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@ Twin Matrix:

All of them would make a pretty fun movie, and show a lot of insight in psychology and society. Personally, #2 is my favorite, as it just seems the most unique and interesting. Good luck with translating the plot into the story. That can be very challenging at times.

@ Cruelty:

The Tim Burton style of graphics would give it a creepy-but-funny style. I'd go with Jhonen Vasquez (Jhonny the Homicidal Maniac) style as well for something a bit more creepy. I love the idea for the graphics, though. It has definite appeal.

I also adore the idea for multiple endings. Those are usually what makes people play and replay the game. I hope that you include many different endings, ranging from "And then they found his corpse" after a failed battle to "And then the mansion doors opened and everyone yelled 'Surprise and Happy Birthday' while all the ghosts took off their masks and he recognised his family and friends."

I'm not familiar with the other 2 systems you mentioned, but I can see this work for RMXP with painted background maps as well. Either way, sounds pretty interesting.
 

RobF

Member

Twin Matrix:

Creative plots!

Story 1: Creative, but not so good. You've basically got the material to make three game here (the oppression and freeing of women from their concentration camps, coupled with their ability/the magic ability and the crazies trying to take over the government/the hidden kingdom, the Hunters, and the memory loss). But thrown all together it just seems kinda hodge-podge-ish. I'd say strip the plot down and go deeper with one of the stories.

Story 2: The best one. If done right, you could have a new genre of rpg (sorta LSD Drug Trip/Euro-Lounge/Are We In The Matrix?/Donnie Darko) in which everything is up for debate and the player has no idea what's real and what's not and is continually wondering how the non-real affects and is affected by the real. I envision lots of swirling rainbow colored fogs in this game along with talking inanimate objects.

Story 3: This one seems to be all backstory and no real plot for the actual game. I mean, it would definately work if you were setting up some kinda MMORPG. You'd have the backstory for why the player was one the planet and survival, along with other quests, would be the name of the game.

Story 4: Pretty good for a zombie story, but likely impractical to believeably pull off. How does the storm chase them across the world? How do they stay ahead of the disease, yet still encounter zombies, yet still remain unaffected by the disease? Perhaps you should have the resteraunt be on an island, then the storm hits the beach, everything gets destroyed, they emerge, look for help, find out that the "help" are now zombies who wish to eat them, and spend the game trying to get off the island with your head still attached.
 
Cruelty, I can't say I expected your main character in such a story to look so, well, appropriately themed. I kind of pictured Shaggy from Scooby Doo. Hehe.

Twin Matrix, your first story struck me pretty fast as having a problem. Amnesia + mysterious ability to use magic. I'm usually okay with most things that people consider to be overused, but amnesiac mysterious magic user kind of crosses the line with me, especially since it's a girl. I dunno, maybe it's just me.

Also,
This started out long ago as a concept for an online RMXP game (around the time that all the online scripts started coming out) that wasn't a frikkin half-assed MMO. Canadian Knights quickly became my primary though, and this became a Warcraft 3 map. Yeah, it's a zombie survival game set in high-fantasy medieval times (or, Warcraft times, as it stands now).

The Last Survivor

What happened here? Zombies, that's what. You're the only ones left with your head still on your shoulders. Will you sit back and wait to die, or will you rally a defense? Zombies aren't so tough.

Actually, yes they are.

So, what are we playing?
The Last Survivor is an online survival horror game for 1-5 players. You begin by choosing from 5 different survivors, each of which has a unique upgrade path as you go through the game. The starting area is known as "the refuge", which is made up of an enormous cathedral and its grounds in the midst of a city in the aftermath of a zombie apocolypse. It may seem safe at first, but the zombies know you're there, and while they may move slow, they are coming after you.

Zombies? I'm not afraid of zombies!
You should be! You can't stand and fight, because, quite frankly, you aren't good for killing more than 2 or so zombies without having to patch yourself up. Five against thousands, in this case, doesn't swing in your favor. You're smart enough to build barracades, but that requires supplies. Where are the supplies? Well, I think you can guess where.
Players are forced to leave the relative safety of the refuge in search of the only two real things of value in the map. Supplies, and survivors.

Supply and Demand? Damn you!
Supplies are used to build barracades and various other structures. Supplies are quite a bit hard to get, but are, ultimately, the only way you can hope to hold out until help arrives (help never arrives, btw). Supplies are also needed for repairing the gates.

My father used to tell me, "Son, shut the gate."
Oh, did I not mention the gates? Yeah, the city has been under siege for a long time, and in the process, some of the more powerful undead have been, fortunately, trapperd in a courtyard outside the refuge. Additionally, the front gate of the city that leads out into the country-side (where the rest of the zombies are) is securely barred, but also under attack. These won't hold out long without repair, though. So what are you going to do, build flimsy barracades to keep the zombies inside away from you, or repair the gate to keep the hordes out? Sounds like you need some help.

