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Author Topic: Let's throw some ideas around and expand on them.  (Read 265 times)
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Thunder-squall
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« on: 26 April 2014, 05:47:37 »
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What should the 2014 DC Revival story be about?

As for the story.... Maybe a little random, but...  I wonder what sort of co-dependencies will be in our game. (I mean things like depending on someone else to make you happy, etc... Another example is like when someone is watching you, that could make you nervous.)

This thread is for stuff like ^this,^ although hopefully we get more specific than Teawater's vagueries.

Basically, post stuff so that people don't have to ask "what do you mean?"  Your ideas should be clear.
« Last Edit: 26 April 2014, 05:51:07 by Thunder-squall » Logged
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« Reply #1 on: 26 April 2014, 06:19:58 »
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We could also discuss our life story as well, and use them as resources for the game. No, it probably won't be a replica of our experiences, but mainly used as a base for coming up with something...

@codependency: Yep, I was vague... I also said I was a little random... It's actually coming from umm... a place I went to. Er... nevermind about that place.


What kind of relationship will there be between the characters?
Do any of the characters feel like they need to meet up with everyone else's expectations? Or do they just be themselves regardless of who is there?
Do any of the characters blame themselves for bad things when it might not have been their fault? (Ex: Your children end up being criminals because you think you didn't raise them right.)
Do any of the characters feel that they can only be happy if someone else makes them? (Ex: You are feeling lonely, and need a date.)
« Last Edit: 26 April 2014, 06:24:34 by Teawater » Logged

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« Reply #2 on: 26 April 2014, 06:46:35 »
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That's deep.  Even if we don't develope a lot of those, I think they'll be great things for NPCs to hint at.  Hinting at a deeper world is one thing I love about RPGs.

My stuff tends to be a lot more shallow and straightforward. Or maybe "big picture" is a better word.

@ our own experiences:  

I came to the Hacking Community after it was dormant for a while, and so I felt like was an archaeologist uncovering some ruins.  I pretended I was a character in Weyard who just wanted to research how Weyard worked.  And really, isn't that a grand enough mission? I think figuring out why the world seems flat is a pretty big deal.

@ Dimensional Crisis:

Let's say there are two parallel dimensions, and you can suck energy from one dimension to another -- THAT's what psiEnergy vortexes are.  They're when people in one dimension are sucking energy out of the other.  The just don't know that's what they're doing.

I think this is a classic Golden Sun set up, with unintended consequences.  So the people in one dimension save their own world from an energy crisis by placing the burden on the other world... And hey, maybe this explains how Alchemy wells work?  All that stuff has to come from somewhere, right?

How about we place a story in the OTHER dimension, and show how the events in Weyard are affecting that dimension, and vice versa?
« Last Edit: 26 April 2014, 06:50:07 by Thunder-squall » Logged
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« Reply #3 on: 26 April 2014, 07:49:30 »
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Do any of the characters blame themselves for bad things when it might not have been their fault? (Ex: Your children end up being criminals because you think you didn't raise them right.)
Do any of the characters feel that they can only be happy if someone else makes them? (Ex: You are feeling lonely, and need a date.)
I forgot that it might not just include relationships with people, but with objects too.

-@Blame: Like if you lose in a game, you might throw the console on the floor or something.. out of rage because you worked so hard to win.
-@Happiness-source: It could be addictions as well.. Like sugar/alcohol/drug/etc.




@My experience: I came to this Hacking Community because of the editor, I think... (Can't remember how I got here though...) And I was probably curious about what Atrius was up to. (I'm guessing I admired him for his effort on the Editor.) However, when I arrived, he was still in the Military with no internet.. He left Charon to take care of the place at that time.  Salanewt joined later on...... One day, Atrius  revealed the debug menus (July 2009), and that's when Salanewt and I got into hex hacking. (Well, me, at the very least--That's when I learned about VBA's Memory viewer. And it might have been the same day Yoshi's Lighthouse was created, as well.) I forget when I started learning assembly, but it could have been in 2010?

And whoops, just realized I didn't add proper role-playing in that summary.

@DC: Sounds good to me.



Edit: I just remembered something... (From that place I was at. -- And yep, there was a story about it.)

Do any of the characters feel that they have to provide for others?
« Last Edit: 26 April 2014, 12:02:07 by Teawater » Logged

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« Reply #4 on: 26 April 2014, 16:29:50 »
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Amnesia, uncertainty, doubt, and vagueness could also be things to explore...


Do any of the characters feel that they have to provide for others?


We haven't made any of them up yet, so no.

My question:  Would these feelings of the characters have any impact on the larger story?  If you can't tie it into the larger story, then I don't think it counts for much, other than adding texture to background NPCs.

