Alive and Excited!
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robert_boyd

Some people may have remembered that I posted a thread almost a year ago about how I was going to get back into the Verge scene and try to redo Rainbow Despair. Well, as fate would have it, real life started getting crazy about that time: I left the country, got a new job (teaching English in Taiwan), and didn't have access to my own computer for several months (although I could borrow the work computer for internet surfing). Well, I bought a new computer recently and lo and behold, Verge 3 and all the necessary sub programs appear to work perfectly on it so voila! I have returned from the dead!

Although my original plan last year was to try to reuse some of my old code from Rainbow Despair, I've since realized how ineffective that would be since my code wasn't very well designed (it was my first major programming effort). Verge 3 works differently than Verge 2, and well, I wrote that code over 6 years ago so I don't really remember all that much about it. Plus, I want to implement lots of cool new stuff so it'd be better to start from scratch anyway.

I've been reading the documentation and messing around with a Sully map trying out different code these past couple of days and I'm very pleased with Verge 3 so far. Maybe some of these features were in Verge 2 and I just didn't realize it, but I think stuff like the various translucency effects & the fact that joysticks are automatically supported without any additional coding is awesome. I'm so excited! I've been working on various aspects of the game design and I think I'll actually start writing honest to goodness real code that I intend to use in the finished game tomorrow.

I am not going to be remaking Rainbow Despair. Rather, I had an idea for a novel that was running around in my head and then I realized, "Hey, this story idea would work even better as a traditional RPG!" Since I don't have a playable demo at the moment, I figured I'd share some of the ideas that I plan on implementing.

First off, the game is called MaZoGiDeSto: A Magical Zombie Girl Detective Story. Like Rainbow Despair, the main character is once again a girl named Molly, however this time she's a detective. And um, a zombie. Yeah. Needless to say, I'm not going for a serious feel.

Not only is Molly the main character, but she's also the narrator. How this works is that I'm going to have narrator stats: namely Storytelling LV, Creativity Points, and Suspension of Disbelief points. Creativity Points are essentially Storytelling XP: you gain them for achieving certain goals in the game (like getting to a certain point in a story or seeing a certain ending) and when you get enough, your Storytelling LV goes up. At various points in the game, you will be able to change the flow of the story, but certain options will only be available if your Storytelling level is high enough. Suspension of Disbelief Points act like a sort of Storytelling MP. You can spend them to utilize various Suspension of Disbelief abilities (which you learn by increasing your Storytelling level).

Now, how this all works together is that at any time, you'll have the option of scrapping the current story "draft" and restarting the game. Storytelling LV & Creativity points carry over and Suspension of Disbelief points are restored to max (this is the only way to restore them). Through choosing different storyline paths (unlocked by having a high enough Storytelling level) and using your Suspension of Disbelief points wisely, you will be able to make the story go in drastically different directions.

Basically, my idea is to have a single story draft take only around 2-10 hours, but there will be many different (drastically different sometimes) paths to go through the game so really "beating" the game (having a max Storytelling level) will take many playthroughs and end up taking a good chunk of time.

As for combat, I'm going to use a turn based system with character order depending on speed (faster characters get more moves). Here's a link to the quick battle screen layout I drew up last night: Free Image Hosting at www.ImageShack.us

Rather than including a bunch of status effects that don't do anything 99% of the time, characters and enemies also have a % stat which shows how effective their moves are. It starts out 100% in each battle and goes down when damaged or using forbidden techniques. It restores somewhat each turn automatically, restores faster when defending, and can also be restored through the use of certain abilities & items. Some abilities & equipment will be more effective at dealing damage to the % meter and so taking advantage of the % meter will be an important part of strategy.