Help? I can help!
The other precious resource is survivors. Think you are the only one alive? Yeah right. People have locked themselves up pretty soundly all over the city, just waiting to be rescued. Rescue them and lead them back to the refuge, and they will assist you in your cause. Some of them can be armed (if you have a source of arms) and help defend the refuge. Others can heal mangled heroes as they pass through, and still others can help gather supplies.

But daddy, I don't wanna die!
Oh, you're going to die. Sorry. Turns out this little city isn't the only one with zombie problems. Oh, there might be some way to save yourselves somewhere out there, but its going to take teamwork and a whole lot of luck. Other than that, your goal is not so much to live as it is to out-live your fellow man.

Anything else?
How about a list?
  • Every hero has a different strategy.
  • Finding more survivors is, literally, the only way to survive.
  • Survivors benefit all the players. What, you want loyalty?
  • The Pope can keep the refuge safe for a short time, but even the pope has limits.
  • Oh yeah, the zombies get stronger as you go along.
  • Not all the zombies are interested in hunting you down. Most of them are content with standing in front of the places you REALLY need to go.
  • Accomplish enough and you may gain enough experiance to actually take on zombies solo!
  • Huge playing area, the city and its immediate surroundings. There's worse than zombies outside the walls.
  • Bosses? Very yes. Some of them come along on their own, some of them wander the streets, and some of them pop out when they are least conveniant.
  • Teamwork is paramount.
  • Solo play is frikkin hard at first, but evens out later as you find you get all of the supplies.
  • Building barracades takes almost 2 minutes when you try to do it yourself. Maybe you should get some help.
  • Zombies dislike fire.
  • Can you be a zombie if you die? Of course you can, imbecile. Who's going to kill the last survivor is everyone is dead? Dead guys, that's who.

Heroes: (Heroes are subject to change)
Jack Jackson
Jack Jackson is a grizzled, retired Marine. He's well-trained in swords, and is accustomed to wearing heavy armor. Now, if only he could find some. Jack is best suited to melee combat, and he does decent damage while being able to take a few hits himself. He can eventually be upgraded to deal out an occasional one-hit kill beheading, in addition to taking a stance that, while greatly lowering his movement speed, makes him completely invulnerable for a short time. Jack might be able to borrow some armor and a sword from the local garrison, so it may be wise to go check on the city guard. The buzz around town before the zombies came was that there were some of his fellow Marines camped out in the hills somewhere. Jack looked for them before it all went down, but if he can find them now, they may be able to spare some of his old, familiar gear.

John Johnson
John is the local blacksmith, and while he's been in the city for almost 10 years, nobody is quite certain where he got his start. He swings a hammer or an axe with skill that comes from a lifetime of daily use. Too bad he's not near his tools right now, eh? Like Jack, John belongs on the front lines since although he isn't well armored, his natural robustness gives him large amount of health, and the right weapon in his hands is deadly. He can be upgraded to attack faster and harder, to stun large groups of zombies, and being a bit of a tinker, he might just have some toys to come along for the ride. The first place John should look is the smithy, where he left his hammer. Everything else is still in his home/workshop - but what could he be hiding there?

Erik Erikson
Erik is a mountain man, through and through. He came to the city to settle down with his daughter a few years back, but hasn't lost his bulk, his grizzle, or his knack for hunting. He has, however, lost his rifle. While his shots don't do as much damage as a sword would, and he doesn't wear anything much heavier than leather (hurts his back, he says), his ability to stay at a distance (when he's properly armed) does wonders for staying alive. He can eventually be upgraded to make skilled headshots, litter the area with bear traps, and he's convince it may just be possible to shove a grenade down the barrel of a rifle.. The old hunter's lodge just outside the city may provide something he can throw with lethal accuracy, if the place hasn't been burned yet. Some goblins have set up a scrapyard in the old part of town, and may even have a dwarven fishing pole or two (guns, idiots) for him to use.

Erika Erikson
What Erik lacks in originality in naming children, he makes up for in the ability to produce beautiful daughters. Erika is a nurse at the local hospital, with a gentle touch and a gentle heart. That isn't to say she's harmless, mind you. Erika was taught to use a bow by her father, and prefers to stay in the back lines, tending to wounds as best as she can while catching zombies in the eye with arrows. Her ability to heal is invaluable in a time when medical supplies and magical healing potions are in severe short supply. She can be upgraded to heal much more efficiently, use her limited knowledge of the light to dispel the occasional undead with a blessed arrow, and to make a given area unpassable by the undead for a short period of time. She's not a priestess, so the cathedral offers little by way of supplies for her. It would probably be wise to find the hospital, stat. The Paladin who has been teaching her the ways of the light may also still be alive somewhere out there, and he might just have something that could help her.

