Agricultural Game Project

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Agricultural Game Project

Where some dudes from 4chan will try to create a game.


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Zeikier
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RaspberryCommie
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    Post  Admin Mon May 21, 2012 2:17 pm

    I will get started on writing out character "sheets" for some of these ideas. In the meanwhile, though, here are my thoughts on some things:

    Story: simple seems best for me. "You had an uncle/aunt/distant relative, they have passed on, and their will stipulated the farmland be passed on to their favorite grandson/niece/nephew/whatever". From there, it's all really about developing the friendships/romance, and doing the farmy-thing.

    QUESTION: Do we want a singular entity, like a Harvest Goddess, or do we want things like Faeries? Or both? Because I actually have this great idea about applying some of my Celtic Folklore to the game, in the form of household and domestic spirits that could be employed to help you out with things. If this seems like a viable idea, let me know, and I will expand upon it with details; if it's a no go, don't worry about it. I've got my big boy boxers on.

    QUESTION: I have not played any of the Rune Factory games, so I would need someone to point me in the direction of a good wiki article, or give me a synopsis about what these boss dudes are.

    Idea: Power berry system seems like a good idea. I would also like to see something done with cooking, as I mentioned before; eating well gives you stamina bonuses, but never penalties for not eating right. This could be an optional thing, of course, something to think about once we've actually got the core stuff done.

    Idea: People should occasionally comment on the state of your farm. Obviously it's run down at first, and folks will know that you've got a lot of work to do, but, say, after the first year, they might start saying things based on how upgraded it is?

    For instance, if you haven't upgraded anything, the carpenter might say "You know, I could make that place a whole lot better for you", or other farmers may say something like "Don't you have any self-respect?" Or perhaps something not quite so mean, if we want it to be happy-go-lucky all the time.

    Idea: I don't know about a gang. If we went full fantasy, it could be something like evil goblin raiders! But other then that, I don't really see a gang being interested in some Podunk place like Agriculture Town.

    Idea: Butcher can be done, but if we cut out the hunting part, that might... well, actually, we will still have the cow/chicken/other animal raising, right? Definitely can work with that.

    Idea: I like your idea, Swissfag, on the VN like dating aspect. Furthermore, I have an idea about the friendzoning thing, where, after you get the friendship bar high enough, you get a dialogue choice, akin to:

    "You feel like you could take this relationship to the next level. Do you ask [character] on a date?
    >Yes
    >No"
    Choosing no keeps them as a friend (with maybe the chance to date them in the future?), choosing yes will lead to the dating.

    Idea: Another optional thing, for if/when you get a wife. Marriage feast! If you're good friends with different people, you'll get a slightly different occasion; for instance, if you're Close Friends with the bartender, he's brought out the champagne for this event. You and the baker are bros, and there's a god-tier cake for everyone. Etc.

    I will see if I can find anyone else to help. I do have one friend, who may contribute more thoughts/writing, but I don't know if he can code.
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    Post  Admin Mon May 21, 2012 7:55 pm

    Right, so here's a brief bio/character sheet for a character. Let me know if this format is appealing.


    Name: Redrick Schuhart
    Age: 37
    Sex: Male
    Occupation: Blacksmith
    Marital Status: Widowed
    Marriageable: No

    Appearance: A somber man with hard-chiseled features, who is both lean and wiry. He has brown hair, which he keeps quite short, and similarly colored eyes. He is five feet and nine inches tall, and prefers to wear rough, utilitarian garb; it is not uncommon to see him with his blacksmith's apron on, even outside of the forge.

    Shop: A building that isn't quite a house, nor could it accurately be described as a shack. It is built of wood harvested from the nearby forest. A thick column of smoke tends to steadily drift its way out of the oversized chimney. The interior is somewhat murky, but kept meticulously clean. Farming[and hunting] tools are out on display on counters alongside the walls.

