Rules Ideas That Don’t Deserve Their Own Thread

arekpowalan

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I am making a coming-of-age story about a knight, but I have a problem finding a starting point. Please hear me out.

Story:
Arthur is a son of a blacksmith in a small village. He has a restless and prodigious younger brother named Lance, who serves as his rival, and he has a father who is a respectful knight. At the appointed age of 7, he and his brothers get recruited into the capital to become pages as a stepping stone for them to achieve their dreams to become royal knights. As a kid, he goes through many adventures and meet many friends.

However, the kingdom is being under attack by an evil empire. Said empire eventually storms the capital and destroys the kingdom. In the midst of the conflict, Arthur develops an extraordinary power called mana that suddenly allows him to become vastly stronger and more powerful than other kids around his age. Despite his power, the empire is beyond Arthur's strength as his father Hector is killed by one of the Empire's general while Lance is kidnapped by the Empire. Escaped but devastated by the event, Arthur swears to himself he would master his mana ability and become a knight. He is made a squire prematurely in order to let him be trained by a wizard who has extensive knowledge about mana.

8 years later, the 15-years old Arthur is appointed to become a holy knight, a powerful soldier who would lead an army to retake his hometown from the empire. He and his childhood friends start a journey to fight the empire, who are now in the final stage of their world domination. They are deploying the Dreaded 7, the seven evil generals who are exceptionally skilled in using mana. While Arthur is determined to fulfill his role as a knight, he is being pressured by his responsibility and, despite his training, is still severely under-powered against the Empire's elite soldiers. Worst of all, he quickly learns that Lance, who has gone missing for years, is now working for the Empire as one of its elite magician. Lance's status as an enemy drives Arthur into a blink of despair and blocks his mind from fully utilize his mana ability.

After a fight against Lance that nearly kills him, Arthur is fortunately rescued by a young girl named Nadia, a free spirited adventurer who is also a mana user. Nadia motivates Arthur back into fighting the Empire to protect the innocent people. He and Nadia start their journey as they come across other mana users, including Alisa the Bandit, Ishtore the Mermaid Knight, Khi the Business Mogul, and Elfina the High Elf. Surrounded and supported by skilled and attractive female warriors, Arthur continues his life journey fighting back the Empire and discovers the secret legacy left by his father. Arthur develops his own way of fighting. He also eventually becomes romantically involved with one of the five ladies, who will become a ray of hope for Arthur and his friends to defeat the Empire and restore peace to the world.

Question:
As you may have noticed, the story is being divided into two sections: the childhood arc and the adulthood arc. The influence I have is from Dragon Quest 5 and the wuxia story "Legend of the Condor Hero" which have similar narrative structures. Starting the story at the childhood section makes sense given Arthur's development and several other plot elements that will play parts in the later story. The main goal is to make Arthur the strongest possible character as possible in term of narrative.

However, because of the way the childhood arc structures, it would be a gigantic "origin story", which some people may not like. In addition to that, the meat of the gameplay would be in the adulthood arc. Arthur's multiple love interests, Nadia, Alisa, Ishtore, Khi, and Elfina appear after the origin story. This means the sim-dating element will not come in until a good amount of gameplay. The most interesting part of the narrative would also be around the Dread 7, especially Arthur and Lance's conflicts. However, because the player is not given a background, the player may not be able to connect with the main character and certain plot points may be hard to understand.

Naturally, while I think the childhood arc will be very important to the plot, it's the adult arc that is going to be the main story. For this, I can think of two options for my story to progress:

1) Start out as a kid. The plot will quickly get going. The section will end as soon as possible after maybe 2-3 dungeons. The sim dating element will be centered around a childhood friend who later becomes one of the 5 ladies. This way, the player can become emotionally invested with the main characters, especially since Arthur goes from powerless to powerful in a natural progression.

2) Start out as an adult. In the prologue, he'll fight Lance right away. After that, backflashes will be provided whenever necessary to build up conflicts. This way, the player will be able to play the interesting parts of the game right away while they still learn the overall story through backflashes.

