Empty 2 (Demo)

Blah_Blee

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Twelve years later, the boy initiates the plan.

DOWNLOAD

Be sure to play Empty 1 to gain a full understanding of the current plot.

Welcome to the sequel to Empty! I assure you that the second
instalment is far different from the likes of Empty 1. With far more
features than its predecessor.

The story revolves around Adrian, a boy tricked by a devious hermit into killing his villagers. Now Adrian must defeat a force threatening the country, all the while uncovering the secrets of his true past and purpose.
This version has yet to be tested thoroughly, so expect a few balancing issues here and there. I'll be sure to add more updates as time progresses with the project.

Screenshots:

Screenshot (301).png

Screenshot (302).png

Screenshot (303).png
 
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Haydeos

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Unable to find File

Graphics/Splash

Make sure you run through your game after it compresses.
 

Indrah

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Um, a friendly word of advice. This, as a game topic, is extremely unfriendly and uninteresting.

IF the game depends solely on having played what I assume is the first chapter, you may want to simply add this download back in THAT topic. Otherwise you really should put some effort into presenting the game into the usual description/screenshots etc, becuase from an outsider's perspective this only conveys "If the developer can't bother presenting this product, I can't bother caring about it".  

And not even a link bringing you to the topic of the first game? Come on, now. This is a games forum, not your facebook account. We are not here knowing you and all your work and where to find and WHY SHOULD WE CARE in personal detail. 

Tl;dr you have to actually present your work, not expect strangers to it.
 

Blah_Blee

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Um, a friendly word of advice. This, as a game topic, is extremely unfriendly and uninteresting.

IF the game depends solely on having played what I assume is the first chapter, you may want to simply add this download back in THAT topic. Otherwise you really should put some effort into presenting the game into the usual description/screenshots etc, becuase from an outsider's perspective this only conveys "If the developer can't bother presenting this product, I can't bother caring about it".  

And not even a link bringing you to the topic of the first game? Come on, now. This is a games forum, not your facebook account. We are not here knowing you and all your work and where to find and WHY SHOULD WE CARE in personal detail. 

Tl;dr you have to actually present your work, not expect strangers to it.
My bad, I'll see what I can do.
 

Blah_Blee

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Updated the demo after testing. Found and removed a bunch of game-breaking bugs. So the demo should be okay to play.
 

literarygoth

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Alrighty, I apologize for the delay in getting back to you. So far I've only made it to the next town, and I've been sent to take care of the guy that confronted me when I got there. But I don't know where he is, and I can't explore the map beyond the forest, because I can't walk there.

Your writing has improved a bit, and I can definitely see other areas of development that you've improved over Empty. The following will be a detailed review and breakdown including suggestions and tips  that may help you as you continue to develop.

I understand that the explanation in the beginning of the game is for those that didn't play Empty. A wall of text explaining the story isn't the best way to get this across in an interesting manner for the player. It's certainly effective, but it feels like you took the easy route. What I would recommend instead, is event come cut scenes that will play in the background while the explanation is playing. Sort of a "this is what happened in the last game" quick visual overview. Show a scene depicting Adrian figuring out that Reginald is his father for example. Show what happened to your first character, the courier. Just little details like that to give us a better sense as to what's going on. Especially with Adrian.

Speaking of Adrian. His introduction in this game is really...I don't have the words. He's outnumbered. How could he take down all the citizens, some of them trained warriors? It doesn't make sense honestly. I understand what you're going for, but it comes across as poorly thought out, flat, and cold. Give us something more to chew on at this part, instead of just a cut scene we watch. Let the player /play/ this, make them question /why/ Adrian is doing what he's doing.

When you get to the first town, you're confronted by what I'm assuming is your new villain, who proceeds to declare his villainy in a long-winded speech and then tosses himself at you. Again, I understand the point you're going for here, but an air of mystery I think would better serve this bit. Don't just toss your next villain at the player and go "AHA I'm the villain, bwahahaha. FIGHT OR DIE". Have them bump into you, knock you down, say something rude to you and walk off. This gives the player more of a wtf moment, and makes them curious of that NPC, dislike them and want to know a little bit more.

Then the very first house I happened to walk into, the guy immediately asks Adrian to run an errand for him. WHY? This guy doesn't know me at /all/. And I /just/ killed everyone, including my parents, in my old town. I'm a cold hearted bastard. Why is Adrian so nonchalantly being the errand boy at this point? Is that bit of information /really/ that pertinent at this point?

Wouldn't it be more interesting for the player to curiously explore the guys house, and stumble across that exchange?

Your mapping has improved only slightly, in this following section I'm going to point out some errors, and show you where the tiles are supposed to go, and give you some suggestions that may help with your mapping in the future.

First of all:



See the shelf outlined in red? That's a wall shelf. Not a floor shelf. The little bits sticking down below the shelf where the books are, indicate that those are the brackets that hold it on the wall. The next picture will show you where those shelves should go.