Pete Peterson
A guy named Pete may not sound like the sort of fellow with a dark past, but this Pete has ties to satanic cults. He's been long since reformed, but still weilds the dark arts with some aptitude. Not that he has all of his regeants with him, of course. Pete prefers to keep to himself, which certainly doesn't involve standing around while zombies tear his flesh from his bones. His dark magic, fortunately, is quite effective against the dead. He can be upgraded fire bolts of darkness, the occasional death coil, and in the end he might just learn to pull skeletal minions from the re-dead corpses of the zombies he kills. The local witch may have some supplies for his spells, and he recalls hearing rumors of a bloodstained alter somewhere deep in the woods - perhaps he could derive some energy from there?

...again.
 
Story 1: Creative, but not so good. You've basically got the material to make three game here (the oppression and freeing of women from their concentration camps, coupled with their ability/the magic ability and the crazies trying to take over the government/the hidden kingdom, the Hunters, and the memory loss). But thrown all together it just seems kinda hodge-podge-ish. I'd say strip the plot down and go deeper with one of the stories.
Lmao, hodge-podge-ish? xD It may sound a bit loosely, but you kind of can't have one without the other. There are two main storylines: one focusses on the main world (female opression; which makes the game very dark with some nasty scenes) and the underground world (where a queen who has lost her heart (did I explain that in the premise? I think I didn't) rules harshly over her Kingdom, resulting in people fleeing and thus having her send Hunters to the surface). What ties it together is the magical ability that ends up on the surface. But you're right, it sounds a bit like 2 storylines mashed together. But to me it doesn't really feel like that. In fact, if you take away the underground Kingdom, you take away the true reason why Dixion has made the surface into a women-unfriendly society. Because Pyramis wanted him to do so, so he can experiment on women all he wants. The underground kingdom isn't all too present in the game, actually. You don't go there. You don't know there is an underground kingdom at all, until maybe sometime at the end of the game. The game itself would focus on the rebel's struggle to free the women from their cages, form a whole revolution and overthrow the government. I could have the underground kingdom play a bit of a larger part if I wanted to, though.

Story 2: The best one. If done right, you could have a new genre of rpg (sorta LSD Drug Trip/Euro-Lounge/Are We In The Matrix?/Donnie Darko) in which everything is up for debate and the player has no idea what's real and what's not and is continually wondering how the non-real affects and is affected by the real. I envision lots of swirling rainbow colored fogs in this game along with talking inanimate objects.
Well, there's not too much to say here. You pretty much got it right. Except the rainbow colored fogs part..? The main heroine's mind is broken, because of her abusive father. Her dream world is a dark place. The only good thing that there is at the beginning are the friends she meets. Because of her emotions, she's able to draw things from her dream world back into the real one. Her loniless allows her friends to come to 'life', but her anger and fear draws the demons out of her mind (which, in fact, she can't control but don't hurt her or her friends). This and the first are my two favorites. Everytime I think "yep, now I'm going to go with THIS idea!" I get inspiration for the other one, or someone makes a positive comment about it. :P

Story 3: This one seems to be all backstory and no real plot for the actual game. I mean, it would definately work if you were setting up some kinda MMORPG. You'd have the backstory for why the player was one the planet and survival, along with other quests, would be the name of the game.
Yea, I pretty much such at writing premises. I'd go and explain the story itself a bit, but this idea strikes me too much as a "Star Trek meets Lost" kind of thing, so I've dropped it in favor for idea 1, 2 and 4.

Story 4: Pretty good for a zombie story, but likely impractical to believeably pull off. How does the storm chase them across the world? How do they stay ahead of the disease, yet still encounter zombies, yet still remain unaffected by the disease? Perhaps you should have the resteraunt be on an island, then the storm hits the beach, everything gets destroyed, they emerge, look for help, find out that the "help" are now zombies who wish to eat them, and spend the game trying to get off the island with your head still attached.
Hmhm, good point. But I'm not going to put them on an island. :P I was planning on having the disease be this kind of swarm with millions of little black dots floating around, which swoops across the land and misses anyone who is underwater / underground. So what you say is a good point. When the beach restaurant (it's above the sea itself, supported by pillars) is broken down, they might end up in the water, thus having the disease miss them. An other option is just having them flee from the storm and disease itself, but that would be, as you said, less of a good idea, because then they wouldn't be encountering zombies, unless they traveled backwards. The game isn't all about the zombies though. The storm is like a hurricane. It's a slow-traveling change of wind (like a wall of hundred tornado's) that slowly travels across the land until all is destroyed. So they have to flee from the storm to a safe place (which eventually takes them to the underground lair of the Russians) while avoiding zeh zombies. The disease itself would make a funky guest appearence here and there as well, of course.

Twin Matrix, your first story struck me pretty fast as having a problem. Amnesia + mysterious ability to use magic. I'm usually okay with most things that people consider to be overused, but amnesiac mysterious magic user kind of crosses the line with me, especially since it's a girl. I dunno, maybe it's just me.