3) Start out as an adult. In the prologue, he'll fight Lance right away. After each "section", the player has to play an intermission which is a backflash 8 years into the past. This way, the player will be invest themselves in the main characters' pasts.

I would like to have an opinion from the forum regarding which path I should take. Any additional comments can be made. Thank you in advance.
 
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gigaswardblade

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@arekpowalan just a little suggestion, maybe you should make him 16 instead. 16 in many cultures is considered an adult, especially medieval settings or whatever time period your game takes place in. it would make more sense for him to become a knight at that age as well.
 

Prez

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Just had a random thought; I remember it being said somewhere else on this forum that turn-based RPGs where you only control one character (in combat, I would assume) aren't particularly fun, though I don't remember why this is, exactly. Is there a way that one might be able to do it 'right'?
 

gigaswardblade

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i've been torn between this idea for a while know and i really need help deciding. should my characters in my game kill people or just knock them unconscious? i wanna have a lot of enemies based on the races that i've shown in my other posts, but i cant decide if they should or shouldn't be considered dead once you beat them in combat. on 1 side, it would be more realistic if they die since the characters are using swords, guns, magic, ect. and it would be weird that those things could slay an ogre but not some dude with a dinky little bow. but on the other hand, i feel like it might take away from the light hearted tone that my game has.

a vast majority of my characters are still teens after all, and id find it a bit weird for them to be murdering people. (also kinda embarrassing for the poor sap who was killed by a kid) a lot of these characters are do-gooders like leori, ciel, camino, riano, elissa, and others i haven't posted yet. but on the other hand, most of these enemies are bandits, cultists and corrupt individuals that they're fighting, and they would've killed them if the characters didn't kill them first. it would also seem kinda weird that they kill droves of orcs, lizard men, insectoids, and others when those races are considered people in some way. and i did think of this spell that the cultists use that turns people into mindless drones that are no longer themselves and the only way to save them is to kill them.

what do you guys think? a: dont kill them and make the game's logic really dumb? or b: kill them and have the characters images tarnished?
 

trouble time

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@Leon Kennedy I've actually heard a similar concept pitched a lot. Especailly when I used to frequent visual novel forums. It can be really good if done right, though I've really not seen it done right yet.

@SunStunBros 25 x 25 IMO it's a good size for an initial map as people won't get overwhelmed but it gives a little wiggle room from my experience most people use the default 17 x 13 for indoor rooms and the like. 25 x 25 is also not likely to be too big, but if its too small its easier to expand from square rooms than rectangular ones for me.

@gigaswardblade Apparently the name boogieman comes from a long series of corruptions of the term bugbear over a long time, so are they creepy.

@arekpowalan I think a good idea might just be to split it into two games, one on the child arc, one on the adult arc. If that isn't an option for you, then I'd proabably prefer the first since there's clearly something about the structure that speaks to you. One of my favorite games actually had an opening that I thought was pretty boring (Lunar: Legend, a remake of the Silver Star Story IIRC) when I first played it (though it may have had something to do with it being something I bought with left over money from trade-ins when I bout Legend of Zelda the Minish Cap and spent more time on it). Also how does a mermaid knight get around on land? My other question is what really makes the evil empire evil, is it just their violent expansionist tendencies? I'd also like to know more about your characters as well.

EDITS CAUSE I MISSED SOME AND PEOPLE POSTED WHILE I WAS:

@Prez The two single party memeber RPGs I can remember enjoying both used rock paper scissors mechanics for the attacks and the like, even then I was more into the story for the first and the other was over before really quickly.

@gigaswardblade I say kill them. Why not, if they're killing monsters. I don't think it really takes away from a characters image, if the enemies are trying to kill you you might as well kill them back. Granted my own game is kinda dark, so my perspective may be skewed. Most of the characters were soldiers of some stripe beforehand so they've already killed people (in particular the main character has literally trampled people to death without a second thought because as a demi-goddess she's not only much larger, but normal soldiers aren't worth her time compared to tanks or war beasts.)
 
