Wednesday, 31 October 2012

Guest character ideas


Potential Guests in the party

 

Throughout the plot the party would occasionally be split from one another due to certain circumstances in the story; which is where guest characters would be integrated into the party to take the place of who is missing.

We have planned out a few potential idea for the guests, we most likely won't be able to use any of these in the demo. But this is all part of fleshing out our world, it was actually to start with just coming up with a replacement for when the prince leaves the party after his betrayal. Also bouncing around the idea of showing off the different races by adding them in as guest characters would give the player a better insight of them and their homes. It wouldn't be too hard to allow them as temporary team members either as they detective pair would probably require help from someone who knew the area better/ potential witness.

 

The first planned guest was Gus, right at the start of the game when all detectives are split up. He flees the party not too long into it so he isn't even technically a party member.

The integral guest, who later becomes a permanent member of the party is the Gemini mage 'Toffee' (We haven't chosen a proper name for him just yet.), he will take over the princes role, who was also the mage of the party- possibly a stronger version on him. Toffee joins due to his sister being taken, possibly by the prince - meaning that his and the parties goals with have the same destination. The prince takes the sister as she has prophetic visions thanks to her being a seer; he sees her as a big wrench in the works so removes her from the party's access. Fearing that she could see what his plans were and then tell the heroes before he would have the chance to act.

 

A Sagittarius, Scorpio, Aeries and Cancer were potential ideas for guests. We mentioned that it would be difficult to have, for example a Pisces in the party; however I brought up a possible situation that would bring them to such an event and we actually flesh out a very interesting quest. As magic is producing more disturbing strains of monsters, something new was 'born' in the water- which brings them to this case. A few Aquarius fishermen had gone missing on the way out at sea and have not returned; save for one, a female fisherman. She claimed to have heard singing and one of the fellow boats she was fishing with heading straight for it, as if in a trance. "It sounded like he was being eaten... and I saw the figure. It was a Piscean!"

The claim riles up a dispute between them and the Pisces, the party goes to investigate, however the male- Eli bows out due to his fear and focuses of the Aquarians. They find a Piscean who had been locked up under suspicion. She explains how they do not eat people nor do they have the ability to entrance people with their voices, especially just men.

The investigate further and find the source, and new strain of monster, looking shockingly similar to Pisces women- A siren. They defeat her, and settle the situation, but now the two races are fearful of the waters.

Horoscopes


-Horoscopes-

 

With the creation of our world we have added new races, as mentioned in a previous post we came up with the idea of races being based off of horoscopes, pisces, aries etc.

Which means that there would be 12 races overall- we won't be focusing on all the races all that heavily; the idea of basing them off of horoscopes came from the random comment about the prince character being a goat in our first meeting. We liked the idea of a goat inspired race; this progressed further to using a concept that is widely recognised - the horoscopes. This bled over to the guard character and using the leo sign for her and virgo for the main detectives; virgo being the equivalent.

Most of the races aren't massively different in appearance from what we have planned, mainly due to our focus being the main 4 characters.

 

I took a trip to the library in hopes of finding some books on the history of the horoscopes and the story behind them. Unfortunately I didn't actually find that many; I'll take a few more trips out to the other libraries and bookshops for more information if required for the design process. I picked up a book that revolves around the traits of said star signs; purely out of interest and I may even be able to draw a few ideas from the concept of reading a person from their star sign.

 

Information taken from Jamie Stokes, 2004, 'Zodiac types', Collins

 

So starting with the main detectives, they were chosen to be the 'Virgo' race. Virgo representing the virgin, it is a very simplistic symbol; and is just a woman.

 

Virgo symbol

"It is associated with the female and was linked to the holy grail of legend." The basic description of what virgo represents in the book.

"key words: Altruism and honesty; self improvement; health and hygiene; efficiency and reliability; service and modesty; logic and decisiveness." Already I can see the main two touching on some of these key words.

Particularly the description of the personality traits of male and female virgos; a large poriton actually fits them; whether or not that's a good thing I don't know. It has helped envisioning the two characters a lot easier; as I have had difficulty getting a good image of them in mind.

