- Jul 12, 2016
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maybe i should stop with the races for now. i've basically covered all of the races that my characters will be, except for maybe a few. besides, a new problem has arisen. and that is the fact that I CANT MAKE ANY LOCATIONS LOOK GOOD IN MY GAME. i may be pretty ok at designing characters and races, but making landscapes and interior/exterior designs? ill probably make a video of all the landscapes that ive put effort into over the past year or so and see if you (i say you because i know youre basically the only one who responds to people on this board) can help me in any way. i dont know why its so hard to make a decent town/forest/dungeon/ect.
So I just had another thought, related to my earlier 'find all the items in the building' idea; would it be feasible to make a game where, every time you start a new game, the locations of certain key items are randomised? So like a semi-roguelike; the layout of the map is always the same, but you'll need to learn all the locations of where items might appear because they'll never appear in the same place twice.
@Leon Kennedy Sounds interesting as a short story. Something like a VN or a cut scene game should work. As a story dealing with drug, the story should aim to invoke the player's interactions and choices that can make Molly's life worse or better.
There are probably two ways to do this type of game. The first is the exploration of a drug abuses and the possible solutions and pitfalls to her problems. Something like Roy Harper from Teen Titans. The other is the deconstruction or a dark fiction about a teen's recklessness and the implications caused by the society that dooms a woman into a life of drug abuses. You can even throw things like social commentary or horror in there if you're aiming for a hard "M" rating.
Nevertheless, drug abuse is a very sensitive subject. You probably need to do a lot of researches. Many of the issues related to drug simply can't come from Wikipedia. If you know someone who abuse drug or work with doctor or medical teachers, they may help you understanding the issues or give examples how drug users think and act. Additional info can help making the game more realistic and useful for audiences. The ultimate goal should be to give the player an exemplar that the player can guide to meet a good solution.
@SunStunBros If it's a starting village, it shouldn't be too large. Probably a single map the player can walk around and maybe one or two event-related maps. You can look at most of the 16 bit JRPGs to see examples of the starting villages. In addition, countryside village and city in don't necessary have different size. In most games, they are pretty compact and are made interesting instead through the creative uses of tilesets.
If your home town is supposed to a large city like Rabanastre in FFXII. You can make multiple maps for multiple sections which you maybe slowly open up as the player progresses. When a player start, they should be able to navigate the city without getting lost. They, however, should be okay with new sections of the city once they remember certain key areas of the place.