Chain Game II - Brainstorming

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Espon

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I would prefer a thread instead of a blog.  The blog got buried so it was hard to find, and the announcement was almost never bumped since no one posted on it.
 

astigz23

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Yay, I want to be part of this too! Although, I'm only available during Saturday and Monday, I still want to join
 

Seacliff

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I would prefer a thread instead of a blog.  The blog got buried so it was hard to find, and the announcement was almost never bumped since no one posted on it.
I agree, it started out as popular, but it died down very quick. Blog won't be necessary if we have a thread for it. Funny that the first chain game, you could say, had both, just that we never used the thread.
 

Deckiller

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Alrighty, then: we'll use a fresh forum thread this time around. I'll post it once Chapter 1 is done. Any more ideas for Yanfly scripts or other things?
 
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Cartridge

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About scripts... I think we should keep the project as 'clean' as possible. Let's show everyone the power of an rtp-only game, without too much fancy-feature scripts lurking around the corners.
 

valkill101

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That's what we did with the first chain game, with much success. I'd say just stick with Yanfly, no reason to bog it down with too many scripts.
 

Seacliff

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Two questions:

1. In the first chain game, people didn't use new party members when they came along, can we use yanfly's party system so we can have a party of 5 members in battle so we can avoid this?

2. To also avoid on having all the chain games sounding the same, can we cut a break and use non - rtp music as long as we credit

besides that, I'm good with everything.
 

Deckiller

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I don't have a problem with a 5-person battle system. As far as using non-RTP music, we could use music from Newgrounds that is licensed for noncommercial use. Credit has to be given of course.

As far as scripts go, I agree that we shouldn't go overboard with them. I was just thinking the basic Yanfly engines.
 

Seacliff

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Sounds good, just didn't want the whole chain game idea to be TOO repetitive, this should go more smoothly than the first.
 

Cartridge

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I'm okay with the basic yanfly engines, but we need to specify only one gameplay window x and y :p (yanfly engine is the one with the resizeable to 640*480 window right?)
 
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Seacliff

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I'm okay with the basic yanfly engines, but we need to specify only one gameplay window x and y :p (yanfly engine is the one with the resizeable to 640*480 window right?)
Well it only takes two lines of code to change the window size, but yes yanfly core is the one with the 640*480 window, but you can simply edit it.

And yes, it's best if we went to default size, mostly for newbies wondering why there 17x13 map doesn't take up the whole screen. But also because it's easier to work with for advance users as well.
 

Cartridge

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Ye I meand that we should stick to one width and height and not making every person alter it every time D:
 

Deckiller

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We should definitely stick to one height.

I'll try to pick only scripts that require minimal tweaking or those that can be completely ignored. I'm thinking that Steal may not be viable since it does require some note work and everyone would have to keep up with it in their chapters.

Of course, we could add things after the chain is complete.

I'm doing all the CH1 maps first in case any other ideas come up for the battle system/story.
 
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Deckiller

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Lustermx

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I love it.

The mapping is really good - I especially like what you've done to the temple and the ceilings. I think the dungeon gives a nice simplistic vibe with what seems to be a good mixture of puzzles and stunning scenery. I also get the impression that it's going to be similar to Zelda gameplay wise with the arrangements of treasure chests, rooms and the overall layout. I personally think this would be a good formula to follow - Temple/dungeon, main hub, quests etc...

 Given that there will be many dungeons to kick off the game, each made by different people, this would be an excellent way to see different mapping styles, ideas etc... that exist in the community! It all gets me excited~

I guess keeping track of the actual development of the chain game rather than simply playing the final product will be just as, if not more fun!

Can't wait to get this thing going :D
 

Seacliff

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Wow, this will be a good first chapter from what I'm seeing so far. My mapping is so bad compared to this that I may only add side-quests when it's my turn.

Btw, what graphic are you using for Richard or will that be kept a secret for now?
 

Chrome

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If I take part in this can I do something insane like killing of the main character? and having his mom take his place? Or maybe cut off the main characters arms so he wont be able to fight anymore? Can I just do whatever I want story wise? 
 

Seacliff

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If I take part in this can I do something insane like killing of the main character? and having his mom take his place? Or maybe cut off the main characters arms so he wont be able to fight anymore? Can I just do whatever I want story wise? 
If we are going by the original rules, then no. Edit: with the killing part, however, just go with the flow with the story, you can do pretty much whatever, but don't personalize this as YOUR game.

For reference, here are the original rules:

Rules

  • SAVE FILES MUST BE COMPATIBLE ACROSS ALL CHAPTERS. DO NOT DELETE MAPS.
  • PLAY THE GAME BEFORE WORKING ON IT. Play what has came before. You can hang on to save files so you can skip repeating old chapters if you download the game more than once, but nobody is gonna have a good time if you just throw your own thing at a game without experiencing what has come before.
  • But you should generally avoid editing or changing what people have made. Add to it, sure! But don't delete someone else's work unless you really need to.
  • Don't hog a chain game. This means that nobody can hoard it. If you don't have the time to work on your chapter, don't ask for it just yet. Take a reasonable amount of time: if you have the game for more than a few days without doing anything, that's too long.
  • Chapters can be short or long—but need some kind of decent stopping point where the next person can pick up. Don't give up in the middle of making some event and leave the next person with a mess of half-created events and unused variables.
  • Don't force your characters or kill off other characters without good reason. Let other people's characters and ideas spark your own. Like I said above, don't hog it.
  • This should go without saying, but don't add porn or offensive shock images into the game.
  • Test the game to make sure that there are no game-crashing bugs.
  • Don't prematurely end a chaingame unless its time has come.
  • The game should not be too difficult. Avoid frustrating the player or making it easy for him to get game overs. We want to encourage people to play though each chapter in its entirety.
  • Don't be controlling. Remember that people have come before you and will come after you. Don't try to force the game in any direction, and don't try to set up all the characters. Nobody's going to want to continue working on the game if you create the entire party yourself. Limit yourself to one playable character, and NPCs.
  • Don't make the game boring. If you feel the need to make us endure a huge shitty maze with random encounters every two steps, you can bet that someone will get rid of it. And they should.
  • Don't feel the need to conform to what has come before. Don't disregard the characters, story, and world—but don't worry about keeping the tone the same.
  • Add, don't edit. Sure, sometimes you'll have to edit some things that have come before. But each chapter should build upon what has come before—create new gameplay areas, introduce new characters, take the story in a new direction.
  • Don't waste time balancing battle difficulty or creating complex systems. These games are meant to be for fun—players should be able to get through them with minimal effort. Focus on exploration and story.
  • Add gameplay and new areas. Don't take the game for three days just to add items to the database—other people might not even use them.
  • Use comments in your events. Not for every event, but for things that you expect that people will edit. This is especially true for the events at the end of your chapter, where you "pass" the game to the next person. Typically you want to end each chapter with a message that tells the player that they can pick it up.
I'm guessing that besides the time limit, these still apply.
 
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Zetu

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If I take part in this can I do something insane like killing of the main character? and having his mom take his place? Or maybe cut off the main characters arms so he wont be able to fight anymore? Can I just do whatever I want story wise? 
If it wasn't against the rules, you would be quite hated... just don't.
 

Espon

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Or maybe the next chapter involves bringing the main character back to life!  First they need to win a doll from a minigame.... and they also need to climb a huge mountain!
 
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