 

I'll only quote the key signs of the Prince and the Guard; since we have a pretty good idea of what we want.

 

Prince- Capricorn

"Realism and practicality; planning and persistence; status and quality; authority and discipline; wealth and investment; loyalty and wisdom; love and marriage"

 

Guard- leo

"Pleasure and playfulness; creativity and recognition; performance and appreciation; generosity and loyalty; risk and luck; entertainment and hospitality; romance and sex appeal."

 

The history behind horoscopes

their alignments with the planets and astrology.

Sunday, 21 October 2012

Refining our concept


Refining our characters

The backstory of the main two detectives

We had already worked out that out two main characters would have a long standing past with one another; 10 years prior to the start of the game, so the female would have been 14 and the male 18 at the time. The duos lives become entwined with one another when they witness the 'birth of magic'.

The man's back story: He worked for the organisation (Which are hunting the two down during the course of the game due to the birth of magic event), he was 'fast tracked' of sorts into it, we wanted to avoid the word 'prodigy' as that sounded like a far to cliché character type to use. The male is visiting the town of which the female character is from on business- not concerning the event. The 'leader' who takes him there soon develops to be the main man who chases after them. He aspired to be a part of the organisation; who are essentially the law in our world. However the man's 'image' of them is ruined after the discovery that they don't want him or the girl alive.

The female's back story: Just before the near enough cataclysmic event of her hometown; she was supposed to be in school, however she pretty much skives off and finds her way nearer to the outskirts of the town, up a tree. She loses her family in the event, she tries to run back for them as the man saves her- but he stops her from going back.

 

Coming up with the characters wasn't as difficult as planning the event that set all this in motion. We knew it was going to be enough to wipe out all witnesses but the main 2 and the 'leader' who brings the man there. The seal on magic is breaking; the seal being located underground, resulting in frequent earthquakes. These earthquakes aren't thought of much with the town due to how frequent they are, it becomes more so recently. During the man's visit, he is massively freaked out by it- we decided he would have a fear of natural disasters; but he doesn't think much of it as the rest of the townsfolk don't react overly so to the quakes. There is an initial few quakes; sort of acting like a calm before the storm. The man catches on that something really isn't right and makes a break for the edge of town, possibly to get a better view of the area; just as he veers closer to the females location the earth cracks; poisonous miasma comes pouring out, near enough obliterating those living.  As the man makes his escape, he spots the miasma bursting forth, forcing him to quicken his pace. He spots the girl in the tree mid escape and drags her along, he wouldn't leave someone for dead given the opportunity to help; it all happens so quickly she doesn't know what's going on, but she wants to go back- considering so random guy had just whisked her off.

 

The two evacuate the town relatively safely; not without a degree of exposure to the substance. The miasma pretty much wipes out the central citizens; people located further outward of its source, we came up with that the poison possibly mutates them into monsters. The main characters exposure is not to such a harsh extent, the female develops an ability to wield magic; the male is almost like the opposite, his body almost rejects it- this mutates to become a natural resistance to magic; both harmful and beneficial.

That night, the man advises that the two of them get rest before anything else. The girl leaves the camp, heading back to the site; she finds people at the outskirts surveying the area. Before she even has the chance to get any closer, the man spots her and hooks her back.

He reasons with her that there is nothing they can do- this leads to the man pretty much taking the girl under his wing, since she is still only a child technically.

 

After the event, the girl initially resorts to petty thievery to get by; whereas the male jumps straight into doing detective work, using knowledge he'd gained from his time working for the organisation. The girl is unaware of the man's for around 3 years; she then catches on to what he is doing and demands to be a part of it- her drive is to find out what exactly killed her family and this could help her to that. The man shows her the ropes and the two of them prosper with their wayward detective lifestyles.

Over the 10 years the female hones her magical abilities- not secretly.

The two get annoyed with one another occasionally, but they know when their on the same page.  

-Other traits

The female possibly had slight kleptomaniac tendencies; like a knee jerk reaction as she sees it as survival, not simply stealing.

