Well if this is the game dev thread, then I've got a question on my story that I need answers for. The protagonists are a boy and a girl who are traveling together to find all the pieces of power and defeat the big bad, pretty standard stuff that borrows heavily from a book I particularly like, and I'm honestly paraphrasing like a motherfricker right now, but there's going to be a lot of character building between them and I intend on making sure their relationship going from strangers to friends to lovers builds up naturally over the course of the game.
At the climax of the finale, in the middle of the final boss fight, after a valiant solo attack on the boss, I had planned on having one of the protags die, leaving the other one alone to finish the fight. The end of the game would have all the friends made throughout the game (who also came to help with the final assault on the BBEG's lair) coming together to celebrate their victory, only to grieve as they find out their friend has died. While a downer ending, I would end with a shot of a statue built in the protagonists honor around a bustling, happy town, showing their sacrifice wasn't in vain.
Is this too melodramatic? Like I said, it's a heavy reference to the end of a book I particularly enjoy, and the thought does make me emotional, but I also don't want to inject unwanted pathos into a game when so many other games have done it (badly), or at worst be considered "edgy" for trying to end the story on a bittersweet note. I can have both of them survive at the end, but to some degree I feel that would be a weaker end given a heavy theme of the story as a whole is loss and sacrifice, but again I don't want people to play it and think "What the frick was that, what a shit end".
If you've developed the relationship between the characters well enough and you've written them well enough for the player to care about them, this is a perfectly fine way to end a story. Games that fail at this usually fail because they didn't give us enough reason to care about the character dying. Its hard to feel sad about a cardboard cutout getting stabbed.
>Make crude shapes a core part of your art style
>redditjak
Die
imagine being this upset
Was that really the first feels guy post?
Honestly I don't mind him so much, he isn't nearly as overused as §øýjak flinging
Music is fricking impossible.
I'm stuck at making any sort of art. Trying to not even think about music and God knows what else goes into a game besides programming and 3D models.
great
I only know how to write the story/dialogue. Music would be a little bit harder, but the programing part would be impossible.
Well if this is the game dev thread, then I've got a question on my story that I need answers for. The protagonists are a boy and a girl who are traveling together to find all the pieces of power and defeat the big bad, pretty standard stuff that borrows heavily from a book I particularly like, and I'm honestly paraphrasing like a motherfricker right now, but there's going to be a lot of character building between them and I intend on making sure their relationship going from strangers to friends to lovers builds up naturally over the course of the game.
At the climax of the finale, in the middle of the final boss fight, after a valiant solo attack on the boss, I had planned on having one of the protags die, leaving the other one alone to finish the fight. The end of the game would have all the friends made throughout the game (who also came to help with the final assault on the BBEG's lair) coming together to celebrate their victory, only to grieve as they find out their friend has died. While a downer ending, I would end with a shot of a statue built in the protagonists honor around a bustling, happy town, showing their sacrifice wasn't in vain.
Is this too melodramatic? Like I said, it's a heavy reference to the end of a book I particularly enjoy, and the thought does make me emotional, but I also don't want to inject unwanted pathos into a game when so many other games have done it (badly), or at worst be considered "edgy" for trying to end the story on a bittersweet note. I can have both of them survive at the end, but to some degree I feel that would be a weaker end given a heavy theme of the story as a whole is loss and sacrifice, but again I don't want people to play it and think "What the frick was that, what a shit end".
That's how Lufia 2 played out and I guess people liked it.
It's perfectly fine, worry more about the ways you'll develop the relationship.
depends on the execution, but if you're literally just ripping it off from some shit fantasy brick then don't do it
If you've developed the relationship between the characters well enough and you've written them well enough for the player to care about them, this is a perfectly fine way to end a story. Games that fail at this usually fail because they didn't give us enough reason to care about the character dying. Its hard to feel sad about a cardboard cutout getting stabbed.
I'm was making a shitty rpg maker game with default assets. I stopped working on it because i realized it would end up becoming extremely generic.
made the princess today
working on (thinking of)skill upgrade stuff still
Better hurry up Ganker, otherwise Mark Brown will publish a game before you do, and that would be embarrassing.
Good! Polishing up stuff for the new demo, making new content, that kinda thing
And here's one of the new things included for the upcoming demo: proper boss graphics! He looks pretty cute I think.
Cool!
your game looks neat, I might actually buy it if I remember