Also as that battle screen mockup indicates, I'm not planning on including any battle animations (well, besides menus & maybe a simple damage indicator). These battles are going to be as fast as you can input commands. Fast = fun in my book. :D

Okay, I think those are all the major gameplay & story elements that I'm really excited at the moment. Suggestions and comments are welcome. Unlike my post a year ago, I'll be sure to keep people informed this time around as to how things are going & I'll be sure to post a demo as soon as I have something that's worth playing (i.e. I'll probably upload a demo as soon as I have a basic non-branching storyline path fully playable).

Posted on 2006-06-05 23:19:14 (last edited on 2006-06-14 00:29:03)

basil

Awesome. Having seen Rainbow Despair I know you're quite serious about this project seeing the light of day. Drop me a line if you need to contract any coding work out.

Posted on 2006-06-06 02:19:40

resident

Sounds like Breath of Fire: Dragon Half.

Only relatively accessible :D


I look forward to this.

Posted on 2006-06-06 12:56:33

Omni

That concept sounds...like nothing I've ever heard before. That's very neat.

Posted on 2006-06-06 13:51:43

Overkill

Mr. Boyd, this sounds like an interesting idea! Keep at it, I'd love to see a demo. Rockin'.

Quote:Originally posted by resident

Sounds like Breath of Fire: Dragon Half.


Dragon... Half? Is there such a thing? More like BoF: Dragon Three-Seventeenths amirite.

Posted on 2006-06-06 17:10:47 (last edited on 2006-06-06 17:11:21)

Interference22

An RPG that's aware of it's status as a game and a means of telling a story.. Brilliant! I'm aware of games working vaguely with some of the concepts involved (Paper Mario 2's battles are played in front of an audience: keep 'em happy and they give you stuff) but this sounds unique and fun.

Posted on 2006-06-06 18:32:08

Syn

Wow, this game looks like it could be fun. You won me over when i read "Suspension of Disbelief points"!

Posted on 2006-06-06 19:22:21

robert_boyd

Okay, time for week 1's report!

Gameplay Design Elements:

In addition to regular stat boosts when leveling up, characters gain ability points which can be used to purchase spells, static abilities, and stat multipliers.

Storytelling LV goes up to 10. It will be possible to get far more Creativity Points than is necessary to get Story LV10, but LV10 is where you stop getting new abilities.

I've come up with all of the Suspension of Disbelief abilities that I think I'm going to use, along with the Storytelling Level that they're learned, and names for many of them. All SD abilities cost 1 SD point to use and do not use up a turn when used in combat. Here are some examples of some of the major non-combat ones (all learned fairly early):

Deus Ex Machina - Can get you out of a tight spot in the story (Appropriately enough, it costs 0 SDP if you're completely out of Suspension of Disbelief points).

No Regrets - Resets ability points for one or all characters (allows you to build your character(s) in a different way).

Cliffhanger Ending - Allows you to save anywhere.

There are also two passive Storytelling abilities that improve as your Story LV goes up: Victory Dance & Monsters-B-Gone. Victory Dance gives a multiplier to the amount of XP & money you get in battle & Monsters-B-Gone reduces the rate that your party gets in random encounters.

Story Design Elements:

When you start a story, you'll have the option of picking Novel or Short Story. Novel is the main quest: long and branching (although the first time you go through, it'll be fairly short since you won't be able to get the longer and more difficult story paths due to a low Storytelling LV). Short Story allows you to play various little mini-quests (I'm thinking 1-3 hours each) with more short stories appearing as your Story LV goes up. The novel starts you out at LV1 whereas your starting LV & party set-up will vary with each short story. You can gain Creativity Points from both types of stories so if your Storytelling LV is too low to get to the cooler paths in the novel, playing a few short stories could very well be your answer.

Art Progress:

To my great surprise and delight, one of my college friends (who graduated in media arts) expressed interest in doing character illustrations for the game. He's been rather busy of late (he's a game tester for THQ and he's been on a lot of mandatory overtime of late), but he's planning on moving and changing jobs really soon. I'm very interested in seeing his submissions: he's working on the art design of the main character currently - I'm curious as to how he's going to pull off zombie girl detective. EDIT: Just talked to him; he's pleased with how the concept art is going and said he'd probably have something for me to look at within a day or two.