Heh, putting it that way, it sounds silly. But let's put it differently. First, it's not amnesia. Her memory has been erased by a Siphilian Hunter. The only difference is that she didn't get her memory completely erased, which opens up the option to have her memory return upon seeing her kingdom again (or randomly). She needed to have a memory problem, because I want her to be this helpless, innocent woman who is thrown into this horrible woman-unfriendly world with no idea of who she is. The rebels decide to take her along because she's so lost. Then she turns out to be able to heal, and she ends up in the main 'party'. The mysterious magic ability doesn't sound too corny to me? Almost every RPG there is has magic that is mysterious. The only difference with this game is that on the surface, only those with memory loss and the female childs of these people with memory loss have the ability. It's accepted as just being a strange occurance.
 

RobF

Member

Funny, "Lost" was one of the first things that popped into my mind after reading story #3. Just remember, ideas are good...games are great. I'd really dig playing #2, #4, and probably #1.

As for arcthemonkey: Same old zombie story, but I like the idea to resources and building baricades as well as the option of multiple heroes. Oh, and the names of the people did get a chuckle from me. Overall, not the most creative, but it definately sounds like it would be fun...and I guess that's what matters most!

And now, the grand unveiling! I've already been working on this game for months and have the critical storyline 100% and non-storylines maybe 60% along with about 5 hours of play time. But since I'm in China for the summer and away from my computer til mid-August, I'm holding off til next semester to make a project thread. Until then I'll post the most compact summary I can to get some initial feedback...

Redemption Crux: Seige of Souls

Long ago (in the year 234) humanity was faced with a choice: To remain on the path of righteousness or to bind its' fate with that of evil's in exchange for the opportunity of attaining ultimate power. It was on that day, through the actions of humanity's unknown benefactor, that the world was split into two dimensions. One, referred to in the game as Dawn World, where humanity was persuaded not to fall and the world is bright and prosperous. The other, referred to as Dusk World, where humanity fell and was cursed, creating a bleak world of despair.

Now, a thousand years later in the year 1234, we find our self-named hero who is your typical noble farm boy whose father has passed away as he desperately tries to provide for his mother (who in typical rpg fashion, is killed about 20 minutes into the game). However, unbeknownst to all but one, the evil (which has been largely relegated to Dusk World) that sought to destroy ALL of humanity has now built an army capable of crossing the dimensional border and attacking Dawn World. The ramifications of Dawn World falling are thus: The purity of Dawn World and it's semi-link to Dusk World are the only things that sustain Dusk World. However, if Dawn World is consumed with evil, then both Worlds would be defiled and therefore worthy of being discarded by God Himself (thus the tagline "What if God left man to save himself?").

So our hero (along with the obligatory female companion) is initially sent forth, through a series of destined events, merely to warn Dawn World. But the plot begins unravelling and the past is revealed, thereby drawing our noble farm boy and his friends into the position of being the saviours of two worlds.

The end...for now.

(yeah, as I sit here reading that summary I feel like I'm leaving so much out. So if anyone's confused or merely curious, just ask. Of course I don't want to give too much away, but I do want people interested in it)
 
@ Cruelty:

I LOVE the character design! Please please please keep working and finish that game. I really want to play it XD

@ RobF:

When I read the tagline "What if God left man to save himself?", what popped into my head was a scenario where humans slowly drifted away from God and their purpose. This eventually resulted in God leaving and the world plummeting into chaos and despair - both from natural/environmental disasters and loss of morality (and even intelligence) enforced through faith. Now humankind faces a choice: succombing to chaos or finding a way to restore order to the world.

I wouldn't say that I was disappointed with the story you presented, but it just didn't grab me with the same kind of enthousiasm as the tagline originally did.

There are a lot of elements in your story that I find common, if not cliche. For example, the idea of there being two worlds. If you just replace the names with Earth and Underworld, you have classic Greek mythology idea. It also sports the same generic plot: evil beings are jealous/greedy and want to destroy the world because it's favored by God, even if it means their own destruction. Ditto for the hero being fatherless and his mother being killed early on (but you already mentioned that as typical).

This is not to say that your story sucks and you should just throw away everything you worked on. I think there's a lot of potential in it, and that (with enough detail) it can be something very unique and interesting. But that detail is important, particularly in your introduction/summary. I'm hoping that you have some really great character development planned, as well as twists and turns in the plot. And if not, think about the details that will set your game apart from the other works that've been done on this subject :)
 

RobF

Member

Hmmm....I thought I could get by until I made the project thread without posting some of this, but here we go....

Quickpoint: As for game cliches, if somebody were to play Earthbound and Chrono Cross before playing my game, they'd see plenty of borrowed elements. But hey, borrowing from classics is how Lucas concocted Star Wars)

Ok, a bit of back story. This game is based off several of the key concepts of Christianity and to a degree explores the theological idea of the Ransom Theory (aka, evil holds humanity hostage and it takes a sacrifice to "ransom" it back). So when I first began thinking of a story, I thought, "what's the greatest story in reality?". This I believe is the story of God creating man, man falling, and God restoring man through sacrifice. Only problem is...God as a main character doesn't leave much suspense.

