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Undiscovered: I can't think of anything at the moment... But you know Crossbone Isle in GS1? It was supposed to be a hidden island in the Karagal Sea. We could probably take the same technique and say there are other hidden islands like it? (But it might seem a bit too unrealistic, I'm guessing?)
I'm not entirely sure, actually...
Game's start: -Should there be a storm? (GS1/ALttP) -Should the character be waking up out of bed in their own house? (GS1/ALttP/OoT) -Should the character be woken up by a voice? (GS1/ALttP/OoT)
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Luna_blade
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« Reply #16 on: 19 April 2014, 05:19:57 » |
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@Thunder-Squall: Should we perhaps ask some more people? I know that Misery is a few days of the forum for example.
Also I wouldn't really care which one of the four options we pick. I don't like DD that much, but remaking it could make it better. A "What if" could have some interesting story features. I also had the idea of making a prequel to the series, but if y'all want to something else I also be happy working with you.
I think we all agree that we need a brand new big side quest. I personally think of those quest as one of the best parts of GS.
@Undiscovered locations: How about Loho Ruins? Or Anemos city on the moon?
@Teawater: I'm actually refraining from repeating story elements, but that's my opinion.
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Agillity/Speed in most RPG games is better then Attack/Force/power.
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@Refraining from repetition: My thought as well, but creating Original stuff could also be a challenge depending on what you're doing.
Story Element #1: Cut-scenes with city leaders... Story Element #2: Kidnapping... (Princess Peach, Zelda, Kraden, Jenna, & Sheba, etc.)
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« Last Edit: 19 April 2014, 05:47:15 by Teawater »
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You won't find it in the guilts of yesterday. You won't find it in the fears of tomorrow. You'll find it in today, right now. The miracle is in the moment. 
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Luna_blade
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« Reply #18 on: 19 April 2014, 06:43:52 » |
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@Refraining from repetition: My thought as well, but creating Original stuff could also be a challenge depending on what you're doing.
Story Element #1: Cut-scenes with city leaders... Story Element #2: Kidnapping... (Princess Peach, Zelda, Kraden, Jenna, & Sheba, etc.)
Yeah I know. So we should also keep some stuff because otherwise it won't have the "feel" of a GS game? My anwser is yes.
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Agillity/Speed in most RPG games is better then Attack/Force/power.
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@Thunder-Squall: Should we perhaps ask some more people? I know that Misery is a few days of the forum for example.
We're asking EVERYONE who can read this forum post, and even those who can't. But I guess you're saying we should wait until more people show up? If we do that, then we'll be waiting for ever... And to be quite frank: We're a train without an engine, so even if Misery gets here late, it's not like we're going anywhere. And for some perspective, see her last update on the project: Announcement regarding the state of the Community ProjectFirst goalCreate a design document that people can read. Consider it a game guide for the imaginary game we want to make. It'll include fake screen shots, stat-blocks for monsters, etc. etc. If we ever get into actually producing the game, then this design document will serve as a guide. If not, then at least it'll be a fun imagination tool, and a product we can be proud of. We have two options in terms of how to publish it: 1) As a wiki, using the same standards as other Golden Sun wikis (except our stuff will be fake) 2) As a pdf or word document. I vote for the first option, since we're web-native anyway, and it'll be easier to read, edit, and make. Thoughts?
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I look forward to our next meeting!
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Thins are going well. I have an idea of War of alchemy. This can be relay cool. When game starts there is storm. other clan is attacking Venus Fortress(Vale).Outside the Tawn they are trowing with catapults boulders. Everyone is going to entrance(plaza)to guard it. other warriors are evacuating village and there comes tragic with Boy(Felix). This is my idea.
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I look forward to our next meeting!
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Thunder-squall: I too vote for 1.
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Luna_blade
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« Reply #22 on: 19 April 2014, 18:19:39 » |
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We're asking EVERYONE who can read this forum post, and even those who can't. But I guess you're saying we should wait until more people show up? If we do that, then we'll be waiting for ever...