Code Progress:

This past week's focus was on the basics: stuff like control, displaying text, stats, text boxes and menus. So far, I've happy with my dialogue display & fonts (simple & efficient) and I've got two "playable" menus: a title screen menu & the main in-game menu. Admittedly, selecting any of the choices doesn't do anything more than displaying a message at the moment, but the foundation is in place.

Next up, getting the menu choices to do things! I'm going to work on getting the Status Display screen working correctly first since that ought to be fairly easy, it'll give me a chance to work on multi-tiered menus, and it'll make testing the Save/Load system that I'm going to implement easier.

Posted on 2006-06-13 23:08:07 (last edited on 2006-06-16 09:34:00)

Darien

This sounds really awesome. Are you going to keep all the short stories related to the main quest/characters? Because it seems like that'd be a cool way to explore a lot of genres. Though I guess you've got a bunch covered already with your Magical Zombie Girl Detective.

Posted on 2006-06-13 23:44:57

robert_boyd

Well, the playable characters in the short stories will probably all be attainable in the novel. Other than that, the short stories won't necessarily fit in with the main novel story and for that matter, I think I might have the same character have different personalities in a short story than he or she has in the novel (seems like a prime area for comedy). I was thinking of having at least some of the short stories focus on a specific genre so it looks like great minds think alike. :D

Posted on 2006-06-14 00:00:15

Interference22

Are you coding in Notepad? Most of us use the highly funky Textpad 4. It's got all sorts of great tools for making coding easier as well as VC-specific syntax highlighting if you download the appropriate file from the (i think..) tools section of the files archive.

Google for it; you won't regret it. It's shareware but there's no time limit, no feature limits and the nag screen is easily ignorable.

Posted on 2006-06-14 17:24:39

robert_boyd

Thanks a bunch for the heads up! I downloaded TextPad & the Verge 3 syntax file, set it up, and I love it. A million times better than using Notepad.

EDIT: Thanks to the power of TextPad, today was a productive one. In 2-3 hours, I was able to implement all the variables that the game needs for game stats, update the quick stat display program (shows actual stats now & expands based on how many people are in your party), write some character stat manipulating programs, and best of all, write the code to save and load game files! Oh and I also wrote some simple procedures (adding and subtracting characters from your party) to test the save and loading file system and it seems to work perfectly. Mwahahaha!

If anyone's interested, MaZoGiDeSto's save files come in at 13KBs a piece. That's with it storing all the statistics for up to 20 characters (it can always dump character stats if it's known that a character won't rejoin the party so don't think the game is limited to 20 different characters), various party statistics, and room for 5000 story flags (I put the story flags last in the file so I can add more if necessary). I'm pleased. :)

P.S. My artist (goes by Kratza) just showed me the concept art he drew up for the main character. I'm very pleased. He said, he was going to scan a high-res version of it, but in the meantime, I'll show off the low-res scan.

P.S.2 Good scan in now. Enjoy. :)

Image Hosted by ImageShack.us

Posted on 2006-06-14 19:31:49 (last edited on 2006-06-15 10:42:20)

resident

Yeah, my bad. Draqon Quarter.

I was thinking of the anime Dragon Half, I think.


Also, it's traditional to pixelate out any email addresses in desktop screenshots. Especially in a community as wierd as this one ;)

Posted on 2006-06-16 08:22:49 (last edited on 2006-06-16 08:24:18)

Interference22

Well, that certainly answers the question, "What does a female zombie detective look like?" admirably. By god, I'm excited! Just don't make her walking speed the usual zombie shuffle! It worked great wonders for the genius that is George A. Romero (I consider his Dawn of the Dead one of the finest films ever made) but it'll annoy the crap out of me.

Posted on 2006-06-16 17:50:35


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