(example: "God attacks Undead Zombie...INFINITE DAMAGE!!!"

or

Old Man, "Ok God, I'll tell you about the secret path if you complete this dangerous task." God, "I don't need you to tell me your secret, I'm omniscient.").

So I added the twist: God makes man, man falls, but God leaves the task of restoration to man. However, a fallen man can't restore himself according to Christianity, so here was where the idea of the Ransom Theory came into play, because if it was a Supreme Evil Being holding man hostage from God, then (in the realm of fictional video games) it WOULD be possible for man to defeat the evil and thereby free himself from the sin curse and restore fellowship with God. All of this plays out in the game.
 
Here are my current thoughts of the supporting characters/villains of my World of Phantazee game. Can anyone think of a better title? xD

Characters other than player:
President Sullivan: The president of Central Piece. He is a fair, yet sometimes clumsy leader who will talk to most other people casually. Upon getting the message from Dr. Volnut, he instantly employed the Bloom Brigade to put a stop to Volnut's scheme. He also has a habit of blowing his nose a lot.

May think of more...

Enemies/Bosses:
Dr. Evon Volnut: This short, portly dwarf organized the attack on Central Piece to take the energy stars that powered the magic bridges. Before being banished to the Lands of Darkness, he was a scientist in Central Piece who specialized in robotics. His work was widely known, and received great praise for his scientific research, but one day he chose to break law by creating massive nuclear weapons and destructive combat robots, leading up to the point where he was arrested on the penalty of banishment. Feeling that the people have been ungrateful, Dr. Volnut plans to take revenge by stealing the energy stars from Central Piece to use for his purposes.

Grimmith "Grim Reaper" Astar: Nicknamed "The Grim Reaper" as a joke about how he dresses, Grimmith Astar is a necromancer who volunteered to work for Dr. Volnut in destroying Central Piece. His criminal history involves repeated violations of the magic abuse law ("Use of magic power for purposes other than defense or medical treatment in a public area is prohibited"), thievery, and kidnapping. Being a necromancer, Grimmith can summon the spirits of the dead to assist him in any way possible, such that even the electric chair was easy to escape from with the help of his knowledge of necromancy. The only option for the justice system of Central Piece was to banish Grimmith to the Lands of Darkness so that he won't cause trouble for the people. The only real reason why he joined Dr. Volnut in the destruction of Central Piece was to look cool for doing so.

Queen Beemet: The "Queen" of her colony of Beemets (Large, bee-looking monsters who wear hard hats). She was forced by Dr. Volnut to guard an energy star and command her colony of Beemets to build destructive weapons. She has no intention of harming anyone, but she feels too powerless against Dr. Volnut to do anything about it.

G-00 "Proto Destructor": Before banishment, Dr. Volnut created a large, prototype war robot named "Proto Destructor". After completion, the robot caught an insect in the machinery, causing it to go haywire and start destroying Central Piece. It was eventually destroyed by air fighters, where its scraps fell into the clouds under the Sky Zone. Such event exposed that Dr. Volnut was creating weapons of mass destruction, where he was banished from the outer dimension. As years passed, Dr. Volnut accidentally stumbled upon the prototype war machine, who was almost completely turned into scrap metal. Volnut sympathetically repaired it and gave it one of the energy stars to guard.

Queen Lam Emia Lam Emia is a lamia who self-appointed herself as "Queen" of a desert area among the Lands of Darkness. When she was a little girl, she lived through a time when all non-human races where suffering a fierce genocide by the humans of the Sky Zone, causing her to flee to the Lands of Darkness. Playing on her grudge against humanity and her ignorance of recent events, Dr. Volnut tricked her into believing that the humans of the Sky Zone have decided to enter the Lands of Darkness to kill all non-humans, leading her to agree to work with him.

Also, I've drawn some concepts of some characters in the game (mainly class appearance). The male fighter is the only one colored at the moment. (And sorry, I'm not the best artist. xD)
Male Fighter
Female Fighter
Male Assistant
Female Assistant
Male Warrior
Female Warrior(Kind of f-ed up on this one)

For those who do not know what I'm talking about: The info was given on this page.
 
For the record, The Last Survivor is meant to be a fun multiplayer game. I'm mostly looking for feedback on the gameplay concept, not the story.

It's intended to come across as something of a B-Movie medieval zombie horror flick, not something that's likely to get a novelization.

I've worked a lot of Warcraft lore into it since I moved it over into a Warcraft 3 map, which makes it more interesting story-wise.
 
@ RobF:
The core concept - which you elaborated on - is just fine. What I thought was cliche was the part about the evil attacking the good for no reason other than destruction.

