- Joined
- Apr 16, 2017
- Messages
- 4
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- English
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- RMMV
I've been working on the story for my game for two years, but oddly enough, it's never been fully fleshed out. I've got the tech issues figured out, I'm getting better at balancing the stats, and I have quite a few maps built that have been intended on the many variations of the beginning, but I still can't come up with a nice solid way to begin this game the way I want it.
The beginning takes a major Persona approach—a kid going to High School in the city, and that's intentional since only the Prologue and first chapter take place in this setting, then it goes to a more traditional fantasy RPG setting for the rest of the game, but every beginning I've attempted has been either too boring, too open-ended to the point where my testers didn't know where to go and died frequently because of some unnecessary difficulty spikes if you enter a wrong area, or just too unrealistic for a realistic setting to the point where it's just lame. I've challenged myself to have the Prologue done by July 7th for a public demo since I was supposed to release the original on May 16th, but I've been so indecisive about the story, I don't know what I'll do. Especially since I'm also composing all my own music (save for a couple pieces of music by a band I know from work who is very enthusiastic about helping with the soundtrack), I have a lot of work to do.
Here's the basic premise of the plot that's been universal despite the many plot changes. There are these two women of an ancient and nearly extinct race called Terabytes (yeah, creative name; I know) overlooking the Earth, and these two women are sisters: DATA and Janine. DATA spots a young human boy named Aaron (you can change his name, but that's the default), and she falls in love with him. Janine's motivation is draining the Earth of its resources and forcing everyone to live in the world she and DATA created, called the Database (hence the name of the game) because they've lived alone for over a hundred years after the majority of their race was wiped out, and DATA agrees to help her in hopes of getting to be with Aaron. So, yeah; Janine wants to take over the people of Earth because she's lonely, and DATA wants to do it because she's in love with a 17 year-old boy. ...Yeah. After the Prologue and the first chapter, the story follows Aaron and a plethora of other characters on their journey through the Database, which tells a rather tragic story as it goes on, but my problem is the beginning.
What inciting beginning can start in a regular High School setting that leads to the excitement of Chapter Two and beyond? I want the beginning to really grab people. How ironic, though. I've been writing novels for 13 years and have no problem coming up with an interesting beginning, but it's so different with an RPG. I don't have a visual art prowess, which means I do have to use default resources for sprites, backgrounds, and the HUD, but I'm trying to use the artistic abilities I actually do have for the game, story writing and music composition, to make an unforgettable emotional journey. With the traditional challenge of classic RPGs, of course, but not unfair challenges or ridiculous encounter rates. Just enough of a challenge to require a bit of caution and thought in battle. I can do that. Programming the numbers, the enemy strategies, dungeons, etc. are all fine with me, but I really want to work on the story and make it something people will be interested in enough for them to stay invested in it for the long run. Just out of curiosity, what would you guys recommend for changes/additions/removals in the plot?
The beginning takes a major Persona approach—a kid going to High School in the city, and that's intentional since only the Prologue and first chapter take place in this setting, then it goes to a more traditional fantasy RPG setting for the rest of the game, but every beginning I've attempted has been either too boring, too open-ended to the point where my testers didn't know where to go and died frequently because of some unnecessary difficulty spikes if you enter a wrong area, or just too unrealistic for a realistic setting to the point where it's just lame. I've challenged myself to have the Prologue done by July 7th for a public demo since I was supposed to release the original on May 16th, but I've been so indecisive about the story, I don't know what I'll do. Especially since I'm also composing all my own music (save for a couple pieces of music by a band I know from work who is very enthusiastic about helping with the soundtrack), I have a lot of work to do.
Here's the basic premise of the plot that's been universal despite the many plot changes. There are these two women of an ancient and nearly extinct race called Terabytes (yeah, creative name; I know) overlooking the Earth, and these two women are sisters: DATA and Janine. DATA spots a young human boy named Aaron (you can change his name, but that's the default), and she falls in love with him. Janine's motivation is draining the Earth of its resources and forcing everyone to live in the world she and DATA created, called the Database (hence the name of the game) because they've lived alone for over a hundred years after the majority of their race was wiped out, and DATA agrees to help her in hopes of getting to be with Aaron. So, yeah; Janine wants to take over the people of Earth because she's lonely, and DATA wants to do it because she's in love with a 17 year-old boy. ...Yeah. After the Prologue and the first chapter, the story follows Aaron and a plethora of other characters on their journey through the Database, which tells a rather tragic story as it goes on, but my problem is the beginning.
What inciting beginning can start in a regular High School setting that leads to the excitement of Chapter Two and beyond? I want the beginning to really grab people. How ironic, though. I've been writing novels for 13 years and have no problem coming up with an interesting beginning, but it's so different with an RPG. I don't have a visual art prowess, which means I do have to use default resources for sprites, backgrounds, and the HUD, but I'm trying to use the artistic abilities I actually do have for the game, story writing and music composition, to make an unforgettable emotional journey. With the traditional challenge of classic RPGs, of course, but not unfair challenges or ridiculous encounter rates. Just enough of a challenge to require a bit of caution and thought in battle. I can do that. Programming the numbers, the enemy strategies, dungeons, etc. are all fine with me, but I really want to work on the story and make it something people will be interested in enough for them to stay invested in it for the long run. Just out of curiosity, what would you guys recommend for changes/additions/removals in the plot?


