Charas-Project
Game Creation => Requests => Tutorials => Topic started by: lilsniffs3 on February 04, 2008, 04:36:59 AM
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Not sure if this s good though:
The party goes through various quests having little to do with the last boss. Around the middle of the game they learn of the last boss. They go fighting the army. They fight him. *FF victory plays* They win. Shows what happens. Yadayadayada. The end.
I'm just wondering if I should keep the beginning having nothing to do with the last boss. Any thoughts?
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Well, you should make their paths cross at some point of the game. So they have a reason to fight him at all.
Like if there is some murder of your father that drives you out. Make it like that this cloaked man came to the village and asked strange questions.
And then you realise that this was MR.Badguy's right-hand-man(but not untill later on the game) and as you prawl after mr.right-hand-man you realise that you are witnessing somethig far greater than just the murder of your father.
And so the party sets out to kill mr.right-hand-man and mr.badguy.
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I moved this to the tutorials section because it doesn't really have anything to do with rm programming.
Anyway, its never really a good idea to introduce the main bad guy in the introduction. You want your storyline to progress and evolve, and introducing the main bad guy at the begining takes away from that.
Usually what I try to do is connect the intro and the ending together with some event at the beginning; however, it shouldn't be something that gives any real information away. Maybe some mysterious event or person, but you don't really know "what" it is. Then, later in the game, come back to it.
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Well, I sorta put the bad guy helping the good guy at one short point of the game, but the portion is less than a minute long, and he is cloaked.