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Messages - Neoend

1
I played the Game! And I got the true ending!  Here are my thoughts on the game.

One thing first:
Ok like I said before, great music. This is not going to be questioned.
And in regards to the cutscene bits at the beginning, yeah, I felt they were long and I did want to get to the battles. But they were well executed and as a whole I can see they are extremely important and valuable to the game. The real world segment is also the strongest part presentation wise. It makes a powerful impression that I would think would keep other players interested and invested.
Now for the other specifics.
Spoiler: ShowHide

Lee's Characterization
I was getting very annoyed at him. So good job! You know, love or hate, if you're getting an emotional response you're doing a good job with the character. Also, I could sympathize with him and his rationale. I think the only thing that was kind of weird to me was how long it seems he was holding on to it as according to the people of the house. But then again, Lee managed to maintain some amount of this anger all the way through the game, so not too big a deal. Also, the speed in which he jumps ahead to conclusions without much thought does give the impression that he is just a child in a sense. Overall, I don't like the way he behaves at some points, but it's all consistent with his characterization.
I also like the decision he came to. That was very much in line and although I thought  that Fayte leaving him a letter was awkward, the message
itself was a great motivating factor. It was also very astute as I could see myself agreeing with Fayte's opinion.


Fayte

She's a fundamental drama factor in this game, and I think that ends up being the problem. I know that you had to make sacrifices in the story telling so in terms of the Game it works; it's not really a fault. The way I'm thinking of it, it seems like a necessary evil.
To me it felt like there was a disconnect between the Fayte herself, the Fayte presented through Lee and the Fayte presented through Ember. It was like all the puzzle pieces were there but I didn't know how to fit them together. I think a lot of it has to do with the tone in which I read and interpreted the dialogues. There were just a lot of little clues when the about Fayte's personality whenever the other characters were talking about her but then there's Fayte's own scenes and how she is presented and a lot of it seems like it doesn't add up neatly. I'm sorry if I'm not being clear, I'm also struggling putting this feeling into words. I think I would have really enjoyed to see Fayte outside of her drama with Lee because then I'm sure you would have pulled it of nicely. Still on Fayte, I felt that a lot of her actions were awkward. Like leaving the letter (seems kind of passive aggressive lol) and her blowing up at Lee saying it's his fault right when the big bad is in front of them. But here's the thing, those actions make sense in the scope of the game, and I could tell your hands were tied when it came to presenting their drama. So yeah awkward, but justified. My overall feeling is that I didn't like Fayte as much just because a big chunk of her character was the drama. Her explanations in the ending however does kind of help clear up her previous dialogues though. I think you executed her very well during the ending sequence although the Fayte at the ending still felt kind of disconnected. But again that's just because of the nature of the game.

Other Characters

I really liked Ember and Aiden. On Aiden, thanks to the way you framed and portrayed him through Lee at the beginning (showing how they met and Lee's general opinion of him) I was led to believe that I was going to dislike him, but I'm so happy that wasn't the case. Good job on that. I really like Aiden's character. I was sad I didn't speak with him more during the first playthrough. His execution during the ending sequence was perfect. I liked what he had to say, and his motives made sense. I felt that he was the only one who had a right to spill about their motives and feelings during that last sequence even lol! Very well done, I totally understood Aiden's drive.
Ember was fun, and I think one of her selling points is how aware of herself and her thoughts she is. I don't have much else to say about her because it is hard to put good feels into words . =]

The Grandfather
Thank you so much for making him the threat. It made so much sense, brought the story together, I didn't see him coming, and you presented a unique perspective through him. Really, it's great that it wasn't just some nightmare because it added more to Lee.
I understood his thought process, if I had to sum it up, he was a man that stared into the abyss and came out with a half-truth. What do you think about him and his motive?

The World
Your explanation of how the worlds work made sense. I thought it was really clever. And it is a statement of how powerful a person's concept of reality can be. Sucks for the Nightmares. Overall, it reminded me of some writing from an eastern school of thought.

Other Misc.
I can't comment on battles reliably, because my computer can not handle lots of things happening at once. One thing though, I had a glitch where Lee got stuck on an enemy. Then when he got knocked out, two enemies were locked on top of two knocked out allies. They were pretty much sitting ducks and I proceeded to brutalize them.
Error wise, I think I might have seen only one spelling error. I think it was 'soemthing'.
Oh also this might just be me, but it was tough to read the tutorial dialogues when you have the pink tiles behind it. Just kind of blends together when I'm reading it.

Final Thoughts
I liked this. It was really well put together. I personally enjoyed the characters the most. I'm looking forward to any additions you might make.

2
Looking at it, I'm noticing it was not player friendly at all... Yep this is going to be one of the things I fix. If you find yourself struggling, let me know, and I'll give you some tips on starting strategies.

I did try to do something interesting with the story scenes but I'm not sure if people will get haha.
3
I can identify with you on those sentiments. I really enjoy having battle mechanics that give the player unique and viable options to tackle a problem.
In terms of simplifying the numbers, I think you might like the way States are used here. The real question here though is how well I was able to implement the system. It was very experimental to say the least.

