fathers money to have things to sell.
Hopefully you're using the save point to help you.
The Chicken froze? It doesn't happen for me, unless you're talking about how you stand there to watch them walk away?
Mushrooms is plural, but if you noticed, you only have enough money to buy one of each ingredient.
So basically the father would have to make do with one Mushroom.
Pinky
This game looks very interesting. By the way I think your backgrounds match the battlers perfectly so there's really no need to change them unless you really want too. Anyway I'll give you more feedback on it after I download it and play it.


EDIT:
Okay so far I played up to the produce quest, I am enjoying the game and will continue playing. However I do suggest making the produce quest in the farm a little easier only because a few people like me are not good at adding things up, but I will keep trying until I neil it. I cannot wait to get farther. Another I suggestion is compltely restoring the main character's HP after the trainning battle I used the healing item in battle and got defeated and I am stuck at 1 HP for awhile. Don't get discourged though please these are just suggestions and I am already enjoying the game. Keep up the good work.
nijal
Leaving the character at 1HP was my way of trying to punish the player, because later on with gathering the groceries for your father I had to figure out how to punish a player if they decided to not buy what he asks for. However all of that gets ignored when you could sleep in your own bed.
nijal
For those who are playing the demo or either has stopped; where did you get up to?
nijal
I'm trying to make the intro better, based on many comments.
I want to ask to those who have a problem with the demo, what should I change?

These are the few problems pointed out to me:
1. Too many fetch-quests
2. Back tracking
3. A lack of story
4. Battles
5. Mapping
(all of which are at the intro except for battles, since it is throughout the game)

I focused on making this game for both people who are and are not avid rpg players.

I want to make it easier for people to beat the demo and then share their opinions with me, so I want to know what should I do.

Magical_RuNE_Knight2001
QUOTE (nijal @ May 23 2012, 03:27 PM) *
I focused on making this game for both people who are and are not avid rpg players.

I want to make it easier for people to beat the demo and then share their opinions with me, so I want to know what should I do.

i don't really play rpgs much, but.. well, i guess i think u might want to be more descriptive with what the story says. It doesn't really explain what the game is about; like, what the plot is. 'v'
Maybe... changing the font of the main page too..? it's kind of hard to read.

If u want to target people who aren't avid rpg players btw, it might be a good idea to do some research on what sells to them. Horror/thrillers and humour can be popular, i like them anyways lol.
nijal
I don't want to be too descriptive with the plot, because I feel that I might ruin some people's experience with the game.
If I gave too much away, then some people might just go through the game already knowing what to expect.

The plot of the game is that the entire game takes place in a fantasy version of real life, which includes a few real life issues like dealing with homophobia and so on. Then the game goes into imaginative extremes. For example, the main character goes through his own mental extremes by altering the world that's around him. The interesting part about this is that the alterations are subtle.

This may be spoiling the story a bit, but the main character becomes a king. To some people this may be surprising and a bit outrageous, because, well, they have some negative opinions about him.

The game does have a ton of elements that are not typical rpg elements and there is plenty of humor.

I'll consider changing the font-face.
Magical_RuNE_Knight2001
QUOTE (nijal @ May 23 2012, 09:04 PM) *
I don't want to be too descriptive with the plot, because I feel that I might ruin some people's experience with the game.
If I gave too much away, then some people might just go through the game already knowing what to expect.

The plot of the game is that the entire game takes place in a fantasy version of real life, which includes a few real life issues like dealing with homophobia and so on. Then the game goes into imaginative extremes. For example, the main character goes through his own mental extremes by altering the world that's around him. The interesting part about this is that the alterations are subtle.

Well... I mean, u don't have to necessarily reveal the plot. Just be kind of more descriptive, like... Like a book. 'v' like books don't say stuff like 'this is a book dealing with psychological aspects' if u know what I mean? Do u like something like "person x was an ordinary kid. Until one day... __"? Anyway, just a suggestion, but it's ur game, so it's cool.
nijal
With minimal description I currently have for the plot/story and with everything else I gave, would anyone be interested in trying out the demo?
Silversnake
QUOTE
I'm trying to make the intro better, based on many comments.
I want to ask to those who have a problem with the demo, what should I change?