And to be quite frank: We're a train without an engine, so even if Misery gets here late, it's not like we're going anywhere. I yeah that's what I meant wait. And don't mean everybody here. Just the few that check things out once in a week and can actually contribute some ideas. Oh I totally missed these posts back then. First goal Create a design document that people can read. Consider it a game guide for the imaginary game we want to make. It'll include fake screen shots, stat-blocks for monsters, etc. etc. If we ever get into actually producing the game, then this design document will serve as a guide. If not, then at least it'll be a fun imagination tool, and a product we can be proud of.
We have two options in terms of how to publish it:
1) As a wiki, using the same standards as other Golden Sun wikis (except our stuff will be fake) 2) As a pdf or word document.
I vote for the first option, since we're web-native anyway, and it'll be easier to read, edit, and make.
Thoughts?
Well start with 2, as it will be less work. When we got enough stuff and the document is getting messy, then we switch to wiki. @Saturos So you are saying that there will be more Psyenergy users on Weyard and actual battles between the clans? That is sure to deliver us a good (maybe complex, thats a good thing) story.
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Agillity/Speed in most RPG games is better then Attack/Force/power.
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So what would be the motive behind a clan vs. clan battle? Does the fire nation clan want control of all the lighthouses for themselves?
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I'm thinking #1: The wiki. Even more so if it is possible to "print" out the entire wiki / download it.... bt that's not really necessary, I'm guessing. (Printing is definitely not necessary for me, anyway. But I have no idea for everyone else.)
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You won't find it in the guilts of yesterday. You won't find it in the fears of tomorrow. You'll find it in today, right now. The miracle is in the moment. 
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The benefit of the wiki is that it'll be in a public place where we can all get to it, and we don't need to actually share files or anything like that. It'll be a completely online repository.
And different people can work on different parts of it.
And we can use existing wikis as guides on how to organize it, and divide up tasks.
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Yes, I think we should do the Wiki! Who uses PDFs and word docs these days? Although, I did do my documentation in a Word Doc.
So, maybe we should have some guidelines on how to do wiki articles? (So we can keep it neat, clean, and easy to read through.)
-tcrf.net has a little box for related games on game pages... -runescape.wikia.com seems to have charts and gp calculations somehow...
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« Last Edit: 19 April 2014, 23:05:31 by Teawater »
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You won't find it in the guilts of yesterday. You won't find it in the fears of tomorrow. You'll find it in today, right now. The miracle is in the moment. 
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Sure. So the next thing to figure out now is content. What kind of stuff did you guys want to create?
A) New options for the players to handle existing challenges? B) New challenges for players to handle?
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@A: You mean stick with the same story and have alternate solutions to the story's problem? (With or without multiple endings.) I like the idea of variety in a story, so maybe. I haven't decided if trade-offs could be included too, when you think about items and stuff.
@B: I'm thinking we'll likely need a couple of these either way. I can't think of anything specific at the moment.
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« Last Edit: 20 April 2014, 04:24:08 by Teawater »
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You won't find it in the guilts of yesterday. You won't find it in the fears of tomorrow. You'll find it in today, right now. The miracle is in the moment. 
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Luna_blade
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« Reply #29 on: 20 April 2014, 05:54:07 » |
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B: I always thought that GS lacked some difficulty (otherwise I didn't want to make a hack). There was this tiny piece of gameplay in GS1 where you actually have to watch out with your money. However this only occurred in Altin while buying equipment... So what I wanted to do for my hack is to really tune the amount of money needed for equipment. This way players need to think more about which equipment they buy. It's not a new challenge, but I would like to see it.
Also something I wanted to do for my hack, is making different enemies. I mean, in GS you can just attack all-out and win every battle. But if we made some more monsters that have certain resistances, battles become harder. We could at least do something like this for bosses.
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Agillity/Speed in most RPG games is better then Attack/Force/power.
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