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So Fish won?
That sounds like an early side quest kind of deal to me.
If the player needs to answer them to continue then they might get really confused if they haven't played them.
Not necessarily. It could be that...gasp! Fishman is Mr Legend's boyfriend!! Dun dun daaah! Back to reality I'm glad this is still going strong! I'd love to sign up for a chapter but my roomate hogs the computer so much I'm lukcy to get on. But again ideas and resources requests are welcome!
So I played through part of the intro...[spoiler]Honestly, I'm annoyed and Juno has 1 Intelligence. I really am no big fan of lengthy text intros. I feel like all of that story could have been told through the characters and environment. Also, quizzing the player on whether or not they just skipped all that text and penalizing them by permanently reducing the main character's Wisdom stat by 5 points if they answer wrong is infuriating and bad game design. Just sayin'![/spoiler]As for the world, it has potential. Really, I've grown less fond of worlds and more interested in characters so that's what I'm focused on.
Maaaaaaaaaaaaaaaaaaan I missed you.
Maaaaaaaaaaaaaaan I missed that welcome.
I have a four day walking/camping thing starting tomorrow morning so please bear with me.
As for the the trivia challenge... What you have to keep in mind when thinking of how crudy I made is this: the pressure nearly made me crack., @u@ I'm surprised it worked as well as it did. As for why I went with knowledge the player wouldn't know? It was what I had to draw on at the time. Ouch. Hey that was the one bit I was proud of! T.T I'll admit I could have made the Prologue playable and took some more effort to cinamatize it.... But I was running late anyway and I do have a fondness for old school openers.
<.<Sorry, I wasn't trying to be mean or anything. I just think text crawls of any kind, even ones with pretty animations, are boring as far as intros go. A lot of that story could be told through out the game rather than cramming it all in at the beginning. The player doesn't need to know every detail at first and they likely won't remember because they don't have a reason to care at that point in time. Especially in an rpg, there are lots of options for conveying story and setting: NPC dialogue, sidequests, visuals, even item names/descriptions can help set the tone and environment.I know this is just a chain game, but a little design theory can go a long way!
Sorry guys, I dropped the ball >.< I'm going to be in the UK for the next three weeks and then Vegas, so I won't be able to follow this thread, but I will be able to work on the game after July 5th if more work needs to be done at that time.