    Bio: Redrick was born in this town, has lived here, and, according to him, it will also be the place of his death; where else would he go? He inherited the blacksmith shop, and his skill at the forge, from his father, Reginald.

    When he was 20, he married one of the daughter's of the miller, Dandelion. Although they were never blessed with kids, Dandelion and Redrick truly loved and cared for one another.

    He was widowed three years ago, during a mudslide at the nearby mountains, where Dandelion was fond of picking berries. Although no body was found, she never returned to town. Redrick still holds out hope that she is still out there, somewhere, alive.

    Personality: He has an exterior that is as gruff as his hands are calloused (and let me tell you, his callouses have callouses!). Once work is done and over with, he tends to shut himself up in his shop, and drink heavily, however, it has not yet become a true problem for him [idea for quest: cure him of his addiction].

    Friends: The Bartender, The Baker.
    Likes: Hard Liquor, raw metals, gems, cool days, rain.
    Dislikes: Flowers, berries (they remind him of his wife and make him depressed), hot days (harder to work the forge)

    Special Events: May 3rd, his shop will be locked up, and he will not be anywhere in the village (he has locked himself up in his shop) during the day. At night, he will be in the graveyard, at Dandelion's grave.

    Friendship Bonus [for maxed out friendship score]: 25% discount on all his items, will bequeath a small selection of his hard liquor collection to the player (one time only).
    Dating Bonus: N/A. He will not date a player character, as he is still too deeply in love with Dandelion.

    Wedding Bonus [for if you marry someone besides him, and have maxed friendship]: High Quality Diamond Ring [you do not need to buy a wedding ring to give to your waifu/husbandu]


    Last edited by Admin on Wed May 23, 2012 2:07 am; edited 2 times in total
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    Post  RaspberryCommie Mon May 21, 2012 8:10 pm

    I really like the idea of friendship bonuses.

    And the whole moving from friend to lover dialog was pretty much exactly what I was thinking. It'll allow you to stay friends with people without any potential jealousy or other stickiness.

    Speaking of, are we gonna implement jealousy? I seem to recall there being a jealousy system in one of the more recent games, though not really that bad.

    And I know Rune Factory 3, and Tale of Two Towns both have a different "dating" kinda system, so we can use those as models to build on, possibly?

    As for marriageable characters, there should be a range of ages on both ends. I always found it odd that all the girls you could marry look about 12, when some of the guys you could get (Especially in HM DS) were like 50.

    Oh also, I'm trying to convince an artist friend of mine to come on, but he's never played a HM game. Also he says' he has no experience making sprites and stuff, so he'd just be doing regular arts.
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    Post  Zeikier Mon May 21, 2012 11:11 pm

    Raspberry sent me. I have some experience with making comics and character art. I have very little experience with sprite art, unfortunately.

    I can't give external links to my work yet. May I just post the images here?
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    Post  Admin Mon May 21, 2012 11:18 pm

    Zeikier wrote:Raspberry sent me. I have some experience with making comics and character art. I have very little experience with sprite art, unfortunately.

    I can't give external links to my work yet. May I just post the images here?
    It's fine by me, as long as it isn't poornographic; that would be a violation of the site rules, and they'd delete the board.
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    Post  soak314 Mon May 21, 2012 11:24 pm

    Hokay, lads nice to see everyone storming them brains. I'm working on more design bases, keep the thought train chugging.

    I like Redrick so far, Admin, NPC 'mysteries' are always a good incentive for raisan them friend points. Keep 'em coming.

    QUESTION: Do we want a singular entity, like a Harvest Goddess, or do we want things like Faeries? Or both? Because I actually have this great idea about applying some of my Celtic Folklore to the game, in the form of household and domestic spirits that could be employed to help you out with things. If this seems like a viable idea, let me know, and I will expand upon it with details; if it's a no go, don't worry about it. I've got my big boy boxers on.

    Do elaborate, this sounds interdasting.

