Between Realities

Started by phillip1756, May 28, 2015, 12:38:12 pm

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phillip1756

May 28, 2015, 12:38:12 pm Last Edit: June 01, 2015, 02:50:42 pm by KK20
About
Between realities is a small side project I'm making


Story
The last thing Alex remembers before waking up in the woods, is being in the car with his friends. As he explores and looks for his friends, he realises there may be more to this place than he first thought.


Demo
A short demo for feedback
http://www.mediafire.com/download/ivgdlbycojm9tyw/Mansion.exe

Screenshots

Spoiler: ShowHide

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ForeverZer0

If you want to generate more interest, I would strongly recommend fixing up your post and make it more appealing. Additional explanation of the story, game play, systems used, etc, etc. Screenshots are also a very important thing, which you have none. These things are also a requirement if you would like it moved to the projects section. This is just some friendly advice, I wish you luck on completing your game. Take a look at some other projects posted by members for some examples and inspiration on making it look better.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

phillip1756

Quote from: ForeverZer0 on May 28, 2015, 06:02:48 pm
If you want to generate more interest, I would strongly recommend fixing up your post and make it more appealing. Additional explanation of the story, game play, systems used, etc, etc. Screenshots are also a very important thing, which you have none. These things are also a requirement if you would like it moved to the projects section. This is just some friendly advice, I wish you luck on completing your game. Take a look at some other projects posted by members for some examples and inspiration on making it look better.

I'm just adding screenshots now but at the moment there's not many features other than the puzzles and flashlight system it's just a quick demo to get the general feel of the game. Also the story is as short as it is because I'm trying not to reveal too much of the plot and want it to be more of like I Dunno a surprise I guess

phillip1756

Next version coming soon will have the whole of chapter one

phillip1756

Has anyone played the demo and does anyone have any feedback?

KK20

You said it yourself--the game is hardly a fragment of what it's supposed to represent. It's not really worth playing (or downloading in that case) if I'm just going to throw it away in like 5 minutes.

Going off the screenshots themselves, the maps feel very big and bland which most RM users typically do with their first games. The only feedback I can give is to look at completed RM games that did well. Study their mapping and how the characters feel fleshed out and relate to the story.

Speaking of story, you are following the heavily used trope "The Amnesiac Hero" which, from my past experiences of people who typically do this, means there was very little thought in designing your story and are "building it as you go".

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

phillip1756

Quote from: KK20 on June 01, 2015, 03:00:04 pm
You said it yourself--the game is hardly a fragment of what it's supposed to represent. It's not really worth playing (or downloading in that case) if I'm just going to throw it away in like 5 minutes.

Going off the screenshots themselves, the maps feel very big and bland which most RM users typically do with their first games. The only feedback I can give is to look at completed RM games that did well. Study their mapping and how the characters feel fleshed out and relate to the story.

Speaking of story, you are following the heavily used trope "The Amnesiac Hero" which, from my past experiences of people who typically do this, means there was very little thought in designing your story and are "building it as you go".

The maps had to be quite big otherwise the flashlight wouldn't work and the amnesia's not on the level of like forgetting everything like in a lot of games it's more about not knowing where he is at the time

KK20

Quote from: phillip1756 on June 01, 2015, 06:05:18 pm
The maps had to be quite big otherwise the flashlight wouldn't work

That's not really a solid excuse for the maps to look empty and boring :|

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

phillip1756

Don't think I'll be carrying on with this project because no one wants it to play it so I can't get feedback on it and it seems like that will make carrying on a lot of pointless effort

Ranquil

Quote from: phillip1756 on June 03, 2015, 01:22:03 am
Don't think I'll be carrying on with this project because no one wants it to play it so I can't get feedback on it and it seems like that will make carrying on a lot of pointless effort

Please don't quit on the first signs of criticism!

You don't need to make your first game just so other people would play it. Instead of giving up, try to make the game better and learn from the experience.
Quote from: Some guy on FacebookLife is like a penis. It's short but it feels so long when it gets hard.


Quote from: Steven WinterburnBefore you diagnose yourself with depression or low self-esteem, first make sure that you are not, in fact, just surrounded by assholes.

phillip1756

Quote from: Ranquil on June 03, 2015, 01:04:42 pm
Quote from: phillip1756 on June 03, 2015, 01:22:03 am
Don't think I'll be carrying on with this project because no one wants it to play it so I can't get feedback on it and it seems like that will make carrying on a lot of pointless effort

Please don't quit on the first signs of criticism!

You don't need to make your first game just so other people would play it. Instead of giving up, try to make the game better and learn from the experience.

It's not bout criticism, criticism can be useful it's just there's a lack of interest in the project so not sure if it's worth continuing it

R.A.V.S.O

let's asses the situation shall we?

Q: WHY is there a lack of interest?
A: people seem to lack a will to try out your demo.

Q: why do people seem to lack the will to try out your demo?
A: according to the people who have seen your pics, (even me) your maps feel empty, too big,
and by the looks of it, sorta repetitive on the tilesets.