BOTH of the detectives cannot cook at all; the male however buys food from restaurants and passes it off as his own- has done so for the past 10 years and still going. He comes up with terrible, elaborate lies about how he made them, or an old family recipe.

The girl had found out about this about 1-2 years in, but has never called him out on it.

 

The guard's back story

She was one of the refugees saved and brought to the Capricorn's kingdom after the war between them and Leo's kingdom. The King- prince back at the time; being the one to take in the refugees, he later became king and brought peace amongst the two.

She becomes the princes guard when he reaches the age of 5, making her 18- she had been with him since.

 

-The guard is gullible, but very aware of laws and so forth

-very protective of the prince and doesn't like 'commoners' getting too close to him.

 

The prince's back story

 'Facade' Prince

-sheltered

-strong moral sense to help people

-likes to help

-timid

He will flee if in danger; but if someone else is in trouble the prince finds some courage.

-over curious

-gets kidnapped at some point in the plot; this turns to an endearing trait as it twists to him saving the party.

 

"douche" prince

-indifferent

-scheming

-uses people; they are basically expendable to him.

-His motives for the keeping magic free and disrupted is purely down to boredom.

 

He uses the kings advisor- who was the spearhead for the war; his alliances still remain with the previous king-the prince acquires information about the incident with magic; and its history. The advisor believes himself to be the 'big cheese' that the prince it working to meet his ends; whereas it is the prince.

 

The Libran locked in the dungeon is the one to tip him off about magic; and by 'tip' him off, we decided that it would be in the form or insane ramblings, hence why they were locked away. The prince visits the dungeon at one point and the ramblings perk the princes interest.

 

The different races

This has been mentioned earlier in our project that we have fabricated 12 different races- obviously we will not be going into great depth with all of them; but we bounced around ideas to get a good grasp on the relationship between these races and also to get to know the workings of our world better. Surprisingly we managed to get through the races and even their relationships in the same afternoon.

Pisces- They are essentially the equivalent to mermaids; the majority of them living underwater. Some of them live on the ocean; habitats built on the water- when their bodies are dry their lower halves turn to legs. As they are capable of reaching such depths in the water; they are suppliers of fine jewellery and treasures; also more difficult to acquire food. Pisceans are a peaceful race, there are those, however who feel that their adaptability makes them better than other races. Not many people see these fish-like people often; very revered as a tourist spot as their home is quite beautiful.

Aquarius- Sea faring folk; they are the main pillar of support for fish stock and shipwrights. Sticking close to the sea is where they consider their home; mostly cliff side towns or docks. Physically, they are more resilient to the elements and very attuned to meteorology-judging the state of the atmosphere.

Aries- Medics; they refined the creation of medications and are naturally talented doctors. Their homes are mostly situated on the moors; quite airy fairy, Aries are a very friendly race. A common physical trait they all have is very fluffy, think hair; keeping the warmth in with their life in a generally foggy place.

Taurus- Well built, stocky race; men often grow horns. They are situated nearby wooded areas. thanks to their sheer strength, Taurus make most of their living from carpentry and lumber mills; along with that they are usually a forefront for combat. They make superb warriors, the equivalent to a tank. They aren't a fierce race, but creation of weaponry is also a specialty of them.

Capricorn- One of the most powerful and prosperous races; with a reigning royal family. More to be confirmed

Cancer- Six armed people, situated in boggy, swamp areas; they are quite a reclusive race and self conscious. They haven't had a great past with other races so they prefer to stick to themselves. They don't play a big impact of the economy much anymore; they used to make good all round workers thanks to their multitude of limbs and strong endurance.

Scorpio- Desert dwellers; they are dotted around in small tribes; similar to Cancer, they too are seldom seen outside their own encampments. They have developed toughened skin due to their living conditions; alongside this they are more resistant to poisons. Scorpio are honed as skilled assassins, or most stealth orientated abilities. Mostly quite self sufficient and don't feel the need to rely on the other races.

Libra- The most spiritually attuned of races, they are slender and have developed pointed ears, stories say that it is what helps them hear the land. (Sort of like elves). They are very nomadic; enjoying their lives around nature so it is uncommon to see them in larger cities, particularly those more industrially advanced. They're peaceful, but their lifestyle makes them somewhat difficult or annoying to deal with.