    I have not played any of the Rune Factory games, so I would need someone to point me in the direction of a good wiki article, or give me a synopsis about what these boss dudes are.

    Basically, they are eeeevil and threaten the integrity of your farming enterprise. In RF3, one even went so far as to nab your wife.

    I, uh, can't link the wiki article but it's right there on google.

    Idea: People should occasionally comment on the state of your farm.

    Yes, this will give a sense of being part of the world, as well as railroad the player's thought train back into primary objective mode if they ever veer off track.

    "You feel like you could take this relationship to the next level. Do you ask [character] on a date?
    >Yes
    >No"
    Choosing no keeps them as a friend (with maybe the chance to date them in the future?), choosing yes will lead to the dating.

    This is exactly what I had in mind!

    As we have an expert in agriculture, we could do a lot with machinery. Like tractors and stuff like that.

    Actually, I was thinking of organic(magic and sprites?) based farming vs modern (machines and high chemical input). The antagonist could come in the form of a person/group invested in making your operation more modern and intensive. You could opt to side with them, gaining MAXIMUM PROFITS but in turn killing the spirits of nature in the surrounding woods. NPC's would be either for or against the paradigm shift, and would lose/gain friend points the further you delve into automated production. This would be less apparent a threat than a gang, and is more of a moral type thing as opposed to a source of direct conflict.

    I had two ideas, one would be a rival farmer who builds up his own farm and tries to make it a better/bigger one than yours. He would upgrade it according to a set speed and you should keep up with him. Maybe this could be combined with the "deadline" of upgrading your home. Maybe we could even make this into a main point of the story, as in "the one farm that will prosper the most in the next three years will... become the figurehead of the village/you would become the next mayor/whatever.
    Or we could take this even further and say that you share your farmland with your rival and the one who makes most out of it will then become the owner of the farm. This could be interesting, but it could also lead to a lot of problems.

    Hm, didn't think to add something like MM's rival deal. I'll be playing that and seeing how they handle it, because as of now I have no idea how to go about approaching it from a technical standpoint, but it's a nice idea.

    I approve of the butcher, but let me think up the numbers for that too, shouldn't be too hard. We could also add pigs into the mix if we support a slaughter and meat production mechanic.

    VN idea is stellar, but it would demand a LOT more lines from the writers to make things less repetitive. Seeing as that is what we mostly are right now, I see absolutely no problem in pursuing it.

    Friend Bonuses for merchants is also awesome, further incentive to run around talking to people!

    I'll return with some sort of design progress later in the day.
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    Post  RaspberryCommie Mon May 21, 2012 11:35 pm

    soak314 wrote:Hokay, lads nice to see everyone storming them brains. I'm working on more design bases, keep the thought train chugging.

    I like Redrick so far, Admin, NPC 'mysteries' are always a good incentive for raisan them friend points. Keep 'em coming.

    QUESTION: Do we want a singular entity, like a Harvest Goddess, or do we want things like Faeries? Or both? Because I actually have this great idea about applying some of my Celtic Folklore to the game, in the form of household and domestic spirits that could be employed to help you out with things. If this seems like a viable idea, let me know, and I will expand upon it with details; if it's a no go, don't worry about it. I've got my big boy boxers on.

    Do elaborate, this sounds interdasting.

    I have not played any of the Rune Factory games, so I would need someone to point me in the direction of a good wiki article, or give me a synopsis about what these boss dudes are.

    Basically, they are eeeevil and threaten the integrity of your farming enterprise. In RF3, one even went so far as to nab your wife.

    I, uh, can't link the wiki article but it's right there on google.

    Idea: People should occasionally comment on the state of your farm.

    Yes, this will give a sense of being part of the world, as well as railroad the player's thought train back into primary objective mode if they ever veer off track.

    "You feel like you could take this relationship to the next level. Do you ask [character] on a date?
    >Yes
    >No"
    Choosing no keeps them as a friend (with maybe the chance to date them in the future?), choosing yes will lead to the dating.