See how they're up on the wall? That's where those shelves should go.

The next thing with your mapping, is a lack of internal walls. Walls give more depth to a room, and give the players' eyes something to anchor and provide the appearance of depth in a 2D image. Without them, our eyes don't have anything to focus on, which really makes mapping errors stand out and hard to not notice.

I made this map just mimicking the one house from your game, see how it looks with walls?


There's several different mapping styles you can do, I'll show you an example here:



(see the original tutorial http://rpgmaker.net/articles/620/ )

Play around with different styles, shift clicking tiles etc.

In the above map that you made, you also put a sofa right next to what would be the kitchen area. Use house layouts from real life as your inspiration. How often do you see sofa's in someone's kitchen? As it's unlikely, I recommend moving the sofa out of the kitchen area, and instead put a table and chairs where the inhabitants will sit to eat.

Next up is your little oasis:



The water tile you've used is from the overworld map set. You can see that the sand tile you've used as the ground doesn't match up with the sand from the water tile. Use the same water tile as you've already used for the little moat.

Your cliffs are very square and don't look natural or pleasing to the eye, try breaking up the straight lines a bit, and create varying heights of the cliff edges as well.



See how this person has staggered their cliffs? They don't have long straight expanses of cliff, they break them up a bit, use varying heights, and even use a different cliff ground type to create variation. Play around with the editor a bit and see what you can accomplish. (original thread here: http://www.gdunlimited.net/forums/topic/11334-suikoden-ace/ )

Otherwise, I can see you're making improvements as you continue to work on games. Keep looking up tutorials and examples. Ask questions and browse help topics. Keep trying different things and don't be afraid to try something new, but don't be hard on yourself if you don't figure it out right away. Game development isn't easy, especially as a solo dev. I'd also recommend writing the script for your game into a wordpad document and having people read through it. With some critique your writing will improve. If you're not certain how to make your game so your player can play through the bits you normally having NPC's talking, try asking around on the forums. We're here to help you as best we can.

My biggest suggestion for you, is to try playing some other RM games, both completed and demo progress only. That's one of the best ways to see the many different things you can do with your games.
Keep at it, and good luck ;)

Cheers,

~Lit
 

Blah_Blee

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Alrighty, I apologize for the delay in getting back to you. So far I've only made it to the next town, and I've been sent to take care of the guy that confronted me when I got there. But I don't know where he is, and I can't explore the map beyond the forest, because I can't walk there.

Your writing has improved a bit, and I can definitely see other areas of development that you've improved over Empty. The following will be a detailed review and breakdown including suggestions and tips  that may help you as you continue to develop.

I understand that the explanation in the beginning of the game is for those that didn't play Empty. A wall of text explaining the story isn't the best way to get this across in an interesting manner for the player. It's certainly effective, but it feels like you took the easy route. What I would recommend instead, is event come cut scenes that will play in the background while the explanation is playing. Sort of a "this is what happened in the last game" quick visual overview. Show a scene depicting Adrian figuring out that Reginald is his father for example. Show what happened to your first character, the courier. Just little details like that to give us a better sense as to what's going on. Especially with Adrian.

Speaking of Adrian. His introduction in this game is really...I don't have the words. He's outnumbered. How could he take down all the citizens, some of them trained warriors? It doesn't make sense honestly. I understand what you're going for, but it comes across as poorly thought out, flat, and cold. Give us something more to chew on at this part, instead of just a cut scene we watch. Let the player /play/ this, make them question /why/ Adrian is doing what he's doing.

When you get to the first town, you're confronted by what I'm assuming is your new villain, who proceeds to declare his villainy in a long-winded speech and then tosses himself at you. Again, I understand the point you're going for here, but an air of mystery I think would better serve this bit. Don't just toss your next villain at the player and go "AHA I'm the villain, bwahahaha. FIGHT OR DIE". Have them bump into you, knock you down, say something rude to you and walk off. This gives the player more of a wtf moment, and makes them curious of that NPC, dislike them and want to know a little bit more.

Then the very first house I happened to walk into, the guy immediately asks Adrian to run an errand for him. WHY? This guy doesn't know me at /all/. And I /just/ killed everyone, including my parents, in my old town. I'm a cold hearted bastard. Why is Adrian so nonchalantly being the errand boy at this point? Is that bit of information /really/ that pertinent at this point?

Wouldn't it be more interesting for the player to curiously explore the guys house, and stumble across that exchange?

Your mapping has improved only slightly, in this following section I'm going to point out some errors, and show you where the tiles are supposed to go, and give you some suggestions that may help with your mapping in the future.

First of all:



See the shelf outlined in red? That's a wall shelf. Not a floor shelf. The little bits sticking down below the shelf where the books are, indicate that those are the brackets that hold it on the wall. The next picture will show you where those shelves should go.