And yeah, I'm not super big on the Vxace resources either, but I really ended up enjoying the battle related scripts that are available for Ace.
4
Ok. So. Two Things. From my time playing so far. =|
Are you ready? Are you sure you can handle this?

1. The Music is so well done! =D
2. The Spriting really helps bring it alive and I can't help but notice how the art and music compliment each other!

I'm going to continue playing through tomorrow, but really so far, I think it is ridiculously well executed.
5
I know your pain dear brothers. I too, if only had but a single minute would be a part of this. I guess... One could say,
I didn't Wake in time.

But in all seriousness, it sucks, but what you guys had looks really cool!
6


DOWNLOAD LINK

https://www.dropbox.com/s/mtivrlyhonocrzy/WAKE%20Dynamic.zip

Have fun guys! I think I'll keep working on it because a lot of things got changed at the last minute. I hope there aren't any huge glitches Xp
Also Note: Things got crazy at the last moment so there may be bugs that should never have seen the light of day waiting to jump out at you.
Also, it's a hefty one. I will be refining it over time.

Story
A man known as The Walker arrives at a town of silhouettes with one goal: to find and bring back seven lost Stars. The Walker knows only a few key facts:

   The Stars will not follow him initially.
   Other forces are working against him.
   He's going to have a confrontation on his way out.
   There are seven dungeons.
   The town is falling apart.

As The Walker, it's a race against time! Will you be able rescue all the Stars?
Or a better question, will the Town and its denizens allow you?


Gameplay mechanics

Spoiler: ShowHide
You are in a mysterious setting with equally mysterious rules, let's look at a few:

No levels
The Walker will eternally be level one, or level 22, or level 99. I really haven't decided but it doesn't matter. You will not be gaining any
levels. Stats will be influenced however by what you equip and what states you have inflicted. Normal enemies will also maintain their stats constant. The only thing that will change is that they will use more elaborate strategies.

HP isn't the only guage to worry about
In this town, people don't want your money, they want your MP (Dubbed LP in this game). They will sell you items and information
in exchange for a certain amount of MP. When you reach zero, you don't get over, but you cause a 'Turn Shift'. Turn shifts increase the destruction of the town and the strategic prowress of the enemies. The turn shifts will also restore your MP back to maximum.
The challenge here is to maintain your MP and to avoid potentially losing valuable assets and maybe even story scenes.
To conteract the MP shortage, there will be small events scattered that can restore up to 30 MP. There will also be skills that void your
MP cost or replenish it depending on the enemy you defeated.

Battles can be won by escaping
This might be the most risky and volatile aspect of the game. Enemies will have special statuses that can be countered by the Walker's unique set of skills. The statuses determine sequence of events or if something important can be taken. Many times, fighting until you get what you need might be the best strategy. Since they're status effects, just waiting and guarding could be a viable strategy! The Walker can also 'evict' enemies, which could be a viable strategy if you want to pick up what the enemy was guarding without wasting valuable MP. Apologies if this wasn't well explained, but I'm trying not to give too much away.

You Choose the way you Play
Players will have freedom with how they tackle the battles and boss battles. They'll also have freedom with which dungeons they explore during one playthrough. You can even finish the game having not viewed a majority of the story segments! Good for a speed run.


Tons of other cool little secrets!
I'm planning to have alot of references and different gameplay segments. Hope you can find them all.


What's under the hood:
The game is being made with the RMVXAce engine. I'm also primarily using Yanfly's scripts. So you can expect a lot of craziness.




Screenshots of Stuff:

Spoiler: ShowHide








With this game I want to convey certain emotions to the player and get them caught up in what unfolding in this mysterious town. I hope I'll be able to deliver these experiences clearly. I also want this to be a celebration of the things I have learned over time. I hope that this message
will reach the Player

7
Projects / Games / Re: [XP]Sin Unsullied
June 30, 2014, 04:10:58 am
Good Job! =D
I'm still working through. I have all the pieces, I just need to assemble them now.
8
General Discussion / Re: RPG Maker Contest
June 12, 2014, 02:43:33 pm
Haha sorry, I just happen to have good memory for details.
And my mistake. But hey, that's good! I had a giant glitch popping up for my battles and that took up too much of my time.
But yeah, goodluck! I think I'll be making a post for my game in a few days too.
9
General Discussion / Re: RPG Maker Contest
June 11, 2014, 11:52:19 am
It sounds like we kind of started in different places. I started by working on gameplay events and now I'm balancing battles and then on Friday, I'll finish sequencing the maps and then start filling the story bits.
And hey, your game is Sin Unsullied right? I saw it on the other forum, I thought it looked really nice. =D
10
Chat / Re: Meditation
June 06, 2014, 10:33:53 am
I find that is true as well. Obstructive thought processes have their place even if its just to cement in your head a reason that you should grow out of that process.
Needless to say, the breakdown is a natural part and it should be a learning experience.
11
Chat / Re: Meditation
June 05, 2014, 08:32:54 pm
Whoa good for you Blizz, those are some strong experiences. I maintain a regular schedule as well or at least try to haha. You're right in that it's not a magic pill, but the soothing effect are a great bonus. I also think its a great tool for introspection and familiarizing yourself with your thought process.