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Prez

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@gigaswardblade I'd say just kill them as well; I mean, if it's a medieval sort of setting and they're killing them in self-defence, I don't really think anyone would blame them for doing so. That being said, if they're that young and they haven't killed people beforehand I'd expect it to have some sort of effect on them. Alternatively, if you don't really want to explore that angle, you could consider making them older. You don't have to, but I find that J-RPGs and the like are lacking in older protagonists; even 20+ seems to be considered 'old' in some games. :V

@trouble time Hmm... what if the game was like a Boss Game; that is, a game where you primarily if not exclusively fight bosses, like Shadow Of The Colossus but RPG-style? And the bosses themselves had some puzzle elements in figuring out how exactly to defeat them?
 

gigaswardblade

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@Prez my game takes place in modern day but with fantasy stuff like swords and magic and castles and stuff. also i was thinking about how certain characters react to having to kill. like for example: elissa is a young and frail cleric who hates having to fight but does it to protect her friends. quorra, a character who i have yet to make a bio on, is also against the idea of killing since she was once forced to be an assassin for a crime boss before being saved. there will be a scene where they have their sins cleared by fighting mirror images of themselves in the heaven area. not too sure if that clears their image too well tbh. besides, there are pleanty of games that are light hearted and cartoony that involve you murdering other people. like xenoblade 2, warcraft, wildstar, blade and soul, ok maybe not blade and soul, but i think you get the point.
 
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Prez

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That's very true, I just sort of assumed that you weren't going for a lighthearted sort of feel. But it seems like you have a good handle on the situation. :)
 

trouble time

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@Prez making the game boss focused would probably keep the game from overstaying its welcome which is a good starting point. I know another thing that makes multi party battles fun is that you can take many actions per turn rather than one so maybe having more turn times would be good, and you'd likey want to de-emhasize healing in some way since having to dedicate one of your say 4 actions a turn to healing is something people already don't like, but when you're one character it can be kinda unacceptable (maybe give them hp regen and an active way to avoid damage, they don't even need to dodge all the damage, just less than their regen heal them to make healing a more active thing.)
 

Robert-Developer_of_Bis

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Instead of feedback on a game concept, I'd like some feedback on my control scheme so far, if that's okay. I designed it for usability by both left and right-handed people, which is why most items have two keys.

My game is a story-driven survival horror game, with puzzle elements, by the way. I figure context is necessary here.

-----Movement-----
Arrow Keys/WASD = Walk
Shift = Run (Situational)
Control = Crawl

-----Events-----
Space/Enter = Interact (Generic (Confirm, Pick Up, Talk To, Use, Etc.))
E/? = Describe (Give Information)
I = 'Use Item on this' Menu
C/M = Climb On/Off (Situational)

-----Other-----
</> = Rotate Perspective (Complex, and slow. Lets the Player see things from 4 different angles.)
Escape = Menu
 

trouble time

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Instead of feedback on a game concept, I'd like some feedback on my control scheme so far, if that's okay. I designed it for usability by both left and right-handed people, which is why most items have two keys.

My game is a story-driven survival horror game, with puzzle elements, by the way. I figure context is necessary here.

-----Movement-----
Arrow Keys/WASD = Walk
Shift = Run (Situational)
Control = Crawl

-----Events-----
Space/Enter = Interact (Generic (Confirm, Pick Up, Talk To, Use, Etc.))
E/? = Describe (Give Information)
I = 'Use Item on this' Menu
C/M = Climb On/Off (Situational)

-----Other-----
</> = Rotate Perspective (Complex, and slow. Lets the Player see things from 4 different angles.)
Escape = Menu
I don't see many problems with the basic idea of the controls, but I feel I'd need more informaton to make an informed comment.
 

Robert-Developer_of_Bis

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snip said:
I don't see many problems with the basic idea of the controls, but I feel I'd need more informaton to make an informed comment.

I'm aiming for a comfortable set of controls. Really, I just want to avoid having awkward, hard-to-remember controls, since bad ones can break an otherwise good game, you know?

