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[INDEV] Tale of Dreams - Printable Version

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RE: [INDEV] Tale of Dreams - Raz - 03-13-2012

I understand that you're worried about your idea being stolen if you reveal it to the community right now, I assure you though that all it'll do is help with everyone providing you with the help to the best of their abilities. You don't really need to reveal much, certainly not enough to compromise the storyline of your game in any way, but if you can provide anything at all to help out that'd be very much appreciated, You should take a little while and decide what game mechanics you do like, look really in depth and come back and let us know, that way we can help you develop your idea based on what you already enjoy in a game, then you can work on the features that will make your game unique.

Hopefully you're able to spend a little time and really think about it and get back to us, after that I'm sure we'll all be in a much better position to provide ideas to aid your development!


RE: [INDEV] Tale of Dreams - Jawnsunn - 03-13-2012

You could try Yanfly's Battle Engine Melody. It's sort of hard to look at, but it has some really damn good documentation that explains what some features do.

And yes, taking some time to think for ideas would recommended.



RE: [INDEV] Tale of Dreams - Ivyleaf1212 - 03-14-2012

The Pokemon styled system comes with RPG Maker VX.
Thanks guys, because I really did just start. I don't even have the correct sprites to work with yet, so I'm putting some placeholders in. Just lately I've been doing a lot of work at school (bet yet not any homework for some reason Ouch! ) and when I come home I get tired out so my brain can't program.
But this afternoon, I should have part of a map, if not a full map done.


RE: [INDEV] Tale of Dreams - Butler - 03-20-2012

Do you have a design document, character sketches, story, maps, etc.
Like blueprint of exactly how the game will function. You can add to these over time, and some games come out completely different to their design docs (GTA for example) but a design doc is a really useful piece for designing.
Plus if you read that plot on the back of a retail game would you buy it? i wouldn't. Who is the great evil? What type of protogonist are you controlling. An annoying helpless heroe like Tidas from FFX, or an adventurer, happy to take the quest on like link.
+ many more questions i think you should ask yourself.


RE: [INDEV] Tale of Dreams - Ivyleaf1212 - 03-20-2012

Thanks, sometimes brainstorming is harder than it seems, and that will probably help.
I have character references and an overview of the story. I am thinking that I might write down the whole story first, like in story format because it is easier for me to write like that, and I am working on the first map. The first map is where you are dreaming and there are a bunch of floating islands in space.


RE: [INDEV] Tale of Dreams - Butler - 03-25-2012

Write down in story form, but maybe make footnotes connecting the story in novel form to story in dialogues as the end user will get them.
Any chance of a mock screen?


RE: [INDEV] Tale of Dreams - Ivyleaf1212 - 03-28-2012

A mock screen? Ouch!
/fail


RE: [INDEV] Tale of Dreams - Skorpion - 03-28-2012

A mock screen/mock-up would be an image showing what you hope the game to look like. Imagine you have finished making your game, and you take a screenshot. What would that screenshot look like?

"In manufacturing and design, a mockup, or mock-up, is a scale or full-size model of a design or device, used for teaching, demonstration, design evaluation, promotion, and other purposes."
-
http://en.wikipedia.org/wiki/Mockup

Making some mockup screens is useful not only to show other people what you're aiming for, but also to get a clearer image yourself. You may find that an idea that works in your head might not make so much sense when you try to make it a reality.

The more we know about what you're going for, the more help we can provide. Wink


RE: [INDEV] Tale of Dreams - Butler - 03-30-2012

(03-28-2012, 07:00 PM)Ivyleaf1212 Wrote: A mock screen? Ouch!
/fail
/win
(03-28-2012, 09:57 PM)Skorpion Wrote: A mock screen/mock-up would be an image showing what you hope the game to look like. Imagine you have finished making your game, and you take a screenshot. What would that screenshot look like?

"In manufacturing and design, a mockup, or mock-up, is a scale or full-size model of a design or device, used for teaching, demonstration, design evaluation, promotion, and other purposes."
-
http://en.wikipedia.org/wiki/Mockup

Making some mockup screens is useful not only to show other people what you're aiming for, but also to get a clearer image yourself. You may find that an idea that works in your head might not make so much sense when you try to make it a reality.

The more we know about what you're going for, the more help we can provide. Wink
Exactly, For example, if you have an idea for the overworld, characters and HUD, and you put them together in a mockscreen, if one of the pieces doesn't work with the others, you'll know what to work on graphically. You also have a sense of how the games going to play out, whether it be JRPG stuff, what level of freedom you have in the world, and the angle you will take to approach the game. Graphics are one of the best things for communicating, and using a mockup screen, you will communicate to us what you are aiming to achieve with this game. Rember:
Quote:A picture shows a thousand words
Many of us would quite like to see your progress and ideas graphically. Mockscreens also don't have to have final sprites in them, placeholders could work, if they fit in properly.Mockscreens also help order and clean up your thoughts qand ideas into whats possible and whats not for you, which is very important.

Anyway, if you have any of the other ideas I suggested, it may be a helpful thing to post, so people reading this thread can give helpful advice and possibly suggestions.


RE: [INDEV] Tale of Dreams - Ivyleaf1212 - 03-31-2012

Okay, I will. But check the leaving or whatever forum in introductions.
I'm not leaving permanently or anything, but it's important.