Virgo- The most common and most populated race is the Virgo; these are adaptable in most areas, they are basically humans. Very versatile beings, they prosper greatly with learning new things. Due to their plentiful population Virgo are often seen within communities of other races. Their bodies haven't adapted to their habitats but they are a versatile race and not one to be looked down upon.

Sagittarius- Residing mostly in the woodland, the Sagittarius are also somewhat reclusive; the most contact they are known for is with the Taurus race over the cutting down of their home. They have sharp eyes and have perfected the art of sharpshooting; making natural archers. What sets them apart greatly from most of the other races is their appearance is the most different; with the upper half of their body being that of a humans, their lower halves are of a horse, this proves to give them fantastic endurance and makes them one of the fastest races on land. Sagittarius also developed a postal system, thanks to their great speed; also pulling along larger objects. Never ride on the back of a Sagittarius, they are a proud race and it is a great offense to do so.

Leo- Highly respected race and currently their home is the capitol; they are the most prosperous for the upcoming industrial movements. They are very proud and all share similar golden, thick mane-like hair. Leo are infamous for their knights, adorned with their lion armour. Despite such infamy and pride; they are an open minded race, they are very dedicated and strong willed.

Gemeni- Possibly the most secluded and least known race, the Gemini reside on an island away from everyone. They are one of the oldest and most magically attuned of the 12; they hold the knowledge of the true history of the world and the secrets behind the seal on magic. Gemini also hold the most unusual appearance in the fact that the undergo a physical change when exposed to the moon; during the day they all have pale skin and dark hair, during the night it inverts: their skin darkens and hair becomes white. Visitors who so much as veer close to their island seldom see the natives; go so far as cloaking themselves to avoid being seen. The transformation they go through has a single night a month, on a new moon, Gemini remains unchanged. This is a very spiritual time for them; it is a night where their seers experience visions and are at their most connected with magic; this is also when they choose their seers. When chosen the Seers appearance makes a permanent change of their hair staying stark white along with their skin.

Looking at puzzle mechanics


Puzzle mechanics

Silent Hill 3

 

I played through 'Silent Hill 3' for research into their puzzle system; although this research will slightly bleed over to the other games in the series as the puzzle mechanics are essentially the same.

 

Selecting new game lets you pick the overall difficulty of the game but also has a riddle difficulty setting- the modes being easy, normal and hard. For the research and also to blitz through quickly, I chose normal riddle difficulty; however I will mention the differences between the difficulties.

The first puzzle in the game is the 'Shakespeare puzzle', the door to the back of the book shop is locked and the player needs to input a number combination to progress. Depending on the riddle mode this either involves just good observation of the books (There are numbers written along the spines of the books and you simply have to put them into order.) Or a good grasp on a variety of Shakespeare's works.

Easy-Normal mode;  'Fair is foul and foul is fair, put these books out of order.'; the riddle is the same for both difficulties.

Hard: The number code is always the same; it is NOT written on the spine like the others. The player is given a far longer riddle and needs to know a degree about what each book is about. Heather- the character you control can give her two cents if you examine it further- however only her knowledge extends so far; as in she doesn't even know what 2-3 of the books are about. This is also one of the easier puzzles for hard mode.

 

The general gist of the system is that there is a block in your path or progression and requires the player to solve the riddle to open the path again. Sometimes this also involves the retrieval of necessary items- then working out the riddle; an example of this would be the final puzzle of 'Silent Hill 3'; you must retrieve 5 tarot cards, there is also a book which describes the cards- to help people not familiar with tarot, basically describing what they are. After this you go back to the block where Heather must put the cards into the correct locations on the door; with a riddle to give her a hint. Sometimes the puzzle does not block the progression but withholds a necessary item from you. Very rarely there are optional riddles.Heather memos down all of the riddles she reads.

For the puzzle itself it is usually displayed as a still pre-rendered image; the interaction with it is commonly shown through an arrow in screen or will skip the image to the puzzle being solved.

