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Would it be okay to use various Faces(sets), even if they are drawn in Very Different styles?
Yes, as long as they aren't too weird/bad/ugly. 55%  55%  [ 6 ]
No, Just leave the face part empty. 45%  45%  [ 5 ]
Total votes : 11
    bladeking77
  Wed Apr 07, 2010 6:06 pm
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Background and Story :
Content Hidden

Characters and Other NPC's :
Content Hidden

Features and Screenshots :
Content Hidden

Video:
Content Hidden

Credits:
Content Hidden

Demo (NOT AVAILABLE!) :
Content Hidden



Please note that this game is Still in early development, meaning that any material in the Screenshots, or anywhere in this thread might be modified, changed or removed. Also I will add new materials as I go
on with my project.

About the Poll. I need a lot of facesets, because I want for almost every communicatible characters to have one(including Demons, Dragons, Magic trees...).
And since there aren't any covering it all in the same style, I need to use various Facesets, from various Artists.
I was just wandering whether or not would that spoil the game's atmosphere or something.

If you have any comments or feedback on your mind... Please, let me know what it is. It is always highly appreciated.

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Last edited by bladeking77 on Sat Jul 31, 2010 5:28 pm, edited 3 times in total.

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    Kaimi
  Wed Apr 07, 2010 7:11 pm
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Screenshots are all well and good, but story isn't very... deep. I must said battle are gonna look great (you "frontviewed" Tankentai - how's that?)!


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    bladeking77
  Thu Apr 08, 2010 7:45 am
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Kaimi wrote:
Screenshots are all well and good, but story isn't very... deep. I must said battle are gonna look great (you "frontviewed" Tankentai - how's that?)!

Well, I think that story will be quite deep and good, I just didn't know how to
write it well in a few sentences. By the way it's more about how will
the details be played off, than the story itself. But off course I will
still work on it.

Tankentai is very customizable, so you could make many things out of it.
I just customized it to Front view.

PS: Thanks for your opinion. :grin:

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    bladeking77
  Mon Apr 26, 2010 12:50 pm
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Thread updated. Added credits, and some other stuff.

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    Kaimi
  Thu May 06, 2010 8:29 am
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When are we going to see a demo? I can't wait!


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    bladeking77
  Thu May 06, 2010 4:12 pm
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Well, I'm not going to lie to you. I still have a lot of things to add, and then testing and balancing... All in all, it might take a few months, but I think that first demo should be ready in about 1-2 months.
Thanks for the interest by the way, it should give me motivation to speed it up a little.

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    Kaimi
  Thu May 06, 2010 6:04 pm
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That's a lot of time... But all I can do is wait.


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    Star
  Wed Jun 09, 2010 2:49 am
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Okay so I read it over. The story's part has a few grammar errors you might wanna check out. Mainly this part

Content Hidden


Enough about that, I suck at grammar myself, dunno why I'm correcting you, it might not even be wrong.

Then I noticed that your game seems to have a lack of female playable characters. It is not very cliche, but it does seem like maybe they need a little order to their testosterone levels. I dunno, maybe you got something against females.

About the maps, I'm not even sure, I don't do VX graphics. So I have no idea if your mapping is great, terrible or awesome. Except that table in front of the old man Tein complaining about Shane looks like it's floating without a bottom.

I'm not so sure about the battle's, cause the character sprites look out of place from the enemy battlers. Maybe you should use enemy sprites instead of battlers, or vice versa. Does VX even come with enemy sprites? I really don't know :crazy: I tried VX and just never liked it.

As for the realm of Demonia the first thing that comes to mind is going to Hell on Earth in DOOM! CYBERDEMON :shock:

Overall good work with the game, I mean afterall it should be good enough to get more comments than this.

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    dadevvtsvre
  Thu Jun 10, 2010 4:21 am
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I looked over your screenshots and info real quick, here are some of my thoughts.

You might want to consider changing your game's font. Comic Sans is a universally hated font and looks very silly in RPGs! There are better fonts to use that are more appropriate and liked, just remember to keep it legible and clean.

Apart from the font your menus look very crisp and sleek; really appealing.

I'm not sure I understand the "enemy's distance in relation to it's danger" thing. Wouldn't an enemy being position farther away be less dangerous, instead of more dangerous? It's a cool feature to have but seems kind of contradictory. Unless I'm misunderstanding?