These are the few problems pointed out to me:
1. Too many fetch-quests
2. Back tracking
3. A lack of story
4. Battles
5. Mapping
(all of which are at the intro except for battles, since it is throughout the game)

I focused on making this game for both people who are and are not avid rpg players.

I want to make it easier for people to beat the demo and then share their opinions with me, so I want to know what should I do.


I would change #1,4,and 5. I did not see much back tracking in the game. Lack of story is just because of so many fetch quests and battles taking forever to actually get to the story. So fix those I believe that fix's number 3. I would refine some things in the story while you are changing stuff though.
nijal
Alright, I have made many updates to the game if you haven't noticed the list of them on the first page.
The fetch quests at the beginning, I've decided that I cannot change them because each one has their own significance.
Let me go through them:
1. Your Father Most people wouldn't know that you can interact with shelves or any other inanimate object until they've taken on this job. Going further into how it impacts a player. When you go to buy groceries; your memory, knowledge, and morals are tested. For example, most people would think that Mastic is an ingredient and most people wouldn't know that you have options when buying the groceries.
2. Trauma Lady Her fetch quest is used to introduce you to her, because she will be seen again. You might forget her by the second time you meet her, but at least she wouldn't be a random surprise, just an amazing surprise on her part.

I will not change my style of mapping. I will however fix anything that bothers people. Like when my friend told me to "fix those damn trees."
I stay away from making my maps dirty or detailed, because everyone else can do that.
It gets annoying to hear that the look of my maps bother you more than if they are a pain to get around; it's just that they are not your standard or the standard of detail. My maps look fine and work fine. I'll also add detail when I choose.
My style is unique and it works for me and I don't want to spend a ton of time making my maps look amazing instead of trying to get the gameplay and story to work around them.

Overall, I have made changes to the game, which would include more story.
thatbennyguy
QUOTE (nijal @ Jun 14 2012, 07:07 PM) *
1. Your Father Most people wouldn't know that you can interact with shelves or any other inanimate object until they've taken on this job.


Most people do, especially those who play RPG Maker games. In fact it's almost a necessity to be able to search chests, cupboards and other items. You may be able to give a visual cue to hint that the player can take from the cupboard, but the player should know already (unless you're catering to a complete beginner, which you shouldn't be).

QUOTE
When you go to buy groceries; your memory, knowledge, and morals are tested. For example, most people would think that Mastic is an ingredient and most people wouldn't know that you have options when buying the groceries.


I think you mistake testing the player's knowledge to testing the player's patience. If a player doesn't know that Mastic is not an ingredient (I certainly didn't), you shouldn't punish the player for that. It should be very clear what the player needs to do at almost every point in the game, unless you're going for an open-ended feel, in which you need to walk the tightrope more carefully.

QUOTE
I will not change my style of mapping. I will however fix anything that bothers people. Like when my friend told me to "fix those damn trees."


Your maps look fine, especially for the RTP. They're actually really good, and I like the inventiveness of the shops.

QUOTE
It gets annoying to hear that the look of my maps bother you more than if they are a pain to get around; it's just that they are not your standard or the standard of detail.

Well, they are a little bit of a pain, especially when you have to walk down long corridors. Generally players don't like corridors, because they restrict the feeling of freedom. Have some areas where people can walk around a bit, or at least make the walking distance a bit shorter between houses.

QUOTE
Overall, I have made changes to the game, which would include more story.


I actually didn't mind the story. I just want to know more about the characters, that's all. What are their ambitions, what are their goals, etc. early on in the game. If I can invest myself in the main characters, then I will have the drive to keep playing and enjoy your game.

Overall, V~e is a game with a lot of potential, and you should be proud. I'm just pointing out little bits here and there that you could work on to make the finished title even better. It's looking good so far, keep up the good work! (I might work on a new and better support bar soon wink.gif)
nijal
Yes, many people who have played RPG Maker games would be used to interacting with objects, but people that don't (like my friends that tested the game in front of me) wouldn't know until they've gone through the first job. Also, not all RPG games allow players to interact with objects.
When I made the game, I considered people who are beginners and those that aren't. I thought, "what if a person is just starting to play RPGs and they chose mine to begin with." That's why the intro is as it is now.

