01-26-2014, 03:34 PM
When designing a character, it's useful to know some information about that character. For example, we know he's a bard now, and that he can potentially harm opponents with his music (is it because he plays badly? or is it because he plays REALLY well? lol). So that can help, but more may be needed.
For example, what is his personality, what is his motivation? How does he treat his power, and how does he intend to use it? Are his powers normal, or abnormal, and what does he think of that? And similarly, what does he think of himself?
Also some more specifics about his character and the world he lives in could be useful. For example, it might be good to know what sort of weapon/instrument he uses and the sort of training regiment he'd have to go through to gain his skills.
Another helpful thing is to look at previous designs of similar things, to give you an idea of what has been done before so you can figure out what you want to do with your own idea better. Maybe swipe a few pieces here and there
Of course, not all of this needs to be thought up at once; you can develop the character one step at a time, making changes as you see fit. Some of it may not even be necessary at all, depending on the needs of the game. However, it can still be helpful nonetheless.
Personally, if I were designing such a character, since I often go for over-the-top and slightly silly (and also cutesy), I'd have such a character probably be a really short girl with a giant tuba, and she'd wear a plaid skirt probably. In her universe, militaries are made up entirely of bands; however, she's not good enough yet to join her local militia and get into the war against the dischord monsters, though she doesn't believe that herself. Therefore, she goes on an adventure because she thinks she can beat up everything on her own lol!
I'm not sure that this sort of thing would fit what you want to do yourself, but I hope it gives you an idea of some of the things that can act as a starting place for designing your character. And as mentioned before, you don't have to settle on something right away, but can gradually edit the character as you continue working on them to get them closer to what you really want them to be.
For example, what is his personality, what is his motivation? How does he treat his power, and how does he intend to use it? Are his powers normal, or abnormal, and what does he think of that? And similarly, what does he think of himself?
Also some more specifics about his character and the world he lives in could be useful. For example, it might be good to know what sort of weapon/instrument he uses and the sort of training regiment he'd have to go through to gain his skills.
Another helpful thing is to look at previous designs of similar things, to give you an idea of what has been done before so you can figure out what you want to do with your own idea better. Maybe swipe a few pieces here and there
Of course, not all of this needs to be thought up at once; you can develop the character one step at a time, making changes as you see fit. Some of it may not even be necessary at all, depending on the needs of the game. However, it can still be helpful nonetheless.
Personally, if I were designing such a character, since I often go for over-the-top and slightly silly (and also cutesy), I'd have such a character probably be a really short girl with a giant tuba, and she'd wear a plaid skirt probably. In her universe, militaries are made up entirely of bands; however, she's not good enough yet to join her local militia and get into the war against the dischord monsters, though she doesn't believe that herself. Therefore, she goes on an adventure because she thinks she can beat up everything on her own lol!
I'm not sure that this sort of thing would fit what you want to do yourself, but I hope it gives you an idea of some of the things that can act as a starting place for designing your character. And as mentioned before, you don't have to settle on something right away, but can gradually edit the character as you continue working on them to get them closer to what you really want them to be.