Memorie
While I was developing the game, I wanted to know which way would the name, Akiko, would mean. In Kanji, the first part, Aki, has one of three meanings (Sparkle, Bright, Autumn). The last part, Ko, in Kanji it means Child. I looked it up on Wikipedia. Probably the wrong article, but whatever.

https://en.wikipedia.org/wiki/Akiko_(given_name)

Out of all the way it could be named, I decided to use "Autumn Child" For the meaning. Though I don't know how the name would be written in Kanji.

And now I do know how Akiko's name would be written in Kanji, due to another website. In Kanji, Akiko's first name would be 秋子. The more you know.

https://japanese-names.info/first_name/akiko-2/

But all that aside, I'm curretnly making Character Sprites for a couple of characters for the beginning. To make things quicker, I recolored one of the RTP female child characters for Akiko, as a child, and Emil, as a child. I'm currently using the Game Character HUB - Portfolio Edition to help with the rest of the character graphics in the game.
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I'm a Multitasker at times

While I'm still at it with making the story, I did have this thought of making Free Missions, in a similar fashion as the Phantasy Star Universe games (including the Portable games). Each Free Mission has 4 ranks. For Memorie, the Free Mission Ranks are:

D Rank, C Rank, B, Rank, and A Rank.

The higher the Rank, the harder it is. At any level, you can start D Rank Free Missions. For the other Ranks, a Level requirement must be met. That's all about these. These will be for the Request Board, as they are considered Requests that you can do anytime. And the good news is that you get to there, and come back, right away.


This next decision was a bit tough to decide. I decided to do away with the Early Access Versions, and just bring Demos  instead. In short, at a certain point, I'm going to make a demo, that I'll update constantly, instead of releasing an Early Access Version every time I make progress.

You won't be able to save in the Demo, as it's just you doing a fixed selection of Free Missions at the lowest Rank possible, the D Rank. The Demo will have Akiko, Kado, and Cid.

I call this kind of Demo, the Free Missions Demo. I'll give more information about that at a later time, as more progress is made.
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Ahh... I [Image: heart.gif] sidequests. And yep, I do agree that there have to be some limits to quests. Who wants to give a 1st level fighter a quest to defeat The Ravenous Bugblatter Beast of Traal?
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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What if you need to fail the quest? Some games have included such feature as well and made them more interesting than straight forward game plots.
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My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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(05-22-2019, 03:46 AM)kyonides Wrote: What if you need to fail the quest? Some games have included such feature as well and made them more interesting than straight forward game plots.

I'm not sure actually. I haven't thought about that yet.
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(05-22-2019, 07:05 PM)KDC Wrote:
(05-22-2019, 03:46 AM)kyonides Wrote: What if you need to fail the quest? Some games have included such feature as well and made them more interesting than straight forward game plots.

I'm not sure actually. I haven't thought about that yet.

With some conditions you can make missions a bit tricky. Lets say you have to fight a group of monsters, which you just have to reduce to a certain amount of HP instead of killing.
The mission fails if you kill one of them and can not be repeated. Its a way to give the player a reason to think about their actions, instead of just simple kill everything missions.

I made a sidequest in my game where you can find a key for a locked door someone dropped. The player can decide if they give the key back for something in return or use the key for the locked door.
They benefit in both ways, just the result is different. There is also a chance to make quests where the player can unlock sidestories with such sidequests or hidden areas or such.
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(05-22-2019, 08:30 PM)Someone Wrote:
(05-22-2019, 07:05 PM)KDC Wrote:
(05-22-2019, 03:46 AM)kyonides Wrote: What if you need to fail the quest? Some games have included such feature as well and made them more interesting than straight forward game plots.

I'm not sure actually. I haven't thought about that yet.

With some conditions you can make missions a bit tricky. Lets say you have to fight a group of monsters, which you just have to reduce to a certain amount of HP instead of killing.
The mission fails if you kill one of them and can not be repeated. Its a way to give the player a reason to think about their actions, instead of just simple kill everything missions.

I made a sidequest in my game where you can find a key for a locked door someone dropped. The player can decide if they give the key back for something in return or use the key for the locked door.
They benefit in both ways, just the result is different. There is also a chance to make quests where the player can unlock sidestories with such sidequests or hidden areas or such.

That's actually a good idea. I'll take that thought into consideration.
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Thought I'd give you a bit of progress. There are some typos and bugs... And I think I am rusty in the writing department.
Well, anyway, here's part of the beginning of the story.

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(05-23-2019, 07:41 AM)KDC Wrote: Thought I'd give you a bit of progress. There are some typos and bugs... And I think I am rusty in the writing department.
Well, anyway, here's part of the beginning of the story.


Do you use the advanced message script? It looks like it.  The ?? name boxes are not necessary in some way. i think it would look better without it in the beginning. 
Your map is missing some shadow tiles to give it more depth of the room.   The door tile at the bottom of that one room, you can nearly remove it and just use the sound animation, that would look a bit better i guess.

After all it is a nice Intro :D
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(05-23-2019, 10:59 AM)Someone Wrote:
(05-23-2019, 07:41 AM)KDC Wrote: Thought I'd give you a bit of progress. There are some typos and bugs... And I think I am rusty in the writing department.
Well, anyway, here's part of the beginning of the story.


Do you use the advanced message script? It looks like it.  The ?? name boxes are not necessary in some way. i think it would look better without it in the beginning. 
Your map is missing some shadow tiles to give it more depth of the room.   The door tile at the bottom of that one room, you can nearly remove it and just use the sound animation, that would look a bit better i guess.

After all it is a nice Intro :D

Yeah. It's the Universal Message System by Ccoa I've been using it since I started the project back in 2011. As for the ?? boxes, I can see your point, but when it comes to two characters talking, when the screen is black, there's usually two people talking, so the ?? boxes will be needed for that, but I think I can remove the one where the screen isn't black.

When it comes to mapping, shadow tiles are the ones I have troubles with. I'll see what I can do with that, but I can't guarantee it'll look good. Yeah. I see your point with the door at the bottom. I'll take that off, and just use the sound animation.

Also I'm glad you liked the intro. ^_^
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