Patience is the better word to use. The player isn't punished for thinking something are available when they are not.
Sometimes I just want the player to say, "oh, okay." However, most of the time it's just hard to really know how to impact/influence a player when many people didn't consider wasting the father's money. The game is open-ended, with many directions to guide you along the way.
There's a choice system and morality system, so anything can happen.

Thank you about complementing my shop inventiveness. My friend doesn't like it, because he thinks it would become very tedious.

For me, I thought that making giant areas would be pointless, since the player can't even move in eight directions.
Even though my maps are like corridors in a sense; there are some maps that are open.
So I have maps that are narrow and maps that are open. The maps will be more open after where the demo ends, so narrowness would not exist throughout the entire full game.

There are plenty of moments in the game where each character would tell you about themselves.

I've released a newer version of the demo that includes all the updates I listed on the first page.
amerk
I actually go in with the mindset to search everywhere, but some sort of indicator (maybe a small one at the beginning to indicate the need for this) should be used, because for just as many games that do interact with inanimate objects, there are plenty of games that don't, and often times I'm wasting time searching everywhere for nothing. It's especially annoying when you search and search and get nothing, and you think searching isn't required, and then that one random time you do search an hour later you discover something. There should be consistency to the way searching and interacting is handled.

A simple method could having the father ask the son to retrieve an important item from one of the shelves, say a flask, but he can't remember which shelf it is. Drop random items on the shelves (like herbs or gold) that the player can pick up as he is searching for the correct shelf with the flask. If that doesn't tell the player to search everywhere, nothing will.
nijal
Actually, the father tells you exactly where to search, basically which house to search.
When you go to the only bookshelf that's there, an indicator pops up.

I don't use indicators for everything that a players can interact with. I just use them in places that most people might need help finding/discovering.
I use a combination of using indicators and not using indicators. I want players to explore and I'll help them when needed.
Silversnake
QUOTE
I will not change my style of mapping. I will however fix anything that bothers people. Like when my friend told me to "fix those damn trees."
I stay away from making my maps dirty or detailed, because everyone else can do that.
It gets annoying to hear that the look of my maps bother you more than if they are a pain to get around; it's just that they are not your standard or the standard of detail. My maps look fine and work fine. I'll also add detail when I choose.
My style is unique and it works for me and I don't want to spend a ton of time making my maps look amazing instead of trying to get the gameplay and story to work around them.


Why did you put this up as one of the options to change then? I understand that just me voting for it does not mean you have to change it since others will vote. But why turn it down like that when you put that as a choice?
I may not like your houses but I've played other games that do that as well and I don't complain. I can deal with 1 tile houses it doesn't ruin the game for me. The real problem is just trees in straight lines everywhere and being in a corrider the whole time. Very start of the game your just in between a straight line of trees running from house to house. Keep the houses the way you like it but being restricted in movement isn't fun. I just had a dude complain about corriders in my game and I have more space then you do. People like the freedom to move around and not just follow a 1 tile road.

QUOTE
My style is unique and it works for me and I don't want to spend a ton of time making my maps look amazing instead of trying to get the gameplay and story to work around them.


Good to be unique I like unique. You saying you do not want to spend a ton of time on making your maps good just comes off as laziness. I understand you want your gameplay and story to be your main focus. Spending more times on your maps will just make the experiance even better for the player. My first reaction when playing your game when I saw intro I was like what is going on? That was the part with the This is my world saying in an empty ocean background. Then my next impression was ok I have to go to school cool! Something about going to school in a game makes me happy lol weird I know. Like ff8 starting out in the garden(Military school) I like that kinda stuff. Then I get outside my house and was like what the hell! Your screenshots that you show of your game on your front page totally deceived me. I really liked those screenshots and yes they are in the game but that is not how most of your mapping is. Most of it is trees and 1 tile paths.\
Then It turned into ok go do this. I was fine at first but then it kept turning into go home talk to dad. Go to this house get book for dad. Go back to dads house. Go to this place get ingrediants. So on and so on. Lotta running back and forth. At that point I would normally stop playing the
demo but you wanted feedback at that time so I kept going. I actually liked part of your game later on once it finally got going. The mapping besides some towns didn't get better though. Story got better and quests actually meant something. Then it turned into a Grind fest. Why I eventually stopped playing.
Glad you fixed some of the other stuff in your game Gl.
Kimidori
QUOTE (nijal @ Jun 15 2012, 03:52 AM) *
Yes, many people who have played RPG Maker games would be used to interacting with objects, but people that don't (like my friends that tested the game in front of me) wouldn't know until they've gone through the first job. Also, not all RPG games allow players to interact with objects.
When I made the game, I considered people who are beginners and those that aren't. I thought, "what if a person is just starting to play RPGs and they chose mine to begin with." That's why the intro is as it is now.