    This is exactly what I had in mind!

    As we have an expert in agriculture, we could do a lot with machinery. Like tractors and stuff like that.

    Actually, I was thinking of organic(magic and sprites?) based farming vs modern (machines and high chemical input). The antagonist could come in the form of a person/group invested in making your operation more modern and intensive. You could opt to side with them, gaining MAXIMUM PROFITS but in turn killing the spirits of nature in the surrounding woods. NPC's would be either for or against the paradigm shift, and would lose/gain friend points the further you delve into automated production. This would be less apparent a threat than a gang, and is more of a moral type thing as opposed to a source of direct conflict.

    I had two ideas, one would be a rival farmer who builds up his own farm and tries to make it a better/bigger one than yours. He would upgrade it according to a set speed and you should keep up with him. Maybe this could be combined with the "deadline" of upgrading your home. Maybe we could even make this into a main point of the story, as in "the one farm that will prosper the most in the next three years will... become the figurehead of the village/you would become the next mayor/whatever.
    Or we could take this even further and say that you share your farmland with your rival and the one who makes most out of it will then become the owner of the farm. This could be interesting, but it could also lead to a lot of problems.

    Hm, didn't think to add something like MM's rival deal. I'll be playing that and seeing how they handle it, because as of now I have no idea how to go about approaching it from a technical standpoint, but it's a nice idea.

    I approve of the butcher, but let me think up the numbers for that too, shouldn't be too hard. We could also add pigs into the mix if we support a slaughter and meat production mechanic.

    VN idea is stellar, but it would demand a LOT more lines from the writers to make things less repetitive. Seeing as that is what we mostly are right now, I see absolutely no problem in pursuing it.

    Friend Bonuses for merchants is also awesome, further incentive to run around talking to people!

    I'll return with some sort of design progress later in the day.

    Perhaps we could make the rival farmer be both opposite your gender, as well as take the opposite outlook on farming? Like if you go tech, s/he goes traditional, and vice versa?

    Perhaps a theme that neither traditional nor modern machinery farming are that bad, but that a mix of both is a good thing? Otherwise it might look like we're saying teh whole Luddite philosophy is a good one.
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    Post  Zeikier Mon May 21, 2012 11:47 pm

    Admin wrote:
    Zeikier wrote:Raspberry sent me. I have some experience with making comics and character art. I have very little experience with sprite art, unfortunately.

    I can't give external links to my work yet. May I just post the images here?
    It's fine by me, as long as it isn't poornographic; that would be a violation of the site rules, and they'd delete the board.

    Don't worry, there will be no porn examples.


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    Post  Admin Tue May 22, 2012 12:06 am

    Zen and the Art of Farming! It's important to balance the age old, tried and true methods with modern ideas and creative use of technology. Just a half serious idea.

    I like the idea of the rival farmer being basically an "Evil/Good twin", but I think that will be difficult to execute without it coming across as trite or cliched.

    As for spirit ideas, well, being part Irish, and strongly connected to my heritage, I've done a bit of research on folklore; I find it very interesting. The Sidhe (pronounced like the word she) are spirits of the land, some times called "The Fair Folk", and their are quite a few different types.

    I'll focus on the ones that are applicable, and how I could see them being used in the game.

    First up would be the Brownie, a house spirit. Brownie's dwell in homes that will accept them, but not acknowledge them. They're strange like that, very shy, they will only work at night, when everybody in the house is asleep. They thatch roofs, clean utensils, and generally just help to maintain the home, in exchange for food.

    In some traditions, they will lay down in a hearth that has warm coals in it, as a bed, and accept "payment" in the form of cream, honey, or food made from cereal grains, left out by the Hearth.

    They also will freak out if the owner of the house in any way implies that their is some sort of business relationship, like if you said to someone you "paid" a Brownie, they would take that as an insult. Don't remember why; not sure their even is a reason beyond "Fae have strange tendencies that are difficult for humans to understand, because oh hey, they're not really humans".

