Alright, so now I've more or less caught up with this and there's a lot I want to respond to. Some of it I've decided to just leave alone for now since there's just too much, even then I'm gonna quote a lot of stuff, so bear with me. I'm happy to see there are now several people here who are interested in working on a community project, enough that I feel motivated to take some responsibility for it (and I'm also effectively in charge of this section, so...)
First thing I'm going to work on is figuring out how to organize things here on the forum so we can have some productive discussion about the project. And regarding that, please don't bring up game details such as ideas for characters, equipment, environments, classes, etc. until we're decided on the general direction of the game. We'll get to that later, if this can actually manage to get off the ground.
Let's just start something new with the people who are still here (or who are currently active). Simply put, I don't think 'Dimensional Crisis' belongs to us. And what if the old guys come back and want to continue *their* work? I don't want to be rude to them.
And I don't want to be limited by their decisions either.
I completely agree with this, and it's pretty much the reason I made that announcement last year. The chance that they will want to come back and continue on it is probably zero percent, though.
An important point to observe: the
purpose of Dimensional Crisis was originally to demonstrate what could be done with Atrius' GS editor. I think it's safe to say this is not what we're after now.
I believe it's obvious that the status of DC would be Canceled rather than Delayed if we started a new project... by the evidence of conversation that went on.
Practically speaking, it's cancelled.
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 Project
I like this initiative, and I think it's a good thing trying to get started with things instead of waiting for people. Sadly though, I must inform you that it's 'his', not 'her'. If my username and image are misleading, then... my apologies. Pretty sure this applies to Lishy as well.
But I'll still ask: Why? Is anyone claiming that any of the work done for Dimensional Crisis was any good? Without a guide to walk us through it (maybe Misery), I think we're pretty lost going in that direction.
I made a small amount of character concepts - four player characters and some forum member avatars. There's no particular reason to use them in a new project though.
There was quite a bit of equipment balancing being done, with some new weapon types. We also had class and psynergy guidelines, which in my opinion were a bit too strict and formulaic as it doesn't seem the game designers observed any such rules, but they could serve as a good base.
I haven't gotten particularly involved in the worldbuilding, but afaik the map was split into four elemental continents, each the territory of a clan. I think we can ignore this.
The story was basically four people from our world getting pulled into a game world, and... actually, I don't remember much of the story. It was pretty silly in any case.
Yeah, I don't think there's much we can use.
The basic question is what everyone's willing to contribute to the project, and what they're expecting to have by the end of it.
To begin with, organization and documentation. In terms of actually producing things, mainly graphics and graphical design, since I'm right at home with that. That will be if the project progresses favorably, though.
Oh, and battle mechanics, classes, game balance... because I'm a nut. Actually, I guess I'm willing to do a bit of everything.
My expectations: an RPG similar to Golden Sun in style and mechanics. It has a defined beginning, midpoint and end. It has many enemies to be fought in turn-based battles, and many maps (towns and dungeons) to explore.
So you guys have decided you want to make an ENTIRE Golden Sun game? Don't you think that might be a bit too ambitious?
This is entirely a matter of definition. Still worth thinking twice about though, and a few more times after that.
So it looks like we didn't just copy Camelot? So it looks like we worked hard on almost every aspect of it?
Open question to every one reading the thread: Is ^this^ stuff important to you, and something you want to put effort into?
Not at all. In fact, I think we should steal as much we can get away with. Which is, of course, as much as we can while still giving the player a new experience. The goal is to make a good game, not to impress people by how much work we put into it.
Is there a reason why we should spend time working on specific characters, rather than a character creation system? It doesn't seem to me that the names or genders of any of the characters really made an impact on the story.
This is true, and I think custom characters would give the game much more replay value. I wouldn't have played through Final Fantasy on NES 10+ times if you couldn't make your own 4-man party. The class mechanics also lend themselves well to custom characters.
> Will it just be a story and setting for now, and the means to implement it will be revealed over time?
> Will it be a GBA hack, and therefore the story will be constrained by the tech and resources we have available?
For a GBA hack, it would depend heavily on Teawater making a working map editor and generally helping out with his knowledge of the game. I don't think we should put that much responsibility on one person, and it doesn't seem like a very sound plan even if he agrees. So personally I'm for using other methods.
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?
I think this is perfect for the first goal, and using a wiki as the main design document is a great idea. Keeping all the game design ideas on the forums didn't work out so well, as you've already noticed. Too hard to organize, impossible to know what is up to date. So let's make a wiki were we keep the most recent game plans, and keep discussions on the forums. DC actually had a wiki too, but not enough people willing to actually update it. I think it had a pretty good description of the old project, but it seems to be down.
To be continued later with some thoughts on the actual direction of the game...