seriously, everyone play a rpg maker game probably play a ton of jrpg already, if i were to start playing RPG, i would start with millions-budgeted, commerial game instead of an amateur indie game. so make the game with the mindset that most people here are rpg veterans instead of beginners. and as a rpg veteran, i would try to interact with everything in the map
nijal
I listed the mapping issue to see whether there was more for me to fix than the detail, but when I realized that it was just about the detail, I decided to not change anything. The first town was meant to be straight forward of teaching you the basics and you then trying to leave.
I understand that people want freedom and detail in their maps, but for this VX project, I just wanted to do something different. In a XP project I was working on, I spent more time creating large maps that were fully dirty/detailed and I created 100+ maps with most of the them being empty.
So for this project I focused less on making them fully dirty/detailed and instead focused more on having the maps work around the story and gameplay, while at the same time make them at least visually appealing. The corridor style works for me, because it makes it easier to handle events. Though the corridor style will not be prominent throughout the entire game.

It's wrong to make a RPG game thinking that everyone is a veteran, because I would be limiting my audience.

Silversnake
Seems to me you just want to make the game the way you want to. So make it that way. Why you ask for feedback is beyond me. You ask for suggestions and instead of saying sure I'll think about it you say no I'm not doing it like that. You turn down almost every single suggestion people give you. I've read peoples comments on this forum and other ones.

I'm done with anything involving this game from now on.
amerk
The feedback is intended to help the developer, but ultimately it is their decision whether or not to accept it. Let's continue to offer what feedback is valid, but please refrain from badgering the developer for his choices.

Edit: So I decided to give this a bit. The mapping certainly is different, and to be honest I kind of liked the style of mapping for the town and castle exterior. It's the inner dwelling and the world map I felt that needed a facelift. The main issue I had with this game was trying to figure out the purpose of the game. Mind you, I only played up to the castle, but still...

There's hardly any story at all. You can't leave town because the man guarding your path tells you to visit the weapon shop and buy something (why does he even care if I'm equipped or not?). The weapon shop needs money to create a new weapon. You have to go around town and help everybody with their problems to earn just enough money to buy the weapon. Once you buy the weapon, the man blocking the exit mysteriously vanishes and you can proceed to the castle. But why do you even need to leave town to begin with? I vaguely recall needing to visit with the president about not wanting to join up in some army of sorts, but all that was lost by the time I was done with every fetch quest the town had.

And then... I have a stick for a weapon and nothing else until I buy the scimitar. But I have no armor. Getting to the castle is a death match. If you get sucked into battle with two enemies, consider yourself cooked, since they'll kill you in about 3 or 4 hits. And it's not like I can buy potions since I don't have any money. After all I had to spend it on the weapon seller. Even getting into a battle with a single enemy nearly left me for dead by the end of it.

So my advice... work on the story and game play balance.
nijal
My main problem with receiving suggestions is that I don't say, "I tried that, but it didn't work for me."
Instead I just say that I'm choosing another route. I ask for feedback to see what I should do for the rest of the game after continuing from where the demo ends. It's true that in some cases I would have to be forced to make changes, because sometimes I fear changing stuff too much.
As shown, I have made changes that many people have recommended and suggested to me.

It doesn't seem as if you picked up Jaquilyn. If you had her in your party, she would have let you know that they guy was imaginary, basically he was never there. Though I'll just remove him and allow the player to just leave after school is done.
I might as well make the fetch quest optional too. I thought about doing this, but from seeing what you've said, I might as well do so.

To let you know, you get free armor and plenty of money to spend at the beginning.
You would just have to make choices the right to do so.
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