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Pass it on! (Community Project)

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What is Pass it on?

Pass it on is a community projects involving multiple people working on the same project, where one person creates the introduction for a game, and it is passed on to another person, who creates the next section, then another person, until someone makes the conclusion.

The introduction, running about fifteen to twenty minutes, sets the plot, characters, and setting of the game. It leaves many questions unanswered and a goal the protagonist much achieve by the end of the game. Whoever creates the next part of the game can do whatever they want with it. It must make sense and follow a logical chain of events. It has to continue where the introduction left off. The game is passed on to the next person, who again has the freedom to do what they want with it, as long as it makes sense and is consistent. The person who gets to create the conclusion of the game must wrap up the story and leave as little loose ends as possible, resolving any conflicts and making sure the protagonist's goal is complete.

In the end, it will be a game influenced by the creative minds of many people. No one knows how it will turn out, as everyone's idea is different. It won't be limited to the boundaries of one mind-it will be the result of a colloboration by many. Think of it as kind of a game of Chinese Whispers or Telephone.


How does Pass it on work?

Simple. The person creating the introduction of the game will, as mentioned, establish the setting, characters, plot, and conflict that drives the main action of the game. This will be about fifteen to twenty minutes, give or take. This project will be given to whoever is next. They will take the game and, without editing any of the previous game, make the next fifteen to twenty minutes, continuing wherever the introduction left off. This is passed on to the next person, who makes the next fifteen to twenty minutes, and so on until someone creates the conclusion.

There will be around eight people working on the game, (this may change depending on the theme for each edition) each with their 15-20 minute sections. The game should have a length of approximately an hour and a half to two hours and a half. The length will probably be extended if more editions are made, this is just to start people off. After all, right now the goal is simplicity.

For right now, I'd prefer it if I made the introductions and conclusions, but if this gets enough attention, then I'll probably let others do them.

Each Pass it on edition will have different themes and guidelines. I hope to transition into more advanced stuff if this is done a few times, so that it's not so restricted.


Pass it on - First Edition

Because this is only the first edition, I want to keep things simple. No extra scripts will be added besides those that already exist. It will be made with RPG Maker XP. In addition, the only extra resources added to the game besides the RTP are two master tilesets, one outer and one inner.

For this one, I'll create the introduction and conclusion. Eight others will create the middle.

The plot is nice and simple, shouldn't be too hard to continue where the introduction leaves off. I've purposely left lots of room for people to expand on, so the possibilities of where this will go are endless.

I encourage both newcomers and veterans to work on this. For veterans, feel free to make event systems, handy tips, etc. to your game. For newcomers, don't be afraid to go back into the game and see how people made the systems, did the events. In fact, this is encouraged-it's hands-on learning, a great way to do it.


The plot so far...

Tim is a lazy, 20 year old who works for his blacksmith uncle, doing chores such as delivering packages in the small, mountain town of Valleyford. Things seem pretty normal at first-nothing is out of the ordinary, and Tim continues his sloth-like lifestyle, getting drunk every night and not worried about his future, despite his uncle's intentions for him. However, this all changes one night, when out of nowhere a meteor strikes the path between the two towns of Valleyford and Rondeau. The next day, as Tim and the guard Dan head to Rondeau to deliver a package, they see the crash site. But that's not all they see, for laying in the ruins of the forest is a strange girl, seemingly unhurt by the blast. Just as they begin to wonder who she is and where she came from, they are arrested by the Rondeau Royal Guard, and taken away to prison in the capital city.

As Tim's adventures in the capital continue, he soon realizes that his troubles aren't over, as he becomes involved in a plot deeper than he could have possibly imagined. All he wants to do is get back home to return to his simple life-but after being arrested, threatened and nearly killed, it doesn't take long for TIm to see his adventure has only just begun.