  • I tried to group them so that every key other than 'I' ('I' brings up a menu, and would be annoying to press by mistake.) is easily accessible with either hand. Do you think this is so?
  • I'm left-handed, and use the arrow keys with my right, so my setup for right-handed people would probably be wrong. Are the keys easy to remember? I tried to link the action with the button ('?' or 'E' (for explain) for describing an event in front of you, for example, though 'Q' might work even better.)
  • Do you think, if you were playing a game with these controls, you'd have to check the controls menu each time an uncommon one (like climbing on a stool, with 'C/M') came up, or do you think you'd remember it?

Those kinds of things.
 

gigaswardblade

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you know what, i feel like i should just finish all the races bio's. i've basically gone over half of them already. so here are some more. ill go over all 5 of the egg born races.

the egg races are all controlled by the overmind of an evil sacred beast that was killed by gogori during the creation of the orcs. this creature cursed all egg born races to be controlled by it. it was secretly planning on taking over riften before gogori slew it. the egg races are born from a brood mother of the respected races. as soon as they're born, they're injected with a serum that infects them with the overmind's influence and instantly makes them mature into adults and are trained to fight with a weapon. not all people of an egg born race are evil. however. if they aren't injected with the serum, they will grow up normally and become functioning members of society. but it is quite dangerous to try to liberate an egg from their nests.


#1: reptilian. there are 6 groups of reptilians. the lizards, the snakes, the alligators/crocodiles, the turtles/tortoises, the dinos, and the dragons. most of these races are seen all throughout different parts of riften. the snakes, alligators, tortoises, and dinos are all basically beasts. the alligators are humanoid but not sentient. allidiles and crockogators are what they are actually called. the snakes are usually all just normal real life snakes, except for the lamias/nagas. also a medusa thats named "redusa". the turtles and tortoises are basically just normal but with stuff on their shells like volcanoes and stuff. and the dinos are kinda just normal dinos except for the terra-dactyl and the tyranium which is a t-rex with uranium.

the lizards, or lizal as they're called in riften, are the masterminds of the reptilians. they kinda look like argonians from elder scrolls, except anime. the lizals, along with the other reptilians, make their base on a tropical island called "prehisto island" which gets its name from the fact that it vaguely looks like the head of a pterodactyl. lizals come in different types. there are regular lizards, iguanas, salamanders, geckos, chameleons, tegus, and many more. theyre quick and agile in combat, and their thick scales are what they use as armor. they only wear armor on their soft spots. they kinda have the same class system as all the other races.

the dragonborn, on the other hand, have much more to them than the lizals do. the dragons are very rare and dangerous creatures that come in many different types. dragon, drake, wyvern, wyrm, long (aka chinese dragons), leviathan, hydra, ect. 1 out of 10 lizal eggs have a chance to hatch as a dragonborn. they generally look the same as the lizals, except they have wings, fin like ears, and share the same powers as the dragons. the dragonborn were once a sacred race until the whole gogori incident. the dragonborn, or drekken as the minions are called, get the same treatment the lizals do when theyre born. except its much more dangerous to use the serum on dragonborn than it is on lizals.

when a dragonborn is... well born, they only mature when they unlock another part of their dragon powers. every dragonborn has a different kind of dragon power. it used to be a tradition for a young dragonborn to unlock their full power and finally become an adult dragonborn. the serum makes them artificially mature, so their dragon powers are much more unstable. unspeakable things could happen to a drekken if they were to unlock their full dragon powers. the lizal's and dragonborn's elements are mostly poison, fire, and maybe power. they're of course weak to ice since they're cold blooded. (though ice and water are kinda the same element, so only moves like icicle do real damage to them)


#2 amphibius: the amphibius are very close to the lizal. there are 2 different amphibius. the frogs, which are pretty much beasts, and the newtons. (though some newtons are actually frogs) newtons are the humanoid race. the lizal lack major magical powers, so the newtons help them in their armies as the casters and healers. they use the frogs, or the "rampant croakers" as people nicknamed them, as war beasts and stuff. theres not much else to be said about these guys to be honest. newtons are somewhat elementalists, but they are also weak to ice since they too are cold blooded.