Here's a type of scenario I'd find more interesting:
Dusk World became the equivalent of prison for sinners and heathens, a place where those who did serious harm to the world went for punishment. Since the scholars/sages/royalty (whatever fits here) found out that Dusk world was a real place, they became fascinated by it. They learned that the two worlds are linked together, and that God (i.e. the everlasting judge) sends the sinners there. They even figured out the way the portal is opened, though they'd never have the kind of power required to do so. They realised that God is keeping them safe.

However, this led to the thinking that should God judge the Dawn World to be corrupted and full of sinners, he will reopen the link and bring back the sinners - some of which would hold a terrible grudge. This was the beginning of doubt and fear of God's wrath. This shaken faith and doubt leaked and swept across the general population. Some people abandoned faith entirely as a result while others became such religious fanatics that they comitted terrible things in God's name.

The end result was that God left humanity to fend for itself. Unable to imagine their life without religion, people began begging to return to His good favor. Finally, it was suggested that if the evil of Dusk World was erradicated, Dawn World would return to a state of purity and grace. And all doubt and fear would be gone.

Humanity thought that the best way to do this would be by severing the link between the two worlds. But their initial efforts were unsuccessful. What's worse, they reversed the link and evil began to pour in.


In this scenario, you have two important elements. First is a reason for the demons to attack Dawn World. The severing of the link was perceived as an attack, thus they're retaliating - and taking the world over in the process. The second is that it sets up the atmosphere of unrest and anxiety. This leads to intense reactions and allows for great character development. You can even have bosses that aren't demons, as the religious fanatics are just as dangerous and detrimental to keeping Dawn World good.

Lastly, God is gone because humanity chased Him away with their lack of faith, rather than just because an evil being invaded and corrupted people.

This may not be what you're looking for or mix in with your game at all, but I find it to be more gripping than just the general idea of evil invading. :)

@ Ratty524:

The descriptions and plot remind me a little of Kirby. It's cute!

@ arcthemonkey:

I like the idea of puzzles and strategy used to win over the typical "he who has the most bullets wins". Are you considering adding mercenary NPC's for players who want to play solo all the time?
 
@ arcthemonkey:

I like the idea of puzzles and strategy used to win over the typical "he who has the most bullets wins". Are you considering adding mercenary NPC's for players who want to play solo all the time?[/QUOTE]

Well, something that developed in the Warcraft III version was that, if you are the only player, then all of the combat capable survivors that you find follow you, instead of spreading themselves out. I dunno about in any RMXP version, though, since that would require a bit of AI to be written that would probably be a real pain.

The main benefit to being solo is that you get everything - all the items, all the supplies, and all the survivors. It balances out because you don't have to share anything.
 

RobF

Member

Alas, even more of the curtain falls...

(original story on previous page)

The motivation for evil: Once again I borrowed heavily from Christianity, and thus the "pre-history" of the game goes as such...Long before the creation of man, God initially created a race of beings called the Novar. A race in which each being was successively more powerful than the next, the most powerful Novar being named Kortan. For an indetereminable amount of time, this race cultivated a civilization and increased in wisdom and power and they subdued their universe (much like God's initial command to Adam). A breakthrough occured when they discovered a powerful energy source referred to as "kortami" (it's not magical or crystal or anything like that, it's just an unexplained energy source) which increased their power exponentially. It's not certain whether it was the kortami itself or just simply the amount of power he had accquired that finally took it's toll on Kortan, but as the last of the kortami was absorbed, those close to him could begin to see the tell-tale signs of madness creeping into his features. Realizing that all of the availible power in his universe had been accumulated, Kortan saw only one last source of power to mine from...God Himself.

This lead to the Battle of Mt. Elovah, where those Novar loyal to God fought against Kortan and the majority of the other Novar. Fighting not to protect God, but rather to deter their brethren from making a fatal mistake, but they were over-powered. Kortan reached the portal to the Realm of God, but before entering it...God emerged and descimated the entire landscare. The rebellious Novar were banished from the dimension and left to wander through the gray chill of unfilled dimensions. However, the young Novar who had placed himself directly between Kortan and the portal was knocked out due to being so close to the source of the blast, and when he awoke, he saw the last of the loyal Novar entering the portal to the Realm of God before it closed forever. It was this good Novar who would wander through the abysmal gray dimensions, feeling despair and abandonment, before finally discovering Terras, the planet of men. Here he would live a life of seclusion, using his power to aid mankind in secret. All was well until...