 

Comparing to for example 'Phoenix Wright', if the players guess is incorrect; in 'PW' you get penalized; if you repeatedly get things wrong you will end up with a game over; 'SH' more often than not, there is not punishment for getting it wrong- it is just, you're still stuck.

I really like how Silent Hill lets you pick how difficult you want the puzzles to be; it isn't something that I see very often in puzzle orientated games. Whether or not this is an idea for our demo, it seemed quite unlikely. The puzzle style and method, however is what I was focusing on and is something to consider.

Coming up with character names and a title for our game

 

Before be started on this; Kyle put down a few more ideas on the whole reason behind the magic being unsealed.

-It is someTHING

-It was corrupted at some point in the past leading to it being sealed.

-It is an millennial thing, the seal breaks every cycle and must be re-sealed.

^ This also leads to a later pair of characters that join the party after the princes betrayal, a brother and a sister. They are both Gemini; the sister chosen as a Seer. The player has a choice whether to leave the broken seal and let it run it's course or seal it away at the expense of sacrificing the sister. This will be elaborated as this feeds in really well with my research report; hence we did alter the whole 'seal' situation to this.

 

Not long after fleshing out our world and characters we'd forgotten a small issue with the fact our characters didn't have names, nor did we have a proper title since 'sinner sandwich' was only a working one and we really didn't want to leave the title till the last minute.

We started with the characters; the prince, we looked primarily at names of gods or any that bared relevance to his deceptive or timid nature. I had done prior research for possible names for the prince, but most were aimed at his race leaning towards a goat.

Our few that we had picked out as a group were:

-Daedalus (Clever worker), possibly an alteration of that name

-Aeron (Form of Agrona, a masculine deity), a contradiction of the princes physique

-Cael (Slender), pointing at the princes physique yet again.

 

Once we finished the search, it was pretty unanimous that we wanted the prince to be called Aeron. It was a more appealing name and the meaning make it stick out for us.

 

Picking out the guards name was possibly the longest one of the bunch, for some reason we really struggled with possible names for her. They varied from old English names, lion related to flower like names. We managed to settle on the name Astra; although there were still some questions over it.

 

Thankfully the two detectives did not take nearly as long; Kyle had prior looked into names for the characters, of which Jade and I looked over and we all liked:

 for the male- Eli

and the female- Costé (Estoc backwards-a type of rapier)

 

The title

Now this had us tearing our hair out. We had looked at Normal and Latin names of things to do with the Zodiac or a large change/ break. We wanted it to tie in with the theme of the game. Words with 'Zodiac' or 'Deliverance' in the title were our main focus; it moved to words that were along the same lines as 'break'; as the breaking of the seal of magic in our game. Our group typed up the meaning of Zodiac in Latin and found the term 'Orbis signifier'; we didn't want that as out title but the word orbis really stuck out for us. Orbis, meaning circle, rotation; fitting the whole zodiac idea and the magic's seal concept. Picking out Orbis made the rest of the title a little easier to find ideas, which was only two really.

Orbis Break and Orbis Shift; Break was something we were bouncing around with initially so we decided on 'Orbis Break'.

 

I also suggested that while were we at it that we go over possible names for the area featured in our demo. From what the general appearance and inspiration we were looking at for that location we looked at old English style village names. The village/ small town would be inspired from old medieval buildings, featuring a graveyard; the point of which they visit it is raining and had a dank, unwelcoming feel to it.

A few names that caught our eye

Foxfork

Cottersgreave

Umberlore

Fluddgrove

Highby

Fleetway

Braithemount

 

Much to our convenience was all really liked the last name and picked that to be the official name of the town without much deliberation at all. The detectives find themselves in the murky town of Braithemount at the start of the game.

Saturday, 13 October 2012

Paranormal CSI


Supernatural detectives

 

I managed to stumble across a surprisingly relevant book at the library when looking for more books on astronomy/ horoscopes; Valerie Hope, Maurice Townsend, 1999,'The paranormal investigator's handbook' , Collins & Brown Limited. I'll be looking through it and see if perhaps it could help with the methods of their work and possibly link to the detective element we are coming up with.