Characters

Primary Characters

Tim
tim.png

The protagonist. He is, however, somewhat of the opposite of your typical hero. Instead of being outgoing and courageous, he is a bit cowardly and not very social, although in dire situations he may just help someone other than himself after all. He tends to shy away from change and prefers to keep things the way they are-that is, to stay as the lazy bum he is. He works for his uncle and doesn't seem to mind, although sometimes he feels he should get a real job and make a living by himself-after all, he is 20 years old. Generally though, he just shrugs these thoughts away and continues living as the drunk he is.

His parents died when he was very young for reasons unknown, and his lonely uncle decided to take care of him. Not being able to pay for education, Tim has been working for his uncle ever since.

Artemis
artemis.png

Not much is yet known about this mysterious girl. She appeared to Tim unconscious at a crash site the day after a meteor had landed there the night before. Who is she? Where did she come from? And why does Tim seem to remember her before from strange dreams he's had? Answers to these questions may lay ahead...

Dan
dan.png

The road from the town of Valleyford to the great city of Rondeau has become dangerous over the years. To allows people to pass safely between the two places, Dan, the great warrior, has been put in charge to keep the trail safe. He is also known to escort people between the two towns, protecting trader's wares and good with his sword. When Tim is sent by his uncle to deliver a package to Rondeau, Dan is put in charge to keep Tim safe. Dan is always loyal and stays faithful to his duties, and is willing to obey any authority.

Collette
collette.png

Cleric and personal assisant to the Sovereign of the country. She meets Tim and Dan after a brawl in a pub. Collette also helps Dan and Tim get Artemis out of jail, as they believe she is innocent-however, not everyone is likely to be too happy about this...

Secondary Characters

Uncle
uncle-1.png

After Tim's parents were killed, his uncle decided to take him into his care. Ever since, he's been getting Tim to work for him around his blacksmith shop in the town of Valleyford, delivering packages and other tedious errands. He had been hoping that Tim would someday get a job of his own, but no luck so far. He's begun to grow tired of Tim's laziness and has even threatened to kick him out if he didn't look for new employment soon.


Screenshots

Introduction, done by Dadevster
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First part, done by Guardian
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Second part, done by piggman77
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Third part, done by becoolioman
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Fourth part, done by Ares
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Goals

A lot of this is aimed at newcomers to the series, but I'm sure more experienced developers will learn a thing or two as well.

-To educate newcomers to game design and teach them about aspects of games, such as composition, events, and structure
-To teach people about working with limited resources and scripts
-To get people to learn about working with what you have, keeping a forward momentum, and continuing a story where it left off
-To educate about the three main sections of a game-introduction, middle, and conclusion
-To get people to be creative about plot, characters, and other elements that form the non-programming part of an RPG
-To educate about working with others and putting constructive limits on yourself
-To make a fun game with the community!


Rules and Guidelines

1. Do not edit previous parts of the game, only work on your part. I will edit previous parts if there are glitches, spelling errors or other bugs, but that will be it.
2. Try your best to keep it clean, especially grammar, event coding, and mapping.
3. The part you add can be no shorter than ten minutes but no longer than twenty minutes. The game should be around one and a half hours to two and a half hours long, give or take.
4. You will have two weeks to work on your section if you have one of the earlier sections, and three weeks to a month if you have one of the later sections. Please, if you don’t think you can do it, tell me in advance. If you finish earlier than that then feel free to give the project back to me in advance. It's only about a minute a day. If you hit a snag halfway through or something, PM me the project within a few days and we'll try to continue off from there. If you don't, then you'll miss out on your section.
5. No outside resources or scripts. What I give you is what you have to work with. Remember, one of the things Pass it on is trying to promote is working with limited resources. (Note: All RTP is included in the game, as well an Outdoor and Indoor master tileset with some non-RTP tiles)
6. Try to answer some of the questions I give you. This becomes more important to people working on later sections of the game, nearer to the end.
7. Don't make it too confusing. Keep the game realistic and not jumping all over the place.
8. Keep things simple. Try not to add too many confusing event systems or mess things up a lot, especially when it comes to the database. If you do, don't forget to add comments (the green messages that appear in the event) to clarify stuff.
9. Put as much effort into this as you can. This is your game to show off your skills, to shine!
10. Have fun with this! Make this an opportunity to learn and enjoy making a game with the members of the community!