On the 100th celebration of the Ellistan Empire, Kortan also discovered Terras. Foaming with rage towards God, Kortan sees a chance here to not only hurt God, but possibly overthrow Him. If he can cause the humans to fall, he would not only have deprived Him of His prized creation, but he could use them as a bartering chip in exchange for God's power. Thus he crashes to Terras and begins seducing the royal court with signs and miracles and tales of a source of limitless power...If only they'll join him one battle. Seeing what was happening and remembering the destruction caused by Kortan's madness in his own world, the loyal Novar uses his power to split the world into two dimensions. Thereby forcing Kortan to choose one world to seduce and leaving the other one free for the loyal Novar to protect. The Dusk World forces led by Kortan were defeated and their world cursed, but what enraged Kortan was the fact that due to Dawn World, humanity as a whole was still not "fallen". Hence the reason he amassed an army to invade Dawn World...If Dawn World falls, then ALL of humanity will fall into his hands, thereby giving him the leverage he needs against God.

However, with regards to the fate of man. If humanity falls and is used as a bartering chip, they know that God will simply destroy Kortan and all of mankind with him.



Ok, hope that sheds some more light. Thanks for making me clarify things Lunarea.
 
@ arcthemonkey:

Interestingly enough, I had Warcraft III in mind when I was thinking about recruitable mercenaries - in particular, the goblin camps for several campaigns. The mercs in these camps not only enhanced the numbers but also had special skills that facilitated some fights.

This may translate into your game as possibly 'special' survivors that can be recruited by giving up some of the resources gathered through solo play in return for a slight advantage in certain battles. For example, you could hire an old army general who is good at precision shooting and save a couple cartridges of bullets. But he will require 10 food rations. So you essentially have to give up some of your survivability for an easier dispatching of enemies.

Of course, maybe this would add a level of complication in coding and eventing that just isn't worth it. It's just an idea anyway :)

@ RobF:

Now you're talking!

That little bit of background story just pushed your game past the cliches I can think of. If you add in some good dialogue and character progression, you've got a really great game in the making.

My suggestion would be to just take these last couple of posts and condense them. It makes for a gripping intro :)
 

RobF

Member

A new condensed post...I hope I didn't break too many rules doing this...Thanks Lunarea for making me explain things better...

Redemption Crux: Seige of Souls

The Short And Sweet:

Long ago (in the year 234) humanity was faced with a choice: To remain on the path of righteousness or to bind its' fate with that of evil's in exchange for the opportunity of attaining ultimate power. It was on that day, through the actions of humanity's unknown benefactor, that the world was split into two dimensions. One, referred to in the game as Dawn World, where humanity was persuaded not to fall and the world is bright and prosperous. The other, referred to as Dusk World, where humanity fell and was cursed, creating a bleak world of despair.

Now, a thousand years later in the year 1234, we find our self-named hero who is your typical noble farm boy whose father has passed away as he desperately tries to provide for his mother (who in typical rpg fashion, is killed about 20 minutes into the game). However, unbeknownst to all but one, the evil (which has been largely relegated to Dusk World) that sought to destroy ALL of humanity has now built an army capable of crossing the dimensional border and attacking Dawn World. The ramifications of Dawn World falling are thus: The purity of Dawn World and it's semi-link to Dusk World are the only things that sustain Dusk World. However, if Dawn World is consumed with evil, then both Worlds would be defiled and therefore worthy of being discarded by God Himself (thus the tagline "What if God left man to save himself?").

So our hero (along with the obligatory female companion) is initially sent forth, through a series of destined events, merely to warn Dawn World. But the plot begins unravelling and the past is revealed, thereby drawing our noble farm boy and his friends into the position of being the saviours of two worlds.

How The Game Came To Be:

This game is based off several of the key concepts of Christianity and to a degree explores the theological idea of the Ransom Theory (aka, evil holds humanity hostage and it takes a sacrifice to "ransom" it back). So when I first began thinking of a story, I thought, "what's the greatest story in reality?". This I believe is the story of God creating man, man falling, and God restoring man through sacrifice. Only problem is...God as a main character doesn't leave much suspense.

(example: "God attacks Undead Zombie...INFINITE DAMAGE!!!"

or

Old Man, "Ok God, I'll tell you about the secret path if you complete this dangerous task." God, "I don't need you to tell me your secret, I'm omniscient.").

So I added the twist: God makes man, man falls, but God leaves the task of restoration to man. However, a fallen man can't restore himself according to Christianity, so here was where the idea of the Ransom Theory came into play, because if it was a Supreme Evil Being holding man hostage from God, then (in the realm of fictional video games) it WOULD be possible for man to defeat the evil and thereby free himself from the sin curse and restore fellowship with God. All of this plays out in the game.

And Just To Show That Evil Isn't Dumb:

Once again I borrowed heavily from Christianity, and thus the "pre-history" of the game goes as such...Long before the creation of man, God initially created a race of beings called the Novar. A race in which each being was successively more powerful than the next, the most powerful Novar being named Kortan. For an indetereminable amount of time, this race cultivated a civilization and increased in wisdom and power and they subdued their universe (much like God's initial command to Adam). A breakthrough occured when they discovered a powerful energy source referred to as "kortami" (it's not magical or crystal or anything like that, it's just an unexplained energy source) which increased their power exponentially. It's not certain whether it was the kortami itself or just simply the amount of power he had accquired that finally took it's toll on Kortan, but as the last of the kortami was absorbed, those close to him could begin to see the tell-tale signs of madness creeping into his features. Realizing that all of the availible power in his universe had been accumulated, Kortan saw only one last source of power to mine from...God Himself.

