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PostPosted: January 22nd, 2007, 8:03 pm 
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I plan to make, over the next few years or so, a 4 episode game under the name Series 4: A Dark Day Dawns. Each game will (hopefully) be completely different from the next.

The teaser for Episode 1 consists of talking to people in one town, and solving little "dialogue puzzles," as I call them. Eventually, you will get one spell and one of two items which you will then start Episode 1 proper with.

Episode 1 will be made on the premise of doing little quests for people and fighting in (non-random) arena battles.

The teaser for Episode 2 MIGHT be a long cutscene.

Episode 2 will most likely be an adventure type game with no battling.

Episode 3 will not include battles as well, and will use a Run Lola Run style setup.

Episode 0 will rely on placed battles, and will have 10 different character classes available to each party member.

All games will include events that happen in one game and will cross over to another game in the series. As an example of this, in Episode 1, in one of the towns, you are asked to investigate a mysterious death. It turns out the man in question was killed by an assassin. Episode 2, which chronologically runs simultaneously with Episode 1, will see one of the characters hire the assassin to do the job. In other words, there will be a number of events that you will experience in each game that might not make you think about them too much, until the same event happens from a different perspective in one of the other games.

As a matter of fact, an action that you take in the teaser for Episode 1 that, at the time does not seem to be that big of a deal, permanently affects the entire plotline of all the games that follow.

This is what I plan on working on over the next few years. My first few games were created with the thought in mind of trying to do something different with the software. I still want these games to be different and diverse, but the emphasis is going to be on the overaching storyline, and the development of each of the main characters within that storyline.

Good luck to everyone on their games in 2007!


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PostPosted: January 22nd, 2007, 8:18 pm 
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I'm using a custom world map for my RM1 game. I'm also going to make a very simple teleport system by making a dungeon containing many different rooms. Each room will contain a teleport that warps to another part of the world.

I got this idea from Lufia 1... even though I'm not sure if it had a system like this, it had an area that was very much like this. (Along with a spell that could warp from town to town.)

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PostPosted: January 22nd, 2007, 11:39 pm 
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Funny... I was planning on doing something along those lines myself.

Well, first off... I can't use the teleport magic spell. Since I have a Game + Mode... the second you start a new game with the same stats, you can warp anywhere, and that would really screw things up, data wise.

So what I did actual ties into the storyline pretty deeply. There will be a place that's like the End of Time in Chrono Trigger. A place that has warp points to ever major continent in the game.

And every Continent will have a place that links back to this place... which we are calling the Lunasphere. But to get to any point afterwards, an airship will carry you directly from where the Lunasphere drops you off.

It's alot more creative than the teleport magic spell... or at least, I think it is.

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PostPosted: January 23rd, 2007, 1:14 am 
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I've only used the teleport spell once, and it was only to see how it works, but doesn't it only enable teleporting to locations revealed on the map? If you turn off all the switches for each location on the map, they would disappear and thus be unable to be teleported to. At least, I assume this would be the case.

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PostPosted: January 23rd, 2007, 1:15 am 
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I'm working on the Ultimate Story saga, which will be about 5 games long.

Not so sure if I'll finish the whole thing, but I have more projects in the loop.

Unfortunately, I can't say that I've really used much technical stuff on my game. Seeing as how I picked the game up about 2 years ago, I'm still struggling to get most things right.

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PostPosted: January 23rd, 2007, 1:36 am 
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From what I understand, the Teleport spell lets you go to any place that was visited at least once.

And even if that's not the case, I have all locations set to show by default. The only ones you can't see are ones that are hidden areas or optional dungeons.

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PostPosted: January 23rd, 2007, 8:40 pm 
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I put in this item in my game, when the player uses it on a dungeon floor all the objects on the floor will get switched around. This opens up some good puzzle oppertunity.

Also i created another item called "Treasure Warp". This item lets the player warp inside a rare treasure chest for a puzzle or a special hidden bonus.

Here is the dungeon key in my game:

Regular key---opens locked doors

Boss key--- Opens the main Boss room

Special Key--- opens a secret room for item bonuses

Master Item: An important item that has to be used to get to the final dungeon and can be used to open secret areas outside of the Dungeon.


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PostPosted: January 24th, 2007, 5:30 pm 
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There will be a certain point in my game that is based on Metal Gear Solid's 'Psycho Mantis' boss. I will make five different character sprites each being a letter. I will then black out the screen and put the sprites in the upper left corner to spell the word 'VIDEO'

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PostPosted: January 24th, 2007, 5:44 pm 
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Heh, "Psyho Lantis"

Not a bad effect. What's more, if you wanted to give it a more 'monitor' screen feel to it, you could drop the screen color to a slight green shade. And maybe have a few screen flashes to make it look like screen flicker or as some would call it, noise.

...Or am I like, totally missing the point?

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