Courier - Brand new trailer!

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Post » Thu Feb 28, 2013 4:01 am

@whiteclaws
Isn't Arima's 'loot pursuit' an RPG on C2? or am I getting a little mixed up?
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Post » Thu Feb 28, 2013 4:36 am

Loot pursuit was originally being made in construct classic, it's only very recently I've been letting people know I've switched to c2 for it, so he probably didn't know (I'm not even sure I had announced it publically anywhere when he made the post). Besides, at the speed I work, it's very likely C-7 will finish his first, therefore being the first released rpg with C2.

I don't want to hijack the thread though, so let's get back to talking about courier. Nice to see another rpg being made with C2! :)
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Post » Thu Feb 28, 2013 7:01 am

Very nice graphics. I like the story too.
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Post » Thu Feb 28, 2013 11:02 am

it is good to see another rpg game being made. There doesn't seem to be many.
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Post » Thu Feb 28, 2013 11:44 am

I have been a musician and composer for over 20 years, and i have to say that your music is amazing
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Post » Thu Feb 28, 2013 12:48 pm

@mineet , that's because RPGs are complex and not for everyone , In fact , A lot of persons start Rpgs saying they'll be the best rpgs ever and pretty much no one finish them ...
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Post » Thu Feb 28, 2013 9:43 pm

@Whiteclaws
thank you for the reply..
the likes of C-7 and Arima should both be appreciated for their work. I hope they both finish their game.
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Post » Sat Mar 02, 2013 4:08 am

[QUOTE=cesisco] I have been a musician and composer for over 20 years, and i have to say that your music is amazing [/QUOTE]

Thank you very much! I've been a really big passion of mine for quite some time!

And thank you so much for all the support! I thought there had been a couple smaller RPG's on C2 before now. Either way, its an underrepresented genre (no doubt due to the complexity). I'm judiciously using groups and includes to make this all as clean as humanly possible because I know it will balloon. I'm also trying to have as much reusable code (ie, calling stuff in an included event sheet) to reduce the overhead on each individual map's event sheet. This is a life-savor for NPC's and their dialogue/choices/quest-giving, though my system isn't as elegant as I'd prefer.

And I think people will be pleasantly surprised at how well that character works in-game. You play a postman, for goodness' sake, so don't expect big swords and such. The game can get plenty serious, but there needs to be a good balance. IE, socks with sandals, etc. But that particular shading style looks really nice in-game, though you'll have to wait a little bit longer to see it. I want to have the NPC's for this area done and the next update of Spriter out (so I can get fancier with my animations :-P ) before I really show off that aspect.

And yes, RPG's are prone to failure and non-completion, though that tends to be the case with a lot of genres. My release model of segments added onto the whole is there precisely to combat that. If I had to complete this from start to finish with all quests without it ever seeing the light of day, it would fall into the abyss like many others. I really respect Arima for keeping at it so long. But incremental growth updates are a really fantastic way to combat this that browser-based games allow (which was extremely difficult or annoying even a few years ago). Nobody wants to download and install patches (and many won't), but on a browser, you essentially have to be up-to-date. The first town, dungeon area, and the associated story elements and a small portion of the overworld will be what makes up the first release. A bridge will be out for repairs in-game, and when I've built the next area, that bridge will open up (and I'll likely have changed things in the current area :-P). I think it's a very nice, sensible release plan for a browser RPG.

Thank you all very much for your comments so far! I really appreciate it!
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Post » Sat Mar 02, 2013 8:14 am

That sounds like a very cool approach to releasing a game! It'd feel more like you were interacting with a real-world if you had to come back in a week because a bridge was out or something. It'd be cool if you could tally what decisions people are making, and update the world based on what the majority of people do too, though that could get pretty difficult!
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Post » Sat Mar 02, 2013 10:58 pm

look forward to your updates.
love the sound of your game
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