Urgh, I'm assuming you have random battles going by the maps. This is entirely up to you but I know very few people who are fans of random battles. Generally the more liked alternative is to have enemy sprites roaming your map; touching the sprite initiates a battle, and the enemies will chase you around the map. (see games like Earthbound or the Mario & Luigi RPGs) Again, it's up to you, but unless the random encounters aren't very frequent they can easily turn a player off of the game.

All in all, a very promising looking game! The custom art looks nice as well. I'll try and give the demo a whirl when you get it out. Good luck! :robot:


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    bladeking77
  Thu Jun 10, 2010 7:10 am
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First off, thank you for taking the time to write a reply. :)

@Star - Thanks for the grammar correction. I'll fix things up as soon as I update the thread next time. As for females... Maybe I do have something against them, maybe not... Dunno, but out of total 9 or 10 playable Characters, I think that 3 or 4 Female Characters should suffice.
VX is very screwy and some things are really hard to make on it. I can only use tiles I have and there aren't very many of them (At least less than in XP, I think). It doesn't have Enemy sprites so I have to use Battlers instead. And therefore I think that it will be a downfall since Player Characters are Animated, and Enemies aren't.

@Dave Strider - Why are Comic Sans hated!? I like them. But oh well, guess I'll change them. The menu has to look nice, because that's what I've been working on the whole time. Mapping and adding some new items/enemies/characters won't be a problem, so once I'm finished with the Menu, the only thing left is Eventing.
"The further, the more dangerous it is." I think you got it completely wrong. It's not related to battle itself. It tells you that in a Sreenshot before that you got a fight in a sunny forest, so there aren't strong enemies there, but the further (Deeper into the forest) you go, there will be More, and Stronger enemies to face. It's practically a feature that every game has.
As for the Random battles, I played both Earthbound and Mario and Luigi RPGs and I definitely liked them both. I am one of those people who dislikes Random Battles, but I'll stick to them for now. Since Greater Realms isn't just Rushing and Fighting, I'll reduce the frequency of encounters.

One last thing, which fonts would you Recommend?
And thanks again to both for replying.

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    bladeking77
  Sat Jul 31, 2010 5:37 pm
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Update:
-Added new Screenshots.
-Added a Video(which might be boring).
-Updated a Little of about everything else.
-Added a poll, because I'd really like to know your opinions.

Also, just so you'd know, battles will not be random, they will occur once you touch an enemy on the map.

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    Crystalgate
  Sat Aug 07, 2010 2:48 pm
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The story is rather bland looking so far.

First we have the four realms. Traveling between realms can be cool, but they don't seem very interesting. We have the normal world, the demon world and the angel type world, none of them showing any sign of containing anything we've not already seen over and over. There's also Tehyllus which we know very little about, but with three out of four worlds looking rather dull, there's very little reason to think the fourth world will be much better.

Then comes the start of the game. The adventure is sure interesting for the heroes, but for the player "investigate some ruins" is trivial. Nobody is going to feel exited about it. Worse, you then tell the player to basically go and level up. Nobody wants to hear that they are supposed to do something that won't progress the story or lead to anything interesting. After that they are off to the "Trial of Willpower" which again I don't see many looking forward to. Trial's in RPGs which are supposed to test mental strength are rarely well done.

Finally they will go to the ruin which a player will read as "at last I get to progress the plot."

The characters aren't very interesting either. Only Shane has any personality in his description and that personality is described no further than "stupid" and "irresponsible".

You have said you don't know how to make the story seem good in a few sentences. That's understandable, but saying that you think the story will be deep and good won't really cut it. Unless there's something interesting and/or well though trough i your game description, few will expect there to be any of that in the game. After all, would you dig for diamonds when all you can see on the surface is dirt?

If your story is really going to be deep and good, it doesn't have to be as generic as it is on the surface. You can start with asking yourself why Axin and Shane are spending time on combat training, time that could have been spent on farming instead. For example, I take it Shane knows offensive spells? If so, why didn't he train "make crop grow better" magic or something else that's more likely to benefit a village? Also, why the heck would his father leave him just to know why Axin's father left? The story hints at Axin's father leaving for a mysterious reason that may very well be extremely important, but the reason you gave Shane's father isn't anything a decent man would leave his wife and child for.

Tidy up the story a bit so that it makes more sense. If what you describe here starts to look well though trough, we will expect the rest of the game to also be well though trough.


