I am in a rut

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Post » Tue Oct 19, 2010 7:30 pm

And I feel the need to write my rambling here, as my 'real friends' are not that interested in my stuff.

So, I've been writing and planning alot of stuff for my game. It's supposed to tell a story of an over-confident young girl and her taciturn older brother who she drags in quite an adventure after hearing about a 'walking alien spaceship terrorizing the Northern Coast'. But it's not all as it seems. As everything has it's light and dark side, so does this story. From a peaceful innocent town these two travel into big world full of corruption, polluted cities, crime and violence, the young ones come to crossroads where they should make their decision. Whether to understand the reality of our world or chase the alien spaceship.

I think you now get the idea what I'm after. I wrote all this because the final content and storyline will be much different from this, since I like to change things alot depending to my life experiences and how I want the story to evolve and in what direction.

Now the problem came up. I simply do not know what kind of GAME I'd make out of this. My first and strongest idea was to make an RPG with turnbased and versatile battle much like in Mother series (or Earthbound to some), but I simply cannot make myself to work on such complicated system, especially on Construct that is still under work.

Second idea was to a sort of 'action RPG' much like Castleroid games, but after thinking about it longer I realized it was way too silly for such serious yet cartoony game.

My current idea is an interactive novel or whatever those are called. A bit point&click and alot of text&reading with freedom of making decisions. Yet this would restrict my vision so much.

So there you go. I am in horrible whirlwind of failed ideas. Sometimes it feels that I should just write a book or make a comic, as I am experienced 3D artist and making all visuals in 3DS Max. It's just that those two couldn't have sound or interactivity which would completely strangle the last of my vision.

Discuss if you want and by God give me any suggestions, in whatever tone they may be. Also, there is alot of engrish or other horrible errors in my text, I think. Please do understand that english is not my mother's tongue.
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Post » Tue Oct 19, 2010 8:02 pm

If you haven't already, I suggest you make a prototype or demo. Then, you can get a hands on feel and base your decision from that.
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Post » Tue Oct 19, 2010 8:05 pm

True that. I decided to start working on a very Earthbound-ish battle system now. My only problem is things like, should I make all the battle screens as seperate scenes and how should I memorize everything between levels. Memorizing includes current party, inventory and stats etc.
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Post » Tue Oct 19, 2010 8:15 pm

I hear what you're talking about. I don't think it's really a 'rut' - it's more that gameplay and story are often hard to get to work well together. I have a lot of story ideas, but getting the story to work in the 'confines' of a game (technical reasons like vram, gameplay that's well suited to the story, complexity limitations, stuff that isn't practical in 2D without a huge budget...) is often very difficult.

I guess the only advice I have is the stories that I've written for games that have worked the best so far have been the stories that were written specifically with a gameplay idea in mind.

Sorry I don't have much advice for you. I'm still wrangling with that one myself!

Edit: Oh and for stats, use the hash table. For inventory I recommend an array, though it depends exactly what you want to do with it.
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Post » Tue Oct 19, 2010 8:34 pm

Thanks for at least replying :D But uhh, 'hash table'? Array? Could you in any way point me to these things? I really am new to Construct and all this more technical thingie-twisting, as you can see :D
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Post » Tue Oct 19, 2010 8:43 pm

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Post » Tue Oct 19, 2010 9:10 pm

If you want to make a "large" game, especially an RPG, it's going to take a lot of work and technical know-how with Construct (not to mention experience with general programming concepts). Before trying to make a game like the one you speak of (massive, epic, story based, etc.), you should first experiment with construct for a few weeks (I recommend months if you're new, tbh), and get a feel for the engine. Figure out what it's good at, and what it's not. With enough experimentation and experience you should be able to come up a with a feasible technical plan and genre for your game. Personally, I would do your game as a top down adventure (A link to the past style).

If you want a point and click, Construct is not the engine for that.
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Post » Tue Oct 19, 2010 9:28 pm

Seconding most of what Davioware said, making an rpg without using something like rpg maker is a monumental task. I've been working on mine for almost two years, and it was supposed to be simple! I recommend fiddling a bit with the game you want to make while simultaneously making a quick, entirely for fun practice rpg to get the hang of it first. Though I tried that, and that "simple" rpg is what's taken me two years, so I'm not sure if that's good advice.

As for an adventure game, construct is certainly capable of making one, tho adventure game studio is more suited to it for obvious reasons.
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Post » Wed Oct 20, 2010 12:10 pm

[quote="Arima":39ssfksb] it's more that game and story are often hard to get to work well together. [/quote:39ssfksb]
lol. Oh the misconceptions of story. Story doesn't equal walls of text/voice.
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Post » Wed Oct 20, 2010 12:22 pm

Hey, thanks for your advice everyone :)

Yeah, I'm kinda new with Construct, yet I have alot of experience on many other engines. I know how to put stuff together and have knowledge with simple scripting/coding, but that's not enough to boast about at all. I'm now working on a battle system, but there's still alot that confuses me. Guess I gotta do it all the hard way :D
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