See how they're up on the wall? That's where those shelves should go.

The next thing with your mapping, is a lack of internal walls. Walls give more depth to a room, and give the players' eyes something to anchor and provide the appearance of depth in a 2D image. Without them, our eyes don't have anything to focus on, which really makes mapping errors stand out and hard to not notice.

I made this map just mimicking the one house from your game, see how it looks with walls?



There's several different mapping styles you can do, I'll show you an example here:



(see the original tutorial http://rpgmaker.net/articles/620/ )

Play around with different styles, shift clicking tiles etc.

In the above map that you made, you also put a sofa right next to what would be the kitchen area. Use house layouts from real life as your inspiration. How often do you see sofa's in someone's kitchen? As it's unlikely, I recommend moving the sofa out of the kitchen area, and instead put a table and chairs where the inhabitants will sit to eat.

Next up is your little oasis:



The water tile you've used is from the overworld map set. You can see that the sand tile you've used as the ground doesn't match up with the sand from the water tile. Use the same water tile as you've already used for the little moat.

Your cliffs are very square and don't look natural or pleasing to the eye, try breaking up the straight lines a bit, and create varying heights of the cliff edges as well.



See how this person has staggered their cliffs? They don't have long straight expanses of cliff, they break them up a bit, use varying heights, and even use a different cliff ground type to create variation. Play around with the editor a bit and see what you can accomplish. (original thread here: http://www.gdunlimited.net/forums/topic/11334-suikoden-ace/ )

Otherwise, I can see you're making improvements as you continue to work on games. Keep looking up tutorials and examples. Ask questions and browse help topics. Keep trying different things and don't be afraid to try something new, but don't be hard on yourself if you don't figure it out right away. Game development isn't easy, especially as a solo dev. I'd also recommend writing the script for your game into a wordpad document and having people read through it. With some critique your writing will improve. If you're not certain how to make your game so your player can play through the bits you normally having NPC's talking, try asking around on the forums. We're here to help you as best we can.

My biggest suggestion for you, is to try playing some other RM games, both completed and demo progress only. That's one of the best ways to see the many different things you can do with your games.
Keep at it, and good luck ;)

Cheers,

~Lit
Thanks for the review! I appreciate that you take a moment out of your day to play through my works.

Some pointers on your critique that I'll respond to:

1. I understand the issues with the introductory cutscene. After giving it some thought, I agree that it was rushed and not well thought out. I'll revamp it sooner or later when I have the motivation to do so. Although Adrian was indeed outnumbered, I overlooked the fact that the assassinations he committed on the village were done at night, beginning with the night watch.

2. A good portion of the game relies on the player having completed Empty 1 beforehand. It's understandable that the player may be left confused after the intro. Once again, I'll try to fix it.

3. Adrian is fleeing from his crimes by leaving the village. Since most of the civilizations there are separated and aren't very connected in terms of communication, Adrian uses this fact to try avoid capture.

4. I did not implement walls in a failed attempt to utilize a different approach to mapping. To many, it seems bothersome instead of unique, so I'll fix it.

5. As I stated before in the previous review, I am far from competent in art, so my mapping skills reflect that.

As for the progression, there was a situation where the elder asked you to explore the village and discover the whereabouts of the villain's home. Other than that, I thank you once more for at least trying out my game, I appreciate it. I believe I sent you the updated version of Empty 1 which balanced out combat, so it should be a lot easier to progress through the story now.
 

literarygoth

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Hey there!

In response to your 1 & 2: let the user play through Adrian's assassinating the villagers, or something of that sort. I think it would really lend a unique perspective to your game and really set the tone for Adrian's character development. Or something along those lines.

One of the traps all early developers fall into is telling the story to the players, rather than letting them play through the story and experience it. That's okay, don't feel bad for it. It can be really tough when you're first working on developing a game to come up with a way of making the game interactive. This can take some time and some serious thought to figure out not only how you want to go about it, but how to do so in a way that also remains true to the story, the characters, and where you plan on taking the game by the end of the story. This is why I suggested playing some other RM games. You can even do some reviews yourself and take notes while you're playing and note the bits you really enjoyed playing, why did you like it, what made it fun? etc.

4 - I don't think it's that it's bothersome really, I do kinda like the look you're going for, but at the very least windows and shelves need to be in the appropriate places to bring the whole image together nicely. People are just used to seeing walls, as we're surrounded by them daily XD so it's a bit off putting when you walk into a building (in a game) and there's no walls, just floor.

I must have missed what the elder said, and I thought I had checked every house. Apparently I didn't! I'll have to load up and check the village again.

Don't let my comments on your maps get you down. Mapping can  take a while to figure out, and is certainly something that requires playing around with, and lots of practice.

Cheers!

~Lit
 

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