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Author Topic: Threads of Destiny  (Read 11343 times)

Offline I Have a Sandwich

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« Reply #30 on: September 14, 2006, 08:09:03 PM »
I looked through the resources just to fully see the mixes... My GOD man, you have De Rol Le! Thats a 3D game!
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Offline Dukester

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« Reply #31 on: September 15, 2006, 02:15:35 PM »
Thanks for the input guys, whether it's good or bad. For those who already downloaded the game I urge you to play a bit more beyond the beginning, as it is mostly just exposition. Isn't anyone going to comment on the level up attribute point system? I think it's a great way to customize a character like in Diablo, whereas in most RPG's leveling up is mostly straightforward stuff where you don't have control of what kind of custom character you want to build.

I don't mind the criticisms, as I agree with most of them (the voice acting which is done by two people could be a lot better, but none of us here are professionals so we can't ask for too much...) and the first dungeon is horribly rushed (it was added at the last minute because there were too many cutscenes in the beginning). But it's weird that people focus so much on the flaws that they don't find time to see the positive parts of things. Most of the custom animations (Alucard's and Forte's) were pretty complex and cool right? The battle charas cutscenes are easier to look at than plain charset cutscenes, the writing was decent (minus some cheesy lines), the music and voice acting (particulary the scene with the Devil Amon) was good for setting the mood. A good review has to point out the bad as well as the good sides, or at least be specific with the bad sides so that it can be improved.

There are some other neat triggers besides the attribute point level up system, so I'll just detail out one of the more complex custom systems I made for a character.

This character uses a mock summon system, used by showing a hidden monster next to her whose only ability is transform (when you upgrade the monster to change its looks) and escape (when it's the only enemy alive, so that the battle can end after all the other monsters are destroyed). Once you use the summon command the creature attacks automatically whenever its turn comes up.

http://img301.imageshack.us/img301/5436/neocs1cm8.th.jpg

After you use the summon command, that command is removed and another command takes its place, summon 2. When you use summon 2 the look of the summoned creature changes and it deals more damage. The more you level your character the more maximum summon commands is allowed.

Because summons automatically attack for her, she has no attack command, which is a lot different from other characters and makes her unique. Her other commands are Focus, which heals her slightly and charges her mana, and Unleash, where she uses that mana to cast a deadly spell.

http://img301.imageshack.us/img301/3696/n8iq6.th.jpg

There is also a Absorb command, that permanently destroys your summoned creature for the battle to heal your character, as a desperate effort.

So even in a default battle system, a lot of neat tricks can be done to make it different from other RPGs, mostly from using Call common event in battle events, especially change Battle Command. A full Diablo 2 style skill tree system can definitely work with the level up attribute system I made, as I said at lvl 3 Slayn has the choice to reduce the mana cost of his spells by 3 or give it the ignore defense property. Customization and storytelling (as shown by the extensive amount of cutscenes) is an important part of a good RPG for me, as it immerses the gamer
into the world and gives him control of how the characters he plays turns out. Barring the first dungeon, which was admittedly pretty crappy (still, 2????), I found the graphics decent enough. The quality of the cutscenes should make up for the shoddy map designs ;D

Thanks everyone, looking to hear more from you and comments about the level up and summon battle system.

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Offline Meiscool-2

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« Reply #32 on: September 15, 2006, 08:10:27 PM »
Quote
Originally posted by Dukester
I don't mind the criticisms, but it's weird that people focus so much on the flaws that they don't find time to see the positive parts of things. Most of the custom animations (Alucard's and Forte's) were pretty complex and cool right? The battle charas cutscenes are easier to look at than plain charset cutscenes, the writing was decent (minus some cheesy lines), the music and voice acting (particulary the scene with the Devil Amon) was good for setting the mood. A good review has to point out the bad as well as the good sides, or at least be specific with the bad sides so that it can be improved.


Uh... yeah... think what you want dude.

I'm going to sound like a complete *** for saying this, but try out my game's demo. The coding in it is at a very 'begining' stage, the AI in it is very linear, and there's not to much to do in it; yet your game's custom designs are greatly inferior to it. Try it, then try and post the same "What about my good stuff that's new and hasn't ever been done before?" atire. You'll see that your game doesn't have anything new to offer on the table, and that most game makers here put in the exact same things and ideas that you've put in your game into theirs. To impress a person, or for a person to see something as good; normally they must first: see something that they can't do, secondly play something they havn't already played, and lastly get warped into the game because of these new things.

Your game offers none of the 3 above. It's cons weigh more then it's pros. Deal with it, and don't try to make excuses.
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Offline I Have a Sandwich

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« Reply #33 on: September 15, 2006, 11:30:13 PM »
Exactamaly, cons outweigh pros. While the battle char scenes were an interesting idea, once again the poor mix n' matching kills it completely.  I would have just as much preferred to see cutscenes involving charset poses that looked alike. As for the voices, just because you're not professional doesn't mean you don't have to try.
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Offline Arcanagirl

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« Reply #34 on: September 18, 2006, 05:52:43 PM »
There are things which I am sure everyone agrees on, somewhat. These are what I judge in any game I play, and determines if I continue to play or not.

1.Good Color cordination so colors blend together smoothly, else you go blind or it just looks so wrong.

2.Balance in style, and I mean the balance braught to games by cordination of all graphics combined, if there isnt balance, then it sucks.

3.A smooth battle system...I mean how well it is. Does it hold good styles, unique qualities, and not uber hard to kill one enemy. Some games go too far making enemies uber that the words "Cheat" came into play. Some battles in games just freaking cheat.

4.A Very good Storyline, one that will pull you in. So good that you feel the characters emotions. You cry they cry kinda thing, or if something died you either get sad or angry as hell. Become one with the story as if you were right there with them.

5.Bonus things help also at time, I still play games without bonus stuff, but I really like the bonuses.
For example, Star Ocean games, you can craft hella stuff. Lvl to 255, bonus dungeons after beating the game.
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