Q: why do people criticize it like so?
A: when people play a demo, thy expect that you have at least a half-fleshed out character to
take out for a spin, on some (at least) diverse populated maps, with at the bare minimum the main
objective in their sights (the single sentence describing Alex leaves little to no incentive on players
wanting to know who he is)

Q: What can you do about this?
A: First off, your character, who is he? the only thing we know is that he's an amnesiac in a
car crash, but what about his backstory? what's so special about that character surviving the car crash
where might he go and why? (I DO take in mind that he is an amnesiac, but even then the player
should at least know SOMETHING regardless of the character knowing what to do or not)

Q: OK Improve the character, now what?
A: Most people would tell you, that the following step is mapping, eventing etc.... not quite.
I'd say first and foremost you need a solid plot, you don't NEED to reveal it to us, but make SURE you
know what your plot is from start to finish, why? because later on when you're map designing the
areas of your plot it HELPS to know what to map and what to leave behind (many designers make up
areas that they never use later on, or if the plot contradicts itself, some of your maps wont even make
sense etc...) long story short....  stabilize your plot BEFORE even starting map/event/battle designs.

REMEMBER: your audience does NOT know what the full plot is, therefore you must have some form
of way to attract players into the setting, if you keep players for more than an hour without figuring
out what to do (or even worse, how to properly play the game) expect them to lose interest.

Q: OK I have my plot designed and know where to start, now what?

A: You're gonna need some maps, not just ANY old map though, what calls people into trying out
a demo more than the plot itself is the gameplay derived from the maps and/or battle-system (if any)
when it comes to making a map, bigger isn't always better, having small yet properly designed maps
is good if you know how to populate them, the point is that no matter what size your map is, it should
always have some (optionally interactive) eye candy to go along with it, (forests should have winding
trails instead of just a road line from point A to B, caves should look irregular, while buildings should have
small features to make them look like someone actually lives there), in short keep your maps with good
content WHILE making them look natural, bonus points if you have the player interact with it.

NOTE: Try using some new tilesets, the standard ones aren't bad but you can certainly make
maps look even better with other ones, lucky for you, this site offers some great tutorials on
mapping if you get lost.

these are SOME ways to start off your game,
not ALL of them, just remember, it's always better to have a short yet functional game over a long cluttered
mess of featureless maps.

don't give up, and if you feel you're lacking skill on either mapping/eventing/battle-systems etc... feel free to ask around.

Lastly, sorry for the wall of text, but it's kinda hard to cover the essentials on a single post.
Personality Test results
Spoiler: ShowHide




"Life is unfair, so make it unfair in your favor" -Sesilou

phillip1756

Quote from: R.A.V.S.O on June 03, 2015, 07:41:41 pm
let's asses the situation shall we?

Q: WHY is there a lack of interest?
A: people seem to lack a will to try out your demo.

Q: why do people seem to lack the will to try out your demo?
A: according to the people who have seen your pics, (even me) your maps feel empty, too big,
and by the looks of it, sorta repetitive on the tilesets.

Q: why do people criticize it like so?
A: when people play a demo, thy expect that you have at least a half-fleshed out character to
take out for a spin, on some (at least) diverse populated maps, with at the bare minimum the main
objective in their sights (the single sentence describing Alex leaves little to no incentive on players
wanting to know who he is)

Q: What can you do about this?
A: First off, your character, who is he? the only thing we know is that he's an amnesiac in a
car crash, but what about his backstory? what's so special about that character surviving the car crash
where might he go and why? (I DO take in mind that he is an amnesiac, but even then the player
should at least know SOMETHING regardless of the character knowing what to do or not)

Q: OK Improve the character, now what?
A: Most people would tell you, that the following step is mapping, eventing etc.... not quite.
I'd say first and foremost you need a solid plot, you don't NEED to reveal it to us, but make SURE you
know what your plot is from start to finish, why? because later on when you're map designing the
areas of your plot it HELPS to know what to map and what to leave behind (many designers make up
areas that they never use later on, or if the plot contradicts itself, some of your maps wont even make
sense etc...) long story short....  stabilize your plot BEFORE even starting map/event/battle designs.

REMEMBER: your audience does NOT know what the full plot is, therefore you must have some form
of way to attract players into the setting, if you keep players for more than an hour without figuring
out what to do (or even worse, how to properly play the game) expect them to lose interest.

Q: OK I have my plot designed and know where to start, now what?

A: You're gonna need some maps, not just ANY old map though, what calls people into trying out
a demo more than the plot itself is the gameplay derived from the maps and/or battle-system (if any)
when it comes to making a map, bigger isn't always better, having small yet properly designed maps
is good if you know how to populate them, the point is that no matter what size your map is, it should
always have some (optionally interactive) eye candy to go along with it, (forests should have winding
trails instead of just a road line from point A to B, caves should look irregular, while buildings should have
small features to make them look like someone actually lives there), in short keep your maps with good
content WHILE making them look natural, bonus points if you have the player interact with it.

NOTE: Try using some new tilesets, the standard ones aren't bad but you can certainly make
maps look even better with other ones, lucky for you, this site offers some great tutorials on
mapping if you get lost.

these are SOME ways to start off your game,
not ALL of them, just remember, it's always better to have a short yet functional game over a long cluttered
mess of featureless maps.

don't give up, and if you feel you're lacking skill on either mapping/eventing/battle-systems etc... feel free to ask around.

Lastly, sorry for the wall of text, but it's kinda hard to cover the essentials on a single post.

This has been helpful and I think I'll add a characters section into my post so I can atleast explain things a bit more

ForeverZer0

As I said, you need to fix up the post to generate some interest. It is basic advertisement, you have a product you want people to try, so make it look enticing. Think of any commercial you have seen for a video game. It is not just text that says "Play this game", it is full of great screenshots, reviews, and key elements that make the game stand out.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.