A small group and I are working on a little demo project for something that exists as a much larger concept called Deep Midnight. Our goal is to create the first level of the game from scratch, focusing mainly on level-design, writing, and (hopefully!) overworld puzzles. We have our primary concept and various main characters hammered out for the most part, and also have some concept art going. However, everyone in our little group is more or less new to the VX Ace software, so we thought it would be nice to have a thread up on the forums where we can present our project as we go along, as well as ask for help, advice, and critique.
But before all that, a bit about the game, if you're interested:
After falling asleep, a small child with many troubles in life wakes up in the midst of an unfamiliar forest, and begins wandering in an attempt to find their way home. After losing themselves in the forest, the child comes across a being known as Gardener Green, who introduces them to the rest of the Colors, facets of thought and personality which oversee a world known as the Deepthought, later revealed to be the child's mind. The Deepthought has fallen into squalor thanks to the efforts of the King of Regret, who in turn may be a mere puppet for a much more powerful emotion.
With the help of the Colors, the child is tasked with journeying through their own mind in an attempt to find enough closure to repair it, at least for a time.
What we hope to create is the first portion of the story, namely the child's venture through the Fargarden, the forest at the beginning of the game. As much as we would love to realize the entire project, we're a small group, and want to start small as a result. If things go well, perhaps the rest will be made as well, though the game shouldn't be too long, even when completed.
Next, a little about the characters:
Mindseye: The voice of objectivity in the Deepthought. Reporting nothing but what happens, Mindseye serves as a way to remind the player of their actions, and provide what little advice he can.
The Colors
The Colors do not always get along. Despite their unified interest in revitalizing the Deepthought, their differing personalities result in each one wanting to change things in a different way.
Lady Red: Fiery, hot-tempered, and quick to act, Red is protective of what she deems to be proper, and would see any perceived threats to the Deepthought terminated without hesitation.
Uncle Orange: Calm, content, and maybe a little lazy, Orange believes in letting things happen with little worry, and little interference. His lack of self-drive often puts him at odds with the others, but he's quick to point out when the other colors get themselves into messes.
Cousin Yellow: The brightest and cheeriest by far, Yellow believes that there is no place for any emotion other than her own, and works herself to exhaustion eliminating any signs of unhappiness.
Gardener Green: A nurturing and calm soul, Green believes that all things in the Deepthought have the right to grow, no matter how hurtful or detrimental they may be.
Little Brother Blue: Often seen to be the polar opposite of Yellow, Blue wants to be anything but. Deeply introspective, yet still constantly sad, Blue only wants a revived Deepthought to have a place for him in it.
Adventurer Indigo: A believer in knowledge at any cost, and never one to stay out of anyone's business, Indigo has no problem making things worse as long as the process teaches him something new.
Lover Violet: Passionate, emotional, and not at all rational, Violet acts first and thinks almost never, believing that emotion is the true moral compass, and wants the rest of the Deepthought to reflect that fact.
Big Brother Brown: Calm, grounded, and slightly fearful, Brown does not believe in making uncertain choices. While the other Colors have grand dreams, Brown sticks to what he believes to be achievable, often underestimating himself and others.
Auntie Pink: The biggest believer in being yourself there is, Pink firmly thinks that the self comes first, and other things second, even if being yourself detriments those around you.
The Values
A family of three, the Values are often at odds with the Colors due to perceived differences.
Lady White: A firm believer in purity, White has no interest in associating herself with those she deems as spotless as she.
Mister Black: White's barely-there husband, Black fades into the background, going along with whatever his wife and others believe is best.
Grey: The son of White and Black. Outwardly bland and emotionless, Grey resents the thought that he isn't fun, interesting, and creative like the Colors are. He wants to prove that he is, somehow, but doesn't know where to start.
We hope that the game will be character-driven (though there is limited space to do this within the span of the demo we wish to create), giving each of the Colors and Values the ability to recognize their one-dimensional natures and outlooks gradually over the course of the game.
Here's a bit on the features that we hope to have:
Empathy System: Rather than fighting things out with swords and spells, we're hoping to have confrontation take place in the form of various rational and emotional appeals. We're thinking of doing this in the form of a buff-debuff system that leads to certain options and conditions, but this is still being figured out.
Overworld Puzzles: Probably the majority of the game, since it will likely be "combat"-lite.
Character-driven Narrative: Our primary goal is to make the player feel something by the end. If we manage to do that, then we've succeeded.
Unique Art-style: See below!
As mentioned at the end of that section, we're hoping to provide some sort of unique visual style for the game, even if it's ultimately a simple one. Tips on things like parallax mapping and stylization for maps would be greatly appreciated, since that and spriting are new paths for our group. In the meantime, however, here's a selection of concept art:
The Fargarden is divided into two major portions, beginning with the greener portion and ending with something more glowing. These sketches were used to develop the feel and palette of each area.
A composited image of the finalized designs for Yellow and Blue. Other characters will be uploaded as their designs are finalized.
There are many things that we'd like to know more about, such as the spriting process and how people go about making interactive overworld puzzles. If anyone has any resources they can point to, or if anyone has anything to say about either of those topics (or anything else), we'd love to hear from you.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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