    Some legends say that if you misuse or fail to properly take care of the Brownies few needs, they will damage property and frighten livestock, but I think we could omit that; too much extra coding, and that would be a punishment for not doing things the right way, which we are avoiding.

    How I'd implement this, is such: you could hear in town somebody, one of the more "superstitious" townsfolk, talking about the spirits; later on, at some point, you may choose to examine the hearth of your home, and be given the option to leave out some applicable food (cow/sheep/goat/whatever milk, honey, etc). Then when your character goes to sleep for the night, it shows a cutscene of this tiny little guy climbing down the chimney, seeing the food, and going "!", picking it up and eating it.

    Then it shows him just sort of very quickly (sort of teleporting) around the house, doing various animations to imply it is cleaning and tidying.

    When the character wakes up, they get a small stamina boost, because the house is so neat and tidy, they don't have to bother themselves with basic cleaning that would otherwise be needed.

    Feed the little guy continuously, and you might be able to level it up (it wouldn't really be a friendship, because Brownies do not like communicating with humans, but it would, for all intents and purposes, be the Friendship Meter). As it gets higher, you'll find more stuff being done around the house for you; even around the farmstead.

    Cows and sheep and such milked, eggs collected, produce picked and left in a little basket right by the door.

    Of course, the implementation and such is entirely up to debate; that is just my two cents on the matter.

    Zeiker: Nice art. If you're not that great at pixels, maybe you could draw the portraits of the characters?
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    Post  Zeikier Tue May 22, 2012 12:12 am

    Admin wrote:
    Zeiker: Nice art. If you're not that great at pixels, maybe you could draw the portraits of the characters?

    Thanks.

    Doing portraits sounds good. Would that also include other character stuff that wasn't pixel art?
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    Post  RaspberryCommie Tue May 22, 2012 12:17 am

    Admin wrote:Zen and the Art of Farming! It's important to balance the age old, tried and true methods with modern ideas and creative use of technology. Just a half serious idea.

    That's what I was thinking. After all, technology isn't always bad. Maybe it's a choice between dirty factory farming, or cleaner tech?
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    Post  soak314 Tue May 22, 2012 12:37 am

    IRL, primary industry, especially in the first world, is pushing for holistic farming on a backyard level, exactly the image HM has advertised in past games. Not being against machines in particular, but more of the methods involved in keeping a large scale, single product operation ticking. Pardon, I keep mixing my organic agenda in with everything farm based.

    That said, this particular area of design is secondary, and I won't be working on it until we have stable math for the crop and livestock moneymaking. Same deal with the rival, but keep them thoughts flowing, I'll take them into account. It'd be better to work on setting and characters for now, since that element is fairly removed from any relevant statistics juggling.

    And seeing as Zeikier has posted his work, I will now raise the point of art syle.

    Do we stay with the 'chibi' deal? I find that larger, more realistic characters are absolute hell to animate, so I propose that overworld sprites retain this deformed cute-ism.

    Zeikier, I'm a fairly good pixel pusher and can translate other mediums into sprites. From what I'm seeing, you could provide 'talkies' for the characters, the faces that they have pop out above their text boxes. Concept art is also an important thing, and you could totes get on that too. I'm no good coming up with actual faces, but I can get them into sprite form right quick if they already exist, that sort of setup okay with you?

    I'll get to your points in a bit, Admin, got sidetracked by big bro driving duties and forgot to post this whole thing about an hour ago.
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    Post  Zeikier Tue May 22, 2012 1:52 am

    Yeah, making faces and chibis and whatever else can work. I'll need a bit of guidelines for what else to make concept art for what I'll be making concepts of.
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    Post  RaspberryCommie Tue May 22, 2012 2:24 am

    Zeikier wrote:Yeah, making faces and chibis and whatever else can work. I'll need a bit of guidelines for what else to make concept art for what I'll be making concepts of.