With our detectives, we are integrating in the conventional detective elements; solving a murder case, or missing persons- but obviously it would have supernatural element running along with it. Similar to the 'Supernatural' series; which I will also be looking into. '...how a paranormal investigator would go about collecting and analyzing information on anomalous of paranormal phenomena.'; hopefully from that statement, researching information for the detectives and their methods will be very helpful.

Just from the introduction, the book mentions a widespread of different kinds of paranormal activity worth mentioning; one section of which I won't bother reading up on is the UFO activity. Our game is a fantasy, not a sci-fi.

There is a portion of the book that solely covers the investigation process if the paranormal phenomenon. It mentions a lot of checking out the normal explanations for said paranormal event; so for instance finding a more logical explanation for it before stepping into the supernatural reason.

Before starting the investigation, it points out the general decorum one needs to consider when doing so. It is mostly being that the person must always respect the witness and locations confidentiality; also treating them with a degree of professionalism- don't push the witness and remain impartial. 'Never enter the premises without first getting permission'; personally I can imagine that our pair of wayward detectives would completely ignore this point, also with the RPG elements they would encounter combat along with the investigation.

Background research into the specific supernatural activity would be essential; our two characters would most likely have and extensive knowledge over most of their field.  How they acquire the information of potential cases is something our group will need to work out.

 

The stages of the process go over; how to interview the witness; the time of said event; reviewing the incident; using reconstructions; background research; watching for hoaxes; how to record and anomaly. A few of these need not be applied either due to the setting of our world or it wouldn't integrate well into the gameplay of our demo.

The interview process is a section we are certain that we will have for the demo of the game; it is an integral part of any detective work and it isn't difficult to apply into the game itself. For example if the player has some relevant evidence towards the case, they can possibly present it to the witness and there by unlocking more or different questions.

 

time of the event

One of the characters would probably mention the time of which it occurred or is documented somewhere in the game; not a feature that would require much looking into for the demo.

 

reviewing the incident

This is basically going to the 'scene of the crime' so to speak, and getting a first-hand view of the area of interest. 'Draw a plan, ideally to scale.' - The character could possibly jot it down in a memo for reference and then use it in questioning. It goes on to describe what would usually be done at a crime scene; checking suspicious areas, taking photos; any physical evidence. Visualising what occurred at the scene; as we are creating the scenario, we can come up with various methods that the characters will work this out.

 

using reconstructions

This may not be ideal for the gameplay and probably wouldn't fit the characters natures in doing so. The man is overly laid back and the woman is too impatient. Also they are wayward detectives, there is a slim chance that they would have access to that kind of equipment.

 

background research

This could possibly be integrated into the gameplay as they will visit new areas and need to learn of the history of the location or what is relevant to it.

 

watch for hoaxes

Obviously not everyone is superstitious or perhaps just mucking about with the investigator; in our game we have yet to fully flesh out our world so I'm not sure how such a subject would be viewed upon in its culture. However, either way that could be an interesting part in the plot; someone tricking the team to an area where something supernatural may have happened but turns out to be a trap; possibly.

 

how to record and anomaly

Not really applicable; the pair knows supernatural things exist.

Sunday, 7 October 2012

Picking a program


RPG maker

Our group had decided to use rpg maker for our demo very early on; we wanted to pin down the program we would be using as quickly as possible so we could get the practice in to get to grips with it. Checking RPG makers website we were announced with yet another decision between VX or XP.

Initially we wanted to go with XP because it was cheaper; but discovered the VX version.

Both were user friendly. XP featured easier customisation, whereas VX had easier event creations; database of differing character archetypes. As impressive as the archetypes system is; we only have 4 characters so it's a bit much for what we really require. As we wanted to focus on the appearance and create our characters XP proved to still be the preferred program. The sprites were also taller, making more detail easier to fit on.

Saturday, 6 October 2012

Character Developing


-Trying to flesh out the main characters a bit more.