#3 aviak: another egg born race that doesn't really have too much to them. the aviak are bird people that cant fly, but are able to fling themselves through the air by using advanced air magic. they specialize in air strikes with swords and knives, or shoot from above with bows and guns. aviaks can be different types of birds. parrot, raven, hawl, eagle, parakeet, cardinal, ect. aviaks have beast minions as well. there are different kinds of cockatrice that exist in riften. the makawbra are like parrots with snake tails. there are red, blue, and green variants. there are also crows, gulls, vultures, and even friggen penguins. makawbra also can possess chickens to become hostile towards their farmers. their element is air, but some also use lightning and other weather based elements.


#4 sahuagin: what do you know? ANOTHER egg born race with not much to them. the sahuagin are fish like people that live in the ocean. they never really go onto the surface unless its to attack the surface dwellers. the sahuagin look somewhat like people, but with fins on their head, back and limbs. they have mermaid like tails and sharp jagged teeth. there are a few different kinds of sahuagin based off of fish in real life, but im no marine biologist, so i dont know the names of many fish. besides, you're probably tired of me listing all these sub races anyways. theyre really quick when fighting in water. they're preferred weapon is, surprise surprise, a trident. they also use spear guns. their element is water of course, but ice really hurts them good.


#5 insectoids: last but maybe least, the insectoids. the insectoids are the most distant from the lizals and their friends. the insectoids i've mentioned in a previous post, but ill recap for people who never read it. basically, there are a few different types of insectoids. insectoids generally look like humans, like all other races, but they have pincers on the sides of their mouths and collide-scope eyes like normal bugs. there are races like beek, antisians, motholans (butterflies count as motholans), beetalians, and my brothers least favorite name of all... skeeters. the beek have an empire in beeden thats kinda more like the roman empire, but its called the beek empire because theres no bee pun to be made with the word roman. there have been over 2000 kinds so far since insectoids tend to have a shorter life span than all the other races.

the antisians are used as slaves by the beek. the motholans, beetalians, and skeeters dont have much to do with the beek. only the motholans are the only insectoid race that isn't evil. their brood queens was set free from the serum enforcers ages ago and have gone into hiding. they hope that one day, they can set the other egg born races free by doing the same thing they did long ago. insectoid brood queen are still somehow able to give birth even after they pass away. the brood queen in the beek empire is encountered as nothing more than a corpse. there are also a few monstrous bugs, like bees, beetles, mosquitoes, and arachnids like spiders and scorpions. i may make an arachnid race some day. until then, just imagine a human spider with spider arm like wings and a human scorpion that has a huge scorpion tail. their elements are mostly poison, and are terribly weak to fire.


sorry if my wording was sloppy in this post. i wasn't completely in the right mood for writing about more races. especially ones that i dont have much to say about. i really only put thought in to 2 out of the 5 egg races, being lizal and insects. but dont worry, the race speak is almost finished. there are only like 6 more left. keep in mind, that not every race is super important in the actual game. some races like humans, elves, oni, and ahn'tlo have more importance than the newton and stuff. ill let you guys give your thoughts on all these races. and by you guys, i mean all 2 of you who actually reply to my posts. see ya next post.

-gigigas
 

gigaswardblade

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Robert-Developer_of_Bis

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gigaswardblade said:
just allow WASD movement controls

*Cough* "Arrow Keys/WASD = Walk" It's already part of the control scheme... .-.
 

arekpowalan

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@trouble time[/USER] I think a good idea might just be to split it into two games, one on the child arc, one on the adult arc. If that isn't an option for you, then I'd proabably prefer the first since there's clearly something about the structure that speaks to you.

The first option is likely the case. I don't have much time to spend on a hobby, therefore I would like to make a rather swift project.

Also how does a mermaid knight get around on land?.
The game is supposed to be extremely magical. The mermaid tribe will be able to move and fight temporary on the land, whereas the one warrior representing the race gets a magical item that gives her a pair of leg to walk on land. Ishtore's ability to switch between human and mermaid is also supposed to be a gameplay mechanic.

What really makes the evil empire evil, is it just their violent expansionist tendencies? I'd also like to know more about your characters as well.
This will be pretty long. Please excuse the uses of spoilers:
The Empire is based on the authoritarian fascism. This mean a loose concept of Nazi, Neo-Nazi, and extreme right-wing politics. The Empire is a hatred-filled regime driven by prejudice, anger, and an extreme nationalism where the Empire takes its own race as superior to the foreigners, viewing them as people that endanger the country's safety or even subhumans.

