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Dreamland

dream, I just finished your game, It was good. a one thing though
- I went looking for the ingredints and got niether. somehow, the game allowed me to continue.
anyhoo, this game is great. keep it up Dream!
 
I read the first page of this topic and saw the word "Cliché" thrown about.
It's being used too often these days.

I wish folks realised that Cliché doesn't necessarily mean bad or overused, it just means it's been put into common use for a good reason, although overly cliché does get mundane and boring.

Just look at games like Mario and Zelda, very cliché, yet fantastic games.

I like your story (although not fully understandable, but that can be excused due to your age), it's nice and simple. And not overly complicated and irritating like everyone wants their's to be.
 
Draken":2bkcs31e said:
I wish folks realised that Cliché doesn't necessarily mean bad or overused, it just means it's been put into common use for a good reason, although overly cliché does get mundane and boring.

...Uh, cliché does mean overused. That's the definition. Duh.

Although, I do agree that clichés aren't necessarily bad things, but it's always nice to avoid them if you can.
 
Draken":2hh6udhz said:
I wish folks realised that Cliché doesn't necessarily mean bad or overused, it just means it's been put into common use for a good reason, although overly cliché does get mundane and boring.
Actually, calling someone's writing cliche should be taken more as "Danger! Danger, Will Robinson! People have read your story/played your game many times before!" Many people resent cliche stories because many come off as unoriginal and boring.
Just look at games like Mario and Zelda, very cliché, yet fantastic games.
It should be observed that the LoZ games are good because they're entertaining in ways not directly related to the plotline. Even the first game, on the NES, used its meager graphical/technological capabilities to create an engrossing, fun experience. The LoZ games are usually able to enthrall us in spite of their simple storylines. The puzzles are challenging, the world is lush and vibrant, and the game mechanics change with almost every new game. The same can be said with the Mario games. Can the average amateur designer easily pull off what Nintendo and Miyamoto have? I'd say no.

Your game has to be goddamn phenomenal to overcome the severe crippling that a tired, bland story will inflict on it. There's nothing wrong with a simple story, but it doesn't hurt to take words like 'cliche' as a warning that your story is boring or overdone.
 
Not really. There are a few things here, and there, which aren't the most original, but as a whole, it's pretty interesting. Not particularly cliché.
 
I played the game and it was not bad
(considering my first game(with holes on the grass))
Im stuck in ths hospital right now, and I've talked to all the people in there, but I still cannot go out...
 
Luminier":3mq1y7dp said:
Draken":3mq1y7dp said:
You realise I wrote that when I was drunk, right?
"
Just putting it out there. :)

How could I have? O_O

I mean, you didn't slur your words, or anything. XD

So you expected me to go:

"Sshhhooo and I think thhhat you are nice! *hic*"

O_O
 
I think you should really fix up your first post and put the pictures of your characters back up and screenshots, if you don't know how look in the Rmxp/Rmvx general support section of the forums and look for the sticky FAQ and Answers it will tell you how.
And no your story is actually pretty good, clichés aren't bad just as long as you mix them around and give them your own twists and characters, but I think you should work on your mapping a lot, use layers 2 and 3 for trees in a forest. Learn how to use switches for when you need to get those ingredients. Look around for some tutorials.   
 
What she needs to fix up is the way of progressing through the game.
The game is insanely glitchy, and like you don't need to get the ingredients for dinner, nor do you need to get the cookbook. It's like this;

Map1 (girl's house) -> map2 (girl's house again, with the mother event saying something different) -> map3 (town) -> map4 (other person's house) then the teleport out of that house takes you to map5, regardless of whether you talked to the woman or not. So -> map5 (town, without those children by the house) -> map6 (your house again, the town2 teleports you into a new version) -> map7 (Another town, this one has the ingredients, but do you need them? no. Just go onto) -> map8 (Your house AGAIN) And there the game screwed up for me, I couldn't leave, and the mother didn't say anything.

It should be:

map1 = house
map2 = town
map3 = other house

You talk to your mum, a switch is turned on (get cookbook). The 'mum' event has a new page, with a prerequisite of the 'get cookbook' switch being on. This page tells you to hurry up or something. The door teleport takes you to the town map.

The town map has a teleport that takes you back to the house, and a teleport that takes you to the other house. In the other house, is an event of the woman. Her 1st page says 'Hello dear' or something, the second page has a prerequisite of 'get cookbook' being turned on. It says 'Oh, your mother's cookbook? Here you are then' Or whatever, and you get the item 'cookbook'.

Your mother's second page (Back in your house) has a conditional branch, checking if you have that item. If you do, she asks you to get the ingredients, and a switch (get ingredients) is turned on.

On town map again, there are two events by the river. The first page is blank, the second page has a prerequisite of 'get ingredients' being on, and it gives you the item, tells you that you got the item and turns self switch 'A' on. The third page is blank, with no graphic, and has a prerequisite of Self switch A being turned on.

In your house, your mothers third page has a prerequisite of 'get ingredients' being on. It says 'hurry up and get the ingredients' or whatever. There is a conditional branch of if you have ingredient1, and inside that another asking if you have ingredient2. Inside that is your mother saying 'Ah, you have the ingredients. Wait while I make dinner', and then so on and so forth.

If you don't know how to use switches, then look up a tutorial. If you don't understand something I've said, PM me or post here.

Also, with your mapping, the maps are too empty. Place your grass, river and houses, then to make it look better, put in the trees, bushes, flowers etc. Also, the shadow autotile looks great in small blobs around the map. Do a simple dirt path linking the houses and heading off the map, and box it in slightly with the trees. Your insides are great, but you might want to think up an alternative to the teleporting between rooms (You can just make a gap, by leaving one square of floor in the black stuff, then placing the wall above it).
 
Exactly, I wasn't going to say this but people are being too nice because she's 10-11, everyone says that it's good but then "oh heres a bug", and they're not telling her how to improve, no offense Dream, it has a lot of potential if you learn how to use switches, you will  learn as you use the program more. listen to Red Dawn and it will get better.
 

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