On your thought on enlightenment, I wouldn't myself think that it is enlightenment but rather a miniscule aspect of it. I would however wholeheartedly agree with your notion that "you can't become "enlightened" and just stay at it. You have to work for it."
I would suggest that there is an image that would most accurately describe the "motions" of that state of mind. I don't want to give it away as I suspect you'll stumble upon it eventually.

If you're interested in some of the perspectives on meditation, I would also humbly encourage you to ponder the concept of 'beginner's luck' and what role it could have.

Looking foward to any discussion :)
12
General Discussion / Re: RPG Maker Contest
June 05, 2014, 05:39:48 pm
So how are the guys that are participating finding? Myself, I'm 40 maps and yesterday I realized this beast is going to end up taking two hours or more to complete in one play through. Maps had to be sacrificed.
13
General Discussion / Re: RPG Maker Contest
June 01, 2014, 12:27:10 pm
Technically Zex, it started 2 days ago :p

But yeah, I'm working on a goal driven game. I couldn't justify any other approach to make it completable in an hour.
It's gonna have good music though at the very least.
14
Chat / Re: The fear of change
May 15, 2014, 02:41:15 pm
With change, there's also a bit of irony in my opinion. Humans are naturally predisposed to change. Our climb from childhood to adolescence and heck even all the hormone shifts in adolescence is illustrative of turbulent and rapid change. People naturally change all the time, both physically and mentally, from childhood to old age. Really, you are never the 'same' person you were yesterday. But this sort of intrinsic form of change doesn't seem to register as much as the external changes. Does this speak to how aware people are of themselves? Blizzard's thought on control ring true in this case. People don't actively notice the subtle mechanics. Would a constantly changing inner environment, in a constantly changing outer environment possibly create subconscious drive for stasis or stability? And then would this drive be distorted and misinterpreted by the conscious mind as fear?

The end result is a fundamental fear or hesitance to change as Blizzard has so aptly described.
I feel that diving into the concept and trying to answer why it occurs would open a lot of doors and lead to many implications.
15
Chat / Re: Names
May 15, 2014, 01:52:26 pm
Awww it's adorable :D
How does it feel being the proud owner of a hamster?
16
Chat / Re: Names
May 14, 2014, 09:39:42 pm
I like coming up with names, I shall throw in a few.
Boro (I really liked what Zexion did with it)
Twister (it'll be really cute if it has messy fur)
El NiÑo
Sammy
Snowtherfield Conqueror of Worlds and Liberator of Claimed Treasure
17
To spring board from what Zexion said about balance; he's right, especially when you look at the RMXP community and see it plagued by incomplete projects. The thing is, going out of your way to create the battle system of your dreams is all fine and good but you need the discipline to be able to carry it through to the end. It's really easy to get caught up in a vision of what you want it to look like, and then just collapse under the weight of your vision. By balancing, you make compromises but hopefully still have something You can enjoy and also move the enjoyment from battles only and have it spread among your project. I'd say it's better to have a project where you can manage all the relatively average aspects instead of a project with one beautiful system that is tough to manage and other aspects being sacrificed.
It's doable to make something incredible, but it's on you as the maker to put in the work and commitment to make it real.

For people working with limited resources, it's not bad to have a simple battle system. Just execute it well.
18
I agree with Blizzard about the one variable approach for all the reasons highlighted. I'll just add that when you're setting up all the variables, try to have them neatly organized. For instance, all my Town variables are in a marked area, and then spaces for all the story segment variables have been reserved. The organization just helps when you're tracking them down in the listing.

My dungeon setup is a tad different, I've called the variables I use Dungeon Trigger, Obstacles and Treasure. They're just used when you're doing intermittent stuff like solving puzzles. They're used in combination with local switches, so the end result is that if you're in the middle of a puzzle and don't finish it, it gets reset if you leave.

Also, for an extra layer of redundancy, you can use switches to mark that you've finished a story segment or dungeon. It just offers a bit more ease or flexibility, especially if you're including npcs with updating dialogue.
19
New Projects / Re: [XP] Lunar Legacy(Demo Time)
February 21, 2014, 09:22:14 pm
Hey WhiteRose glad to hear it. The look was one of those nice little accidents, and I just rolled with it.

The demo if I recall correctly could be finished in 45 minutes.
20
New Projects / Re: Kingdom Hearts: Age of Guardians
February 21, 2014, 07:04:59 pm
Hey Zexion it's looking great! You're setting the story after the events of KH3 right?
And hey any chance at a sneak peak on what worlds you're thinking of including?