In the far past, Dionysia was not a benevolent country. It was known as a pinnacle of justice and its civilization was enriched with technology and magical science. However, over 25 years ago, the country was rid of its glory when the highly corrupted King Darth assassinated the previous king and queens the throne and drove the country to a disaster. The then Dionysia Kingdom was struck by famine, attacks by foreign bandits and mercenaries, and frequent civil wars. The turning point of the Empire came 10 years ago. A mysterious green meteor struck the border of the kingdom. Inside the meteor is a mysterious black box filled with gold and silver. In his greed, Darth secretly sneaked the box inside his treasury. The green rock, however provides the Empire another benefit. Several knights and magician who investigated the crash site suddenly developed superpowers, who would later become Dionysia's elite warriors. One of these warriors was The Black Knight, who was actually Trantwig, the son of the former good king and queen of Dionysia, in a disguise.

Trantwig used his superpower to kill the King Darth and took over the throne. He becomes a ruthless and deadly ruler who is known as "the most powerful mana user", especially since he takes over King Darth's black box and studied its aura to make himself stronger. He rules his land with an iron fist. His entire regime resolves around militarization, focusing on training up super soldiers to attack and conquer other countries, believing that if they are left with freedom, they will eventually destroy the Empire. Trantwig's ultimate goal is the salvation of his empire from a destruction, which he believe can be done by taking resources from other countries. He is willing to commit genocide in the name of his country and profoundly believes that all people must become a part of the Empire for the world to achieve one true elite civilization.

Emperor Trantwig is an overarching antagonist of the game. He is based on several fascistic people in fictions. His initial impression is that of a highly cryptic leader. He is smart, manipulative, spiteful, and ruthless. Despite that, he is also very patriotic. He is willing to do anything to protect his country and expand his land to ensure the survival of his race. Most importantly, he is actually beloved by his country, not only because he is a very powerful leader, but he also used to be one of Dionysia's most charismatic heroes known as the Black Knight.

Trantwig was born a son of the good king and queen of Dionysia. King Darthordered foreign assassins to kill them to access the throne. Darth adopted Trantwig and abuse him and almost killed him. Trantwig ran away and develop a disguise, devoting his life to master his knighthood in order to one day take his vengeance upon King Darth.

As he grew up, however, Trantwig befriended Hector the White Knight and a witch named Merina. Despite their differences, the three became close friends and became one of the primary protectors of Dionysia. The influences from Hector and Merlina allowed Trantwig to let go of his hatred. Over five years, Trantwig became so much less vengeful that he told Hector he was willing to let go of his hateful quest, especially since karma has caught up to King Darth as he started dying from a strange mental illness. One night, however, Trantwig turned against his word and conducted a revolution. Hector confronted Trantwig, who brutally beat him and accused him as the king's killer. As the new king, Trantwig exiled Hector, Merlina, and all those who disagreed with his regime.

Trantwig became a supreme emperor of Dionysia. He becomes obsessed with his country's former glory and, because of his own grudge with foreigners, he start blaming other countries for tainting his kingom. Hector, who was devastated by his friend's betrayal, escaped to the far east country along with his wife and became Arthur's father. Meanwhile, Merlina suspects something unnatural happening to Trantwig, wandered off to research the secret behind the mana power and their maddening effects on King Darth and Trantwig.

Trantwig's character is a tragic hero who is engulfed by hatred and prejudice. His extreme obsessions with his powers and ideologies corrupt him into a dark path, causing him to destroy everything hopeful in his life including his few friends and later his family members. His extreme methods cause him to use his own superior power to force other people under his will, in a hope to create a utopia that fits his own image.

Arthur is a son of Hector, the former knight of the Dionysia Empire. Being raised in a small town near the Kingdom Vinland, He is raised as a normal blacksmith kid who lives with mother, his aunt, and his adopted brother, Lance. Arthur is an calm, collected, and polite kid, which is an opposite of Lance, who is outgoing, adventurous, and daring. They both admire his father for different reasons. Lance adore his father's strength and courage, whereas Arthur likes him for his kindness and compassion. They both aim to become knights and develop rivalry at the very young age.