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    bladeking77
  Sun Aug 08, 2010 8:08 pm
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Crystalgate wrote:
The story is rather bland looking so far.

First we have the four realms. Traveling between realms can be cool, but they don't seem very interesting. We have the normal world, the demon world and the angel type world, none of them showing any sign of containing anything we've not already seen over and over. There's also Tehyllus which we know very little about, but with three out of four worlds looking rather dull, there's very little reason to think the fourth world will be much better.

Then comes the start of the game. The adventure is sure interesting for the heroes, but for the player "investigate some ruins" is trivial. Nobody is going to feel exited about it. Worse, you then tell the player to basically go and level up. Nobody wants to hear that they are supposed to do something that won't progress the story or lead to anything interesting. After that they are off to the "Trial of Willpower" which again I don't see many looking forward to. Trial's in RPGs which are supposed to test mental strength are rarely well done.

Finally they will go to the ruin which a player will read as "at last I get to progress the plot."

The characters aren't very interesting either. Only Shane has any personality in his description and that personality is described no further than "stupid" and "irresponsible".

You have said you don't know how to make the story seem good in a few sentences. That's understandable, but saying that you think the story will be deep and good won't really cut it. Unless there's something interesting and/or well though trough i your game description, few will expect there to be any of that in the game. After all, would you dig for diamonds when all you can see on the surface is dirt?

If your story is really going to be deep and good, it doesn't have to be as generic as it is on the surface. You can start with asking yourself why Axin and Shane are spending time on combat training, time that could have been spent on farming instead. For example, I take it Shane knows offensive spells? If so, why didn't he train "make crop grow better" magic or something else that's more likely to benefit a village? Also, why the heck would his father leave him just to know why Axin's father left? The story hints at Axin's father leaving for a mysterious reason that may very well be extremely important, but the reason you gave Shane's father isn't anything a decent man would leave his wife and child for.

Tidy up the story a bit so that it makes more sense. If what you describe here starts to look well though trough, we will expect the rest of the game to also be well though trough.


I get your point... "The game looks Boring, and because of that, many people might not play it, to see whether it really is, or not."
But, gimme a break here, This is my first Project(Other than the Three-Weekly Challenges) and story-telling was never a good side of mine... :ouch:

However, thanks for your feedback, it has given me some insight on my flaws. :thumb:

I'll try to give more info the next time I update the thread. :rock:

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    mouse_std
  Thu Mar 03, 2011 2:37 am
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i think it looks good for now (havent played the game so not too sure :) )
*regarding character : i kindda agree with @crystalgate ,your main character need more ...character :blank:
my example: (im not forcing you too :) its just what i had in mind)
1.Axin mother died and raised by just a father(so maybe he was bullied when he was a kid and that event made him a passive person/level headed person/crowd hater/peacefull/nature/etc).
as for shane, surrounded by whole family made him a cheerfull person/etc , doesnt understand the meaning of danger doesnt exactly mean his stupid and irresponsible, maybe not a level headed person and rush things too quickly and made the journey much more dangerous and unpredictable (for axin of course :haha: ) and axin had to help.
2.axin had to live by himself ,that made him much more independent and more mature than shane whose life's been pampered, and when shane ask him on a journey(for some reason) axin refuse at first, but because he needed the reward money he go along with it. make a reason for every action , ppl dont just go to a ruin just because theres an earthquake there or some old ppl told them too it would be weird.
3.make axin and shane have contradictory moral view about which path they should take ,ex: chopping whole woods for ppl to live in (its either protect the nature or help ppl live) , stop a tyrant leader taxing money from poor farmer or uphold the law and stop poor farmer ,etc.
when i see axin and shane description i immidiately think of dark and light :box: opposite to each other but complement nicely (in a story).
*regarding story: it seems the story revolve about 2 friends [and some tag along ppl later on] that want to improve themself and then go to a ruin for...dunno why, it didnt describe , i hope you cooked a very good storyline for that cuz the beginning of the game is what draws ppl in , and better if it gives some moral story.
*the screenshot number 7 and 10 has a tree cutted by a fence, be carefull about that :smile:
*i especially like the original drawing (greater realms picture, a friend back to back) :smile: , not perfect but a drawing that's original gives a whole new respect (if not from anyone else, its from me ) :smile:


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