This lead to the Battle of Mt. Elovah, where those Novar loyal to God fought against Kortan and the majority of the other Novar. Fighting not to protect God, but rather to deter their brethren from making a fatal mistake, but they were over-powered. Kortan reached the portal to the Realm of God, but before entering it...God emerged and descimated the entire landscare. The rebellious Novar were banished from the dimension and left to wander through the gray chill of unfilled dimensions. However, the young Novar who had placed himself directly between Kortan and the portal was knocked out due to being so close to the source of the blast, and when he awoke, he saw the last of the loyal Novar entering the portal to the Realm of God before it closed forever. It was this good Novar who would wander through the abysmal gray dimensions, feeling despair and abandonment, before finally discovering Terras, the planet of men. Here he would live a life of seclusion, using his power to aid mankind in secret. All was well until...

On the 100th celebration of the Ellistan Empire, Kortan also discovered Terras. Foaming with rage towards God, Kortan sees a chance here to not only hurt God, but possibly overthrow Him. If he can cause the humans to fall, he would not only have deprived Him of His prized creation, but he could use them as a bartering chip in exchange for God's power. Thus he crashes to Terras and begins seducing the royal court with signs and miracles and tales of a source of limitless power...If only they'll join him one battle. Seeing what was happening and remembering the destruction caused by Kortan's madness in his own world, the loyal Novar uses his power to split the world into two dimensions. Thereby forcing Kortan to choose one world to seduce and leaving the other one free for the loyal Novar to protect. The Dusk World forces led by Kortan were defeated and their world cursed, but what enraged Kortan was the fact that due to Dawn World, humanity as a whole was still not "fallen". Hence the reason he amassed an army to invade Dawn World...If Dawn World falls, then ALL of humanity will fall into his hands, thereby giving him the leverage he needs against God.

However, with regards to the fate of man. If humanity falls and is used as a bartering chip, they know that God will simply destroy Kortan and all of mankind with him.
 
Hehe, nicely written. I was able to read it all in one session. It doesn't seem clich? to me, actually. I love the "What if God left men to save themselves?" tagline. Or "What if God left man to save himself?", whatever is better. I can't say anything bad about it really. I'd just change the year 1234 into something random. I don't like these prophecy-specific-date-thingies, like "the demon will rise in 666 years", or "the king lived for a 1000 years before he died".
 

RobF

Member

Thanks TwinMatrix (actually I just watched that trilogy over the last three days)...eh, about the dates, I use certain rpg staples in this game the same way Earthbound did, light-heartedly. The 1000 years has nothing to due with any prophecy, it just happens to be the exact time when the plot occurs. Besides, I just like have the game set in the year 1234, much like Earthbound was set in the year 199X. I wish I could post everything I've written down (which is a nearly full notebook), with the complete outline, character developement and backstories, along the towns, their histories, and residents of interest...but then the game wouldn't be much fun to play. It's driving me crazy having to go all summer without touching it, but it really stirred the creative juices.

Overall I'd say the general feeling of the game is that of being "sloppily depressing with an uncanny knack for hope."

(hey, any idea which story idea your going to go with and possibly how long it will take to complete?)
 
I had an idea for a game once where God was the boss of the game. This fight was, of course, after the actual last fight, and you can't win. Really, the battle is symbolic of the main characters struggle with his face, in that even though he had spent the last 17 years being able to see the spirit world and had fought with his fair share of angels and demons, but then when he is actually face-to-face with God, he continues to struggle. God doesn't want to kill him!
 
Well, yeah. The game's story is deeply rooted with non-gnostic christian symbolism. Even after everything the main character has seen, he still has no faith, and he actually attacks God, believing he's a figment of his imagination or a hoax. Remember, it's a symbolic battle, largely. God doesn't want to fight him, but struggles against him in the final battle to show him that he is there, and He is willing to struggle for you, and with you. You can't win the fight and you can't lose. You can't kill God and He won't let you die. It's symbolic of faith.

The whole story is about a corporate leader who, for various reasons, gains the ability to see and interact with the spirit world. Of course he and everyone around him things he's gone crazy, and he ends up running away and going to live in an abandoned subway tunnel. He's approached by the devil, who asks him to save the world from a demon he's bascially lost control of (Satan doesn't want the world destroyed - he wants to rule it!). The main character sort of plays along, thinking at this point that someone is just playing a big trick on him, and he's determined to get to the bottom of it.

At no point during the story does he believe what is happening to him is real. It's kind of like, if at the end of the third Matrix movie, Neo was convinced the Matrix was a big hoax.
 
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