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- Oct 15, 2012
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Thanksfor the input, and yeah, as for the battle systems map generation, I want to attempt them to be randomly generated depending on the area terrain, but if that isn't possible, I could always try going with a set series of maps that are area dependent (kinda like what FFT did too, not a free-roam world map, but locations and such could be discovered for side quests and the paths between as well as the more specific setting have a particular battlefield set to them..) If I have to I can borrow ideas from either chrono trigger or the Suikoden series for character movement, perhaps even Magna Carta. The goal is to make the player think in battle and not just mindlessly use the most powerful spell they have *coughultimapluseconomizerplusgemboxcough*. I want to have the player plot out actions for the long term so to speak, making character placement, combinations of actions and such key.@DemonAbyss: I can tell you that a 'tile height' system is certainly possible - on a map pretty easily, in the standard battle system... not so much but would be doable.
I'm assuming you'd be using this for relatively small maps, but the concept scales: make a matrix representing the tile grid (probably implement it as an array of arrays, Ruby sucks when it comes to data structures) - then put the tile height value in each 'square' of the matrix. You could even do that part as a hashtable I suppose but that would be overkill.
For the battle system, you'd have come up with your own 'grid' for the actors and enemies, then have it work like above. Even a simple ability to move around the 'battlefield' would set your game apart from most.
The ending sounds very reminiscent of the ending to Diablo 2, where the Worldstone is destroyed. Aleister's Folly I'm assuming is a reference to the man of similar name - very interesting there.
I don't know though... maybe it's just the summaries, but I don't feel pulled in. There's a lot of strings being pulled and subplots going on (it seems like, anyway). Do all of them contribute to realizing the main theme of your game? If not, you may want to think about paring some down. Obviously feedback from people who have played the game will be more telling on this point than me looking at essentially the 'back of the box'.
Dark games are hard to do well (I'm working on one too though, so don't take that as a discouragement). Shakespeare recycled a lot of plots in his plays: he was asked about this in an interview (he was a real celebrity in his day). Sometimes the plot would be in a comedy, and then it would show up again in a tragedy, or vice versa. He said, the difference between comedy and tragedy is that in a comedy the players see trouble/danger coming and take steps to avoid it, while in a tragedy they don't. Tragedies also generally have a point where the control of events passes from the players and is taken over by 'fate' (In Romeo & Juliet it's where they miss the messenger IIRC).
Another good read, though you can question how applicable everything is today, is Aristotle. You don't have to read the whole text of "Poetics", but some understanding of the principles he espoused can be helpful.
Be careful when giving characters the players control set motivations and goals. That tends to divorce the player from the character. It's fine for a 'guest' character, but if the player thinks of the character as part of the main party, but someone he's not really in control of, that's generally not a good thing.
All that said, it should be a good length game if you can get all that in there. If you can pull it off it could be something really special.
As for the overall message, it is more a call that humanity should seek unity, and a big part I am exploring is the horrors of war, especially those driven by ideological zealots (which is IMO definitely a message that needs to be spread, especially with the middle east being the mess it is.). And yes, there are a lot of interconnected subplots going on, and a large amount of character driven and developmental moments. As for character deaths and such, I am attempting to use it as a tool to try and make the players feel the emotions the characters and scenes are supposed to evoke, they just have to be scripted well in the literary sense.
I could change some of the party structure and plotlines a bit, I can agree. The direction it takes will be dependent on how things flow as I am creating it all.
And yes the Aleister's folly location is a specific reference. Kind of an easter egg of sorts with a meaning behind it.
The art direction is gonna be of a darker colour pallet and I am hoping to have more realistic character portraits instead of the more anime style. I already have an excellent pixel artist I know personally (who actually specializes in sprites and is pretty good at what she does. I just have to figure out the specific dimensions VX ace uses for the various types.). I can also do some of the soundtrack work myself since I know both keyboard and guiter, plus a drum machine isn't hard to acquire either. I am likely going to be using more of a ambient soundtrack though, and even with battles you wont always have a superfast and heavy BGM (which IMO is a bit overdone in games for battles.) . A large amount of the soundtrack will have a dark and foreboding feel to it. In the end, the soundtrack would depend on the mood I want to evoke in specific situations.
In the end, I am ultimately a writer and a creator of worlds, so expect plenty of world lore as well. I will likely have it revealed in various tomes and such that can be discovered (perhaps as a readable item that players can keep.)