I think the basic question that heroes need is a motive to go on an adventure.  And in that context, we could use all the motivations you talk about.
- One has a feeling of responsibility to some one lost.
- One has a feeling of longing for an object.

etc.
« Last Edit: 26 April 2014, 16:34:49 by Thunder-squall » Logged
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« Reply #5 on: 26 April 2014, 18:31:44 »
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Those are some interesting handicaps. That really adds dome character depth.
Perhaps you want to check out Final Fantasy VI or Mother 3 (every lead character in any Mother game has some sort of illness/issue) characters.
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Agillity/Speed in most RPG games is better then Attack/Force/power.
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That is only when Defence is a linear division fuction. Example: When you strike with two daggers  (one does 120 damage the other 100) and the def makes every damage divide by 50 it does not differ from when you strike with one big sword (dealing 220 damage). When the defence is linear substraction, you want the highest damage output as possible, to maintain a low percentage of damage loss to defence.
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« Reply #6 on: 27 April 2014, 01:10:15 »
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My question:  Would these feelings of the characters have any impact on the larger story?  If you can't tie it into the larger story, then I don't think it counts for much, other than adding texture to background NPCs.
I am not sure...
Not that we need to answer those questions right now.
Maybe a better question for me to ask at this time is: What personality types do you like working with? With those questions used as a handicap for helping one to choose their preference.
« Last Edit: 27 April 2014, 01:22:06 by Teawater » Logged

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« Reply #7 on: 27 April 2014, 01:41:37 »
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One thing you may wanna look into is a more innocent reason to start the adventure that becomes a much more heroic tale as things are uncovered.  One idea I've flirted with is a guy who literally desires to be a hero.  He comes across as cliche at first, until you find out that the great hero he looks up to... is one of the farmers from his home town.  To him, a hero isn't a guy who slays monsters and saves the day, it's someone who can be looked up to.  He doesn't exactly mean to be cliched, but when starting out it's really all he can think of at first - he just really wants to do the right thing, and when it causes him to get in over his head, he can really show what his true colors are as his ideals are challenged and he begins to better understand just what a hero is. 

It's worth a shot to try some oddball ideas like that, where it seems cliche but then develops well.

Also, if you guys want to get art done, I can recommend a few artists to look into for the characters.
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« Reply #8 on: 27 April 2014, 06:51:29 »
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One thing you may wanna look into is a more innocent reason to start the adventure that becomes a much more heroic tale as things are uncovered.  One idea I've flirted with is a guy who literally desires to be a hero.  He comes across as cliche at first, until you find out that the great hero he looks up to... is one of the farmers from his home town.  To him, a hero isn't a guy who slays monsters and saves the day, it's someone who can be looked up to.  He doesn't exactly mean to be cliched, but when starting out it's really all he can think of at first - he just really wants to do the right thing, and when it causes him to get in over his head, he can really show what his true colors are as his ideals are challenged and he begins to better understand just what a hero is. 
That seems like a good idea.
Also, if you guys want to get art done, I can recommend a few artists to look into for the characters.
I guess that would be handy, as I've seen no one offer his drawing skills yet.
77.173.1.168

Agillity/Speed in most RPG games is better then Attack/Force/power.
Spoiler for Hiden:
That is only when Defence is a linear division fuction. Example: When you strike with two daggers  (one does 120 damage the other 100) and the def makes every damage divide by 50 it does not differ from when you strike with one big sword (dealing 220 damage). When the defence is linear substraction, you want the highest damage output as possible, to maintain a low percentage of damage loss to defence.
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« Reply #9 on: 27 April 2014, 11:14:24 »
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In my story main hero is sent from fortress to look for resources(food etc.)
He comes to nearby ally fortress and sees it is destroyed.
Hero returns to fortress and reports what he saw.
Our hero name is Trevor and he travels to some place to talk in the name of his fortress.
And so going he meets partners. When party Arvie's in Anemos castle to report that war is unbearable all the ancient civilisations are making grand conversation about what to do. Conversation takes place in Lemuria..
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« Reply #10 on: 30 April 2014, 06:34:37 »
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So, why the name "Trevor?"  Everything else about your story has changed over time, except for the name "Trevor."  What's up with that?
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« Reply #11 on: 30 April 2014, 14:41:13 »
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So, why the name "Trevor?"  Everything else about your story has changed over time, except for the name "Trevor."  What's up with that?
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It is simple.Making story based on something to me is easy.
Make something new like island, cities, character name is a bit difficult.
If I made something like good name then I keep it as long as it is usefull.
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« Reply #12 on: 30 April 2014, 15:30:40 »
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When Thunder-squall asked that, I started to wonder whether it was your name, or a name of someone you know well.

Speaking of Trevor, I wonder if any of the characters will call him by Trev.
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« Reply #13 on: 30 April 2014, 19:01:00 »
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Trevor does sound like a good earth name.  Reminds me of tremor.
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« Reply #14 on: 30 April 2014, 23:34:54 »
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Trevor is also a name of Irish origin. It is a reduced Anglicized form of Gaelic Ó Treabhair (descendant of Treabhar), a byname meaning "industrious", "tight", or "prudent".
Off chance they're a mage or a strategist?
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