I can see the intro being alright, and I like the idea of answering questions to customize stats and what-not. My suggestion is to make it less narrative and more dialogue-based. Info dumps are usually boring, but masking exposition with in-world interactions can be helpful. Also, conveyance of what could be obtained from the choices helps. Party members seem less obvious than stats or gear.The idea I have is to start my zombie game with narration about how things went down and asking the player questions about how they reacted to those events in the past, then using the answers to customize what skills, equipment, and party members they start the game with.
Something like that, yeah.ohh... Joined the same day. Hey
What do you mean with character customization in Game
Changing something on your character?
Making it possible for the player?
I won't lie. It's not the only reason I like it, but part of the appeal behind the idea for me is saving on assets and time. But if it doesn't hold enough appeal it may just be better to go that way.Why not just start your game with the events you would be describing and then record what the player does and use that? I think that'd feel a lot more organic and catch the audience's attention a lot more quickly.
That would be cool! Getting use out of the generator for custom-made characters seems like fun. IIRC there's at least one character creation script for Ace that does similar; could be one for MV as well?Something like that, yeah.
I was thinking something a bit like the generator, except for user-created avatars instead of dev-made ones.
I think the closest I can compare it to is the Mii Channel?
Looks pretty strong to me! I see a confident, boisterous personality wrapped in what looks like the latest shaolin-inspired expansion in an MMO, which sounds like what you were going for.I'd just like some feedback on this character design.
I'm interested in knowing what this design conveys, how strong it is, things like that. I'm not as worried about the execution as the idea...
Nobles & proles sound pleasingly alike, like two sides of the coin. I'd stick with them as a starting point!Hi! So in my project I'm working on a big theme is classism, and a sharp divide between the upper and lower classes in the main city. I'm brainstorming now on ideas for what to call the classes. For the upper class I'll probably just stick with the classic 'nobles', but for the lower class I haven't decided yet. Some of the ideas I have are based off of different cultural/historical words for peasant.
I'm leaning toward 'plebes' or 'proles' (derived from 'plebeian' and 'proletariat' which meant commoner in ancient Rome). Which do you think sounds better, or (honest feedback) do you think neither sounds great?
I'd love any feedback or ideas. Thanks!