Topic:   iRPG Storyline Progression   (Read 27693 times)


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Gan


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Re: iRPG Storyline Progression
« Reply #15 on: May 18, 2010, 07:25:17 PM »
Awesome, sounds like a plan.

Town progresses over time.
Instructor is walking out and about the whole time. Castle's foundations are shown in the middle of the town. Sign proclaiming NewTown is present.
Shops.. shops. Weapon shop, armor shop, healing+potion shop. Some of the shops could not be available for a bit until the town finishes building a few.
What other towns people should we have around?

What about having everything closed off except for one area? As you kill off all monsters in that area, the town builds more and they've also cleared a path which led to more monsters... ? This would certainly keep the player on the right track.


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Tireas Dragon


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Re: iRPG Storyline Progression
« Reply #16 on: May 18, 2010, 09:32:53 PM »
That sounds brilliant. It would also prevent people from accidentally going the wrong way and getting killed.
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Mystor


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Re: iRPG Storyline Progression
« Reply #17 on: May 18, 2010, 10:57:14 PM »
Yay for pokemon style railroading! Just have someone blocking the way standing there who will tell you that you don't want to go that way.
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Gan


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Re: iRPG Storyline Progression
« Reply #18 on: May 19, 2010, 12:58:49 PM »
At the moment we have:
3 shops. Weapon, armor, and healing/potion.
1 outside person, Instructor walking.
No castle or paved paths.
Foundation of castle is visible.
Lots of forest around town which will be cleared out as time passes.
A path going east for the first part of the player's purpose.

Anything I missed?

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Silverwind


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Re: iRPG Storyline Progression
« Reply #19 on: May 19, 2010, 01:36:27 PM »
I don't think so. I'll get cracking on the sprites.
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Gan


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Re: iRPG Storyline Progression
« Reply #20 on: May 19, 2010, 03:02:28 PM »
Gnome's kinda busy so if he wouldn't mind I'd like to remap the town to these specifications.


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Connors


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Re: iRPG Storyline Progression
« Reply #21 on: May 19, 2010, 03:25:49 PM »
I still think only opening a path when you need to go somewhere gets a bit cliche, even if you're going for a relatively simple game. I say we at least open up some parts of the map before there's a mission there, and perhaps just find more unique ways to block things off. That way there could also be some puzzles about where to find the next "dungeon".
Warning: The above post may have been modified multiple times.

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Gnome


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Re: iRPG Storyline Progression
« Reply #22 on: May 19, 2010, 05:39:40 PM »
Quote
Gnome's kinda busy so if he wouldn't mind I'd like to remap the town to these specifications.


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Thanks Gan, right in the middle of exams here :)
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Connors


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Re: iRPG Storyline Progression
« Reply #23 on: May 21, 2010, 08:01:28 PM »
Quote
How about the town progressing over time? At the start only the bare bones of the castle are visible, the trees haven't been cleared etc. Then the stone paths start getting laid, the castle walls grow, mushroom plots spring up and so on.

Gnome did a great job on the layout, so there's no need to change it around much.  
Wow okay I didn't know you already had so much already thought out. Actually I like the "newtown" idea a lot. Quests could be based around the fact that the area was uninhabited until recently and there be monsters about. ;D
Also, relating to 1st, 2nd, 3rd (etc) level regents, you should set it up so better equipment is available later because the town develops and more merchants come and also local merchants become better developed/more skilled.
« Last Edit: May 21, 2010, 08:02:19 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

Gnome


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Re: iRPG Storyline Progression
« Reply #24 on: May 21, 2010, 11:44:28 PM »
Quote
Wow okay I didn't know you already had so much already thought out. Actually I like the "newtown" idea a lot. Quests could be based around the fact that the area was uninhabited until recently and there be monsters about. ;D
Also, relating to 1st, 2nd, 3rd (etc) level regents, you should set it up so better equipment is available later because the town develops and more merchants come and also local merchants become better developed/more skilled.

I actually like that, like trinket or enchantment dealers.

In other news I have a new town, I would upload a pic, but Firefox is locking up whenever I upload something lately.
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Gan


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Re: iRPG Storyline Progression
« Reply #25 on: May 22, 2010, 07:47:35 AM »
http://www.getcloudapp.com/

Download this, set it up, make it launch on startup. This is an amazing uploader, if you have a file just drop it on the cloud icon at the top and it uploads it. When finished it gives a link.


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Gan


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Re: iRPG Storyline Progression
« Reply #26 on: May 24, 2010, 03:45:40 PM »
When can you guys be available for a storyline video conference?
I'm good any time after wednesday.


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Silverwind


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Re: iRPG Storyline Progression
« Reply #27 on: May 24, 2010, 04:08:26 PM »
I might be able to do Friday evening.
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Connors


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Re: iRPG Storyline Progression
« Reply #28 on: May 24, 2010, 08:49:56 PM »
Quote
I might be able to do Friday evening.
Ditto! Last day of school!
Also, I thought I'd start posting any ideas I had for enemies.

I made a sprite for a slime monster.
« Last Edit: May 24, 2010, 08:51:19 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

Gnome


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Re: iRPG Storyline Progression
« Reply #29 on: May 24, 2010, 09:20:18 PM »
Quote
Ditto! Last day of school!
Also, I thought I'd start posting any ideas I had for enemies.

I made a sprite for a slime monster.


Silver beat you to that ;)


Here's the new town. Few improvements. More to story line:



[size=16] This is my last update. Leaving in 2 days.[/size]
« Last Edit: May 24, 2010, 09:21:47 PM by Gnome_Again »
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