Within the first week back, our group met up to talk over our main characters for the project, this was so we could provide some visual imagery for the design document and presentation; also as our aim for this project is to be a narrative driven RPG storyline we knew it was vital that our character were an integral piece to the project. We need to know them inside out. Out group did cover the main 4 (Though the main characters are the 2 detectives) earlier but we decided to each draw up ten silhouettes of each of the 4 characters; which is where an issue presented itself; one of the detectives: we had no idea what we wanted from her.

So after bouncing ideas around, we drew up some ideas. Sticking solely to just ideas, nothing set in stone as this is only BA7, but to properly fleshing out the storyline we have come up with, some visual representations would benefit us in this area as well.

We deduced that from the 2 detectives we wanted:

Female: light weaponry= manoeuvrable clothing

daggers or rapier

choppy, short hair.

trench coat/jacket?

 

Male: Tie, trench coat- general suit based clothes

scruffy hair

guns

 

The guard:  Armour- not bogged down with it as she is female, would take away the advantage of dexterity.

Broad sword

Thick hair 'a mane of it', due to us picking her race as a 'leo'

 

The Prince: 'slight' physique

short stature

nice clothing

 

-silhouettes.
-will be uploaded later, blogger wasn't able to upload the image.

Bouncing around ideas


Jade Philipps, Kyle Bamford and myself had chosen to work together for 3rd year with the primary focus being on 2D art; we had teamed up prior for the 3DS MMO mini project and it proved as a very good 'trial run' so to speak and felt we could produce some good work and an interesting narrative.

We met up and bounced some ideas around a couple of weeks before the start of the academic year, here are some of the notes we jotted down.

Traditional RPG

Fantasy Setting with a dark sub-genre.

Inspiration of the 'dark' style : Supernatural, Persona (Shin megami Tensei), Shadow Hearts

Agreed with the use of Mythology

Large world, long storyline which would give us more freedom with designs

Different races , the group thanks to a convenient chain of events landed with races inspired bt horoscopes

Plot: choice between whether it progressively escalates or a journey leading to a revelation.

Main characters:

2 integral main characters: Wayward detectives, 1 male, 1 female.

The detectives also have a fellow npc party member at the start- used in demo

Detectives have a secret, not revealed for a large portion of the game.

The plot revolves around the main party of 4: The remaining two being a prince and his guard.

Dark 'atmosphere' worsening- the detectives trying to rectify this

An Organisation trying to fix this too along with hunting after the main 2: A smoker + Luffy-esque relationship.

Alex (GS) Archetype antagonist

FFII 'Wild Rose' Investigation system

 

Characters

Detectives

Older man , 28

-calm

-laid back , TOO laid back

-focused

Younger woman, 24

- hot headed

-energetic

-devil may care

-passionate

Prince, 20

-lacks common sense

-timid

-over curious

-chivilrous

Guard, 33

-loyal

-straight as an arrow

-dedicated

 

The duo have a past together before the start of game

-The idea settled with the two witnessed the 'birth' of magic., they are the last witnesses to this, hence being hunted by the organisation, all this happened 10 years ago. So they would be in their teens, but we aimed for this as it would certainly tighten their bond with one another.

Antagonists incentive -the prince

after much deliberation over deep reasons, we actually picked boredom for the antagonists reason.

He finds out about the incident mentioned earlier, in conjunction finding out about the 2 witnesses- the detectives.

 

Races- based off of horoscopes

Pisces- Merfolk

Aries- Fluffy, live on moors

Aquarius- Sea Folk, Shipwright

Taurus- Well built, Horns, lives on plains

Capricorn- Goat people

Cancer- 4-6 arms, damage dealer, bog like location.

Scorpio- desert folk, assassin-like

Libra-HIPPIES, attuned to the world

Virgo- essentially humans

Sagittarius- centaur

Leo- thick luxurious hair, honourable, one of the capitals

Gemini-located on an island, fairly isolated

 

The flow of the Demo, Start of the plot.

tutorials- Main 2 characters separate to each tutorial

male, battle system tutorial

Female, investigation tutorial

The two meet, leading to another investigation, followed by a boss fight with a full party.

 

Sprites,

wandering/ world map sprites- chibi

conversations- 999 style, full size cut at waist

in battle- similar to pokemon