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coreyh

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Posts posted by coreyh

  1. I'm trying to make stairs that go down in the middle of a town. I have copied the stairs used in town #5 in VoDT but It doesn't look the same in my version. The stairs in town #5 end in blackness which looks better then my version. My version ends in a wall which looks a little glitchy.

     

    My version is in town #1 in

    http://www.ipeg.com/~rlfc/chhgraves.zip

     

    I've copied it as well as I can from VoDT and I can't figure out what I've done wrong.

  2. I just read a interesting design idea on insert credit.

    http://www.insertcredit.com/features/sounds/index4.html

    Quote:
    This is what we in the business of rock-star game-critique call "The Yuji Horii Rule." The Yuji Horii Rule states that NPC (non-player-character) A means nothing to PC (player-character) B until NPC C mention NPC A in dialogue. The best example off the top of my head is in the town of Hamelia in Yuji Horii’s Dragon Quest VII; at a bar in a basement, a woman in a red dress is drinking alone. You talk to her, and she tells you to leave her alone. You talk to a man sitting at the other end of the bar, and he mentions the woman in the red dress, saying, it’s really sad to see a woman drinking alone like that, isn’t it? And she’s so pretty, too.

     

    What does this detail amount to in the greater context of our four heroes’ quest to free the world of the evil of the Demon Lord? At the end of the day, nothing. The woman in the red dress is just a person in a basement bar in a town in the middle of nowhere. Yuji Horii, as a game designer, inherently understands that if you populate even the most-colorful, interesting-architecture-filled town with only NPCs that tell you where to find the keys to the mayor’s house so you can move on to the next dungeon (biggest offender in this is Grandia II), you’re going to bore your audience. You have to do something to keep them there, to keep them emerged. If you take the time to, once or twice in every little town riddled about your game’s expansive landscape, make a sprite in a basement seem like an actual person, it does something to make the game felt in the heart of the player. The player then moves on from the town of Hamelia toward broadening horizons with a tiny piece of something in his soul, something that pushes him to, even years later, remember the name of that dumpy little town.

  3. I'm having a hard time getting waterfalls to look right and I wondered if anyone could give any tips? I've only managed to copy the one VoDT. I even had trouble with that. Do they only work well on the edge of a map with a lot of dark around them?

  4. I personally liked the plot of The Valley of Dying Things. I've only played the blades of exile version so I can't say if things changed. I didn't memorized the plot so sorry if this is off.

     

    The school was too independent for the empire. It was quickly shut down with at least some of the people running it killed by someone else in the school who was more loyal to the empire. The people running it saw this coming and made a ghost to tell you how to get rid of the waste that was still there because of the machines that were used to get rid of it being shut down. The waste was just whatever was left from magical spells and such. I imagined the chemical waste from a school laboratory. It was gotten rid of in a furnace. It was probably done in a more controlled way then what is done in the end of the story.

     

    I mostly liked it because it had the same feel as Geneforge or Resident Evil. The exploring a place left suddenly is in all these games. They are mostly setting and not characters.

     

    A few of these articles seem to basically say don't write badly. Which is hard to do as amateurs who may be mediocre writers. I personally imagine having quite a hard time writing good dialog. Which is one of the things I love in a game or writing in general.

     

    I personally don't mind good vs evil plots either. As long the characters and

    settings are interesting.

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