This is Art of the main protagonist of the game i'm making.
Their name is Shiloh.
I haven't decided their age yet, and their gender is meant to be ambiguous (like Frisk from Undertale, Kris from Deltarune or Gogo from Final Fantasy VI)
What do you guys think about the character and the design...
I'm unsure if i should post this here or in "Games in Development", but anyway, here's my ideas:
Minus Memory will be a 4 Player Co-op Japanese-Style Turn Based RPG with a few twists.
For one, the game will be open world, so you can explore any of the 7 interconnected levels in any order you...
I also think having one route only will simplify the game and make it more acessible.
And that's not even counting the fact that it fixes the whole "who picks which route to play first in this coop focused game" thing.
After a while of this thread being open, it seems most people think the "One Route" approach is better, at least for my first game.
I'm inclined to agree, but i'm still open to further votes and suggestions.
Here is a video of my game's prototype, by the way:
Post in thread 'RPG Maker 31st Birthday: Release Something Event' https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-31st-birthday-release-something-event.133430/post-1171247
As you can see, the current version has the two routes, but...
Okay... I'm injured and stuck in bed with a bad knee. And I'm only 24! I shouldn't be limping this badly, but my leg refuses to fully straighten and it hurts if I try to push it.
At least I have my games to work on.
To elaborate on "safety" since bgillisp locked the thread, some lunatics will take reports personally and decide to harass people who file reports or otherwise complain about them. Me, I don't care but others seeing that might nope right out of discussion. Being a former mod back in the mid-2000s for some gaming forums in by BYOND days I can tell you some people go crazy.
Made an attachment for the HUD that I can control the visibility of with switches. This tracks the current amount of items needed to finish a quest. Once you meet the requisite, it turns into "complete" because I figured it would be a good way to tell the player they're done. Also it stops numbers from going off of the UI.