Order

This is the list of people who signed up, and what order they have to work on it. People who's names are crossed out means they have completed their part and have already passed it on.

We're at a bit of a standstill at the moment but I'm working on getting new people to fill in our empty positions.
-Dadevster (introduction) (done)
-Guardian (done)
-piggman77 (done)
-becoolioman (done)
-Ares (done)
-Metatron (done)
-Kuidon (done)
-Davey (currently working on project)
-KRoP
-Dadevster (conclusion)

Thanks for reading, comments are appreciated as always.
 
This is actually a very good idea, especially for people like me who seem to have problems finishing an entire game. I'm interested in signing up, but I'd prefer if this started after January (I have a bunch of exams at the end of this month).

I just have a few questions, mostly pertaining to editing stuff:
  • If someone wants to add event systems, items, or another aspect that would need to be present throughout the entire game, can they edit older sections to include it?
  • Who's going to be handling things like stats of characters and weapons? I'm sure just about everyone involved will create a character and some enemies, so we need a consistent flow that's hard for even a single person to achieve. Maybe you could create a table with stat ranges that we can use?
  • The later people are going to need more time. They're going to need to play the game up to the cut-off point and then go back and review some of the events and such, and that can take a while if the game's already an hour or more.

And this is just a reminder for anyone who creates an event system: use the Comment feature to describe what you're doing so the next person can look at it and know what's going on.
 
I'd like to sign up, to see how this would work. It sounds like an interesting idea, and even if I didn't want to take part, I'd want to see how well this works out. It sounds like a good idea, and I want to see if it works in practice.

I just really hope I don't get the conclusion.

EDIT: Would it be okay to ask previous developers of the game for guidance if we get stuck or want to avoid angering previous developers (say, killing of a character or razing a town)?
 
Thanks for the comments guys.

Guardian":12rhi6be said:
This is actually a very good idea, especially for people like me who seem to have problems finishing an entire game. I'm interested in signing up, but I'd prefer if this started after January (I have a bunch of exams at the end of this month).
No problem, I wasn't planning to start until at least February. I have a bunch of exams too, as do a bunch of people, so this won't start for a couple of weeks.

Guardian":12rhi6be said:
  • If someone wants to add event systems, items, or another aspect that would need to be present throughout the entire game, can they edit older sections to include it?
  • Yes, as long as the systems don't interfere with the older sections and change the gameplay.

    Guardian":12rhi6be said:
    • Who's going to be handling things like stats of characters and weapons? I'm sure just about everyone involved will create a character and some enemies, so we need a consistent flow that's hard for even a single person to achieve. Maybe you could create a table with stat ranges that we can use?
    • This is kind of a difficult part of this, but a table is actually a good idea. It'll take me a while to figure things out, and crunching numbers will have to be done. *shudder* Hopefully everything will be figured out come February.

      Guardian":12rhi6be said:
      • The later people are going to need more time. They're going to need to play the game up to the cut-off point and then go back and review some of the events and such, and that can take a while if the game's already an hour or more.
Yeah, good point. I'm thinking three weeks to a month or so for the people working near the conclusion, does that sound long enough?

Guardian":12rhi6be said:
And this is just a reminder for anyone who creates an event system: use the Comment feature to describe what you're doing so the next person can look at it and know what's going on.
Forgot to mention this, I'll put it in the main post.

goldenryu9292":12rhi6be said:
Would it be okay to ask previous developers of the game for guidance if we get stuck or want to avoid angering previous developers (say, killing of a character or razing a town)?
Like I said, as long as it doesn't interfere with parts the others made, you can do whatever you like, as long as it's logical and consistent. No permission is needed, although you can tell them if you'd like. If you want some guidance, don't be afraid to ask.

And thanks for signing up, KRoP. This is going much better than I though, these sort of comments are what really help!
 
Dadevster":vleglfrg said:
Thanks for the comments guys.