    We're still working on characters for now. But someone suggested we'll be making 15 characters, plus the MC. And each of those will need a happy, sad, angry, etc expression picture.

    How many bachelors/bachelorettes are we going with? The standard seems to be five each, which would leave five non-marriagable characters. We might wanna increase that number a bit.
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    Post  soak314 Tue May 22, 2012 4:52 am

    Go on ahead with your character ideas. I recommend making up characters for the primary vendor roles I've listed first, then we can add to them as required. We could ramp the cast up to an even 20 for additional siblings, grandparents, etc. For now, just throw in your ideas and we'll see what works out.

    Working on a crops base system, I'll throw up a mockup once I'm happy with it.
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    Post  RaspberryCommie Tue May 22, 2012 5:04 am

    Well, I already have an idea for the town doctor. Nothing concrete. Wanted to run the basic idea by everyone in case it's too cliche. (Cause it's fairly unoriginal, but it was the first idea that came to my mind)

    I was thinking that she's a city type that moved out to whatever the town's name is gonna be for her own health/to help out. While at work, she's very clinical (har) and impersonal, but a very good doctor. If you're not sick, she'll probably get irritated and direct you to her assistant/nurse for whatever medical supplies/herbs you came in to buy.

    Outside though, she's very open and friendly. I'm thinking she enjoys fishing in her off time, so fish would be good gifts. As for stuff you find out as you gain friendship points, perhaps she's getting away from some kind of family problems back home? Nothing serious, obviously, but kind of like what Nami was going through back in AWL/DS. Perhaps even her brother/sister is in town too as some kind of shopkeeper?

    Just off of the top of my head. I'll flesh her out more if everyone thinks she sounds good.
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    Post  Jar Tue May 22, 2012 8:15 am

    Hello, I'm a hobbyist composer and I've always wanted to work on a game project like this. Here is a link to a soundcloud set of some simple piano pieces to demonstrate my range or something: soundcloud.co(m)/jartunes/sets/its-a-portfolio-of-some-crap/. Remove those brackets on the com, it's just that new users can't post links because this forum is silly. I'd be willing to work with the designer (team of designers?) to create more appropriate pieces for the project in general if this is the sort of music you're looking for.
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    Post  soak314 Tue May 22, 2012 8:54 am

    Hey, Jar. Your stuff sounds great, everyone go check it out.

    Your music fits the mood of a farming game perfectly, from what I've heard, personally I'd be happy to have you on.

    We are a VERY new team. Right now we are in concept and planning, sorely lacking a dedicated pixel artist and a capable programmer. You can go ahead and thrown in some concepts with the rest of the crowd if you have any ideas.

    Admin: that brownie idea has me intrigued, it could make for a nice sort of harvest sprite system.

    About 50-50ish done with the crop maths, just setting template prices now.

    Raspberry, that also sounds good so far. Is she meant to be romanceable? Just keep tabs on each other while thinking stuff up so we don't end up with gender imbalance / repeating archetypes.


    Last edited by soak314 on Tue May 22, 2012 9:02 am; edited 1 time in total (Reason for editing : Addendum.)
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    Post  Jar Tue May 22, 2012 9:43 am

    Alright, I'm glad to have gotten some positive feedback already. I think I'll take a backseat on discussion at least until we have a more structured plan of the entire game and those spriter and programmer roles filled. However, I do feel that setting up an IRC channel and logging it publicly would be a lot easier in some respects than just a forum.
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    Post  Admin Tue May 22, 2012 10:25 am

    I like the music, too. Feels very fitting to me. Glad to have you aboard, Jar.

    Question to all: What are we going to use to make the game with anyways? RPGmaker? Flash? Something else? My own personal preference would be towards RPGmaker XP or VX.

    Soak: Aye, that's the idea. I could find a few other spirits, too; maybe, for a boss, a Morgen that lives in the pond/lake/river, as something of an antagonist.