Arthur is weaker and less popular than Lance by default. Whereas Lance is known for his raw potential and exceptional combat instincts, Arthur is known for his outstanding wit and intelligence. This dynamic changes when Arthur comes across various green rocks during one of the page expeditions, which unlock his mana power. Suddenly, Arthur becomes one of the best students in his class and attracts a lot of interests from his friends and teachers alike. Lance becomes slightly jealous by this development, but manages to stay friendly with him.

When Lance is kidnapped by the Empire, Arthur is selected as the student of Merlina, Hector's best friend who is a witch. Merlina teaches him about the mana power and trains him to fight against the Empire. When Arthur comes of age, he is elected as a commander of the resistance army against the Dionysia Empire. His power becomes stagnated, however, when he realizes that Lance has turned evil and is now obsessed with surpassing him with his own mana power. Amidst his self-doubt, he acquires many new friends that rescue him and re-motivate him to uphold his chivalry as a knight.

After a few quests, Arthur, Nadia, and the rest of his friends are able to retake Vinland from the Empire. There, he learns the legacy about his father as Emperor Trantwig's former friend. Despite being betrayed by the hateful emperor, Hector was researching methods to free his friend from the mysterious evil force known as Pandora, the cursed being from the empire's black box that has been poisoning the Empire by filling it with hatred, fear, paranoia, and despair.

Arthur acknowledges his father's will and sympathizes with the Empire's downfall. However, his heart is also set. As a knight, he cannot ignore countless atrocities committed by the Empire, but he can't also waltz into the Empire killing everybody to claim justice. He also realizes that Hector and Trantwig's relationship is similar to that of him and Lance's. As a result, he sets on a journey to stop the empire and to rescue his brother from Pandora's corruption.

Arthur's character is the opposite of Trantwig. Unlike him, Arthur grows up a healthy child. Despite tragic moments in life, he remains a cheerful person who embraces life and stays devoted to his cause. Unlike Trantwig, he must always be aware of his strength and balance his morality and actions for the benefits of other people. He ends up a person who embraces hope and love, fighting with compassion while being savvy of the dangerous world around him. He ends up as a text-book example of a knight, a hero whose virtue inspires other people to change for the better.
 
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gigaswardblade

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where do you guys get those "i am the priest. i am the ranger." things in your signature from?
 

SunStunBros

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Quick question for the peoples. How does everyone feel about time skips in games? Either skipping back and forth between time eras (playing as difference characters and different stories during), OR, playing a story for a while, then getting to a time jump where it may skip 5-10 years? Cliche?
 

trouble time

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@Robert-Character Creator Personally I think it sounds a workable control scheme. Problem is that I'm weird, Bunny Must Die is often said to have bad controls but I think it works like a dream (personally I think its that people don't realize bunny jumps higher if she jumps from a stand still while jumping while moving makes you go further forward.). At the very least I can say it sounds ergonomically sensible.

@gigaswardblade Honestly its kinda hard to top Warhammer Fantasy Battle's Lizardmen being vaugely Aztec semi-sentient daemons of order (heck they're so cool even Age of Sigmar didn't ruin them like all the other lore from Warhammer Fantasy Battle). Still I do like the ideas you presented. Also click my signature and it should take you to the quiz where I got the ranger thing.

@arekpowalan You seem to have a good idea of your story and where it needs to go, so I think you should be fine in making your game as you want to.

@SunStunBros I don't know how a time skip could be a cliche, and personally I think they're fine, they help with pacing.
 

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What if the Actor Battlers disappeared when your selecting enemies...
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So, last chance to get RPG Maker Fes games?
That moment when you significantly rewrite about 80% of a course, reduce it from 12 hours to 8, drastically refocus the content, provide several overview briefings to staff on the changes, giving them several weeks to prepare, & they start asking questions 10 minutes before the classes start. I have a bad feeling. :oops:
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