Guardian":vleglfrg said:
This is actually a very good idea, especially for people like me who seem to have problems finishing an entire game. I'm interested in signing up, but I'd prefer if this started after January (I have a bunch of exams at the end of this month).
No problem, I wasn't planning to start until at least February. I have a bunch of exams too, as do a bunch of people, so this won't start for a couple of weeks.
OK, then I'll officially sign up. Unless something major happens to me (in which case I'll let you know as soon as possible), I'll be caught up and on a normal schedule by then.

Dadevster":vleglfrg said:
Guardian":vleglfrg said:
  • If someone wants to add event systems, items, or another aspect that would need to be present throughout the entire game, can they edit older sections to include it?
  • Yes, as long as the systems don't interfere with the older sections and change the gameplay.

  • Can you define "change the gameplay" further? Obviously, any changes to the current systems are included, but what about something like a party selector? I was planning on doing something like that, but I'd like it to be present earlier in the game (depending on where the story is when it gets to me).

    And that leads me to the next question: How is the order going to be chosen? Is it going to be random or are we going to be able to pick our place in the order?
 
Thanks for signing up, Guardian. :grin:

Guardian":s4y8pqwu said:
Dadevster":s4y8pqwu said:
Guardian":s4y8pqwu said:
  • If someone wants to add event systems, items, or another aspect that would need to be present throughout the entire game, can they edit older sections to include it?
  • Yes, as long as the systems don't interfere with the older sections and change the gameplay.

  • Can you define "change the gameplay" further? Obviously, any changes to the current systems are included, but what about something like a party selector? I was planning on doing something like that, but I'd like it to be present earlier in the game (depending on where the story is when it gets to me).
  • It's a bit difficult to explain, but basically, it can't (or really shouldn't) change what the people before you made. So basically, the part made by the person just after the intro should be the same as when they made it until the end of the game. If it must to keep things logical, then changing only what is absolutely necessary can be done. Otherwise, this is one of the main things avoided at all costs. Does it make a little more sense now?

    Guardian":s4y8pqwu said:
    And that leads me to the next question: How is the order going to be chosen? Is it going to be random or are we going to be able to pick our place in the order?
    If you really want a specific part to work on, like maybe you really want to work on the part before the conclusion, then just tell me and I'll put you there. Otherwise, it'll be a random order. If you wanted to do something like for example a party selector, then I can put your first so that it can be present for the entire game.
 
Sign me up i need practice and im bad at finishing long games.
Question:What about adding a whole new direction in the story ..like a twist?
 
Thanks for signing up everyone. :biggrin:

inu323":1pd0rn5a said:
Question:What about adding a whole new direction in the story ..like a twist?
Like I've mentioned, you can do what you want, as long as it makes sense, is logical, and stays consistent with earlier parts in the game. (so if the game starts of with a man on a deserted island, don't have him wake up on Mars :wink: )

Wow, it's only been a day and five people signed up. Only three spots left for the first edition! Get 'em while they're hot!
 

Davey

Member

I'm quite experienced with rpgmaker, but I like the challenge of working with limited resources. Sign me in :thumb:
 
If there's still a spot, I'd like to jump into this as well. It doesn't matter too much to me which section I get, just put me wherever :scruff:
 
Signups are complete! Thanks for signing up everyone! Sorry to those that didn't, but next edition I may get more people to start working on it, depending on how this one goes. Everyone can still give feedback though, it's much appreciated.

LostPetal":2itcxbjl said:
So when do we get started, yo?
It'll be a couple weeks, probably mid-February. I, along with many others, have exams to do soon, and I'm still working things out like the introduction, how stats will be managed, etc. I'll let you know when it does start. The reason I posted this so early was so if people wanted to give feedback on how to improve it, they could.

I'll get the order in a few days so you know what part you're going to be working on.

Justin Lee":2itcxbjl said:
But.. oh man! I think I'm too late. :cry:

EDIT: Oh yeah, when is the next Pass It On! Project?
This one should take I'm estimating anywhere from three to four months, five if people take longer to do theirs. If all goes well then the next won't be until at least late spring or summer. But things could move a lot faster than you think, so it may be earlier.
 

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