    Morgen's are water spirits that are described as being vastly beautiful, but cold and treacherous. They despise men, and will flaunt their beauty to lure them into the body of water they inhabit, and drown them. In some stories, it is believed they eat the flesh of men, to sustain their beauty.

    Kind of like, part mermaid, part Siren.

    Bonus! It was some times believed that crop failure was due to a Morgen corrupting the water with her presence, or by them causing flooding, for no other real reason beyond FUCK YOU DIRTY HUMAN SCUM.
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    Post  Jar Tue May 22, 2012 10:45 am

    I think RPG Maker would be best suited for an amateur project like this if we're having trouble finding a programmer elsewhere. It should be flexible enough to work around and assets can easily be replaced as we go so as not to stick to the generic default graphics and material.
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    Join date : 2012-05-21

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    Post  Admin Tue May 22, 2012 1:01 pm

    So, working off of raspberry's idea, I have a doctor outline. As with anything I make, any constructive criticism or changes anybody would like to see done are appreciated and valued. It's not quite everything you wanted, Raspberry, but I hope you approve.

    Also, to everyone, I made a slight tweak to the blacksmith, specifically adding a new thing to the character "Dating Bonus", which is the benefit you get when dating a character.

    Name: Veronica Foster
    Age: 29
    Sex: Female
    Occupation: Doctor/vet
    Marital Status: Single
    Marriageable: Yes

    Appearance: Blessed, some might say, with the archetypal hourglass figure, Veronica is sometimes described as buxom, though never when she's around, of course. She is five feet and five inches tall. Her hair, brown with blond highlights, comes down to her shoulders, with gentle curls. Because she was born with poor eye sight, she is never seen without her horn-rimmed glasses.

    Shop: Located in the direct center of town, the clinic and veterinarian's office is one of the few all-stone buildings, constructed of marble that was quarried from the nearby mountains. It is two stories tall, with the clinic being on the first floor, and her home being up on the second (the door to which is kept locked during office hours).

    Bio: Originally born in this very town, the daughter of a veterinarian, she ended up learning quite a bit of the trade hands on, by assisting her father. However, as she grew older, she desired to expand her medical knowledge to humans, and left the town to go to a medical school faraway.

    When her father, William, passed away two years ago, she was quick to return to the town. She is often considered the opposite of her father, in that she is a doctor-cum-veterinarian; the father had been a vet, first and foremost, that learned how to treat human patients along the way, as it was a necessity for the community.

    Personality: In the office, she is cool, calm, collected, and clinical. A man could walk in with an arrow sticking out of his chest, and she would deal with the situation without batting an eyelash, or shedding a single drop of blood more than was necessary.

    The only emotion she seems to show, at least in the clinic, is hostility towards people that are not truly ill, and who bother her.

    Like a coin, however, she has a different side; when she is out of her office, she is kind, intelligent, and loves to laugh and joke. Although never having had any children, she has many motherly traits.

    When things are quiet, and their are no patients, she likes to go off to the local [pond/lake/river] and fish. It is a calming pass-time for her, and she loves to eat fish.

    Friends: Everyone (No, seriously, she manages to get along with everyone)
    Likes: Fish, fishing gear, books (non-fiction)
    Dislikes: Liquor, egotism, people that don't follow her medical advice because they think they know better

    Special Events: Her birthday is September the 13th, though she celebrates alone, usually with a cup cake from the bakery (she otherwise avoids sweets). She always has a small stand set up during any festivals or other events around the town, just in case someone gets hurt.

    Friendship Bonus: Free treatment when player/player-owned animals are sick
    Dating Bonus: She cooks nutritionally balanced meals for the player, which means his chances of falling ill due to overworking are lowered by a large amount. Increase in stamina.

    Wedding Bonus: Stamina and health bonus.


    Last edited by Admin on Wed May 23, 2012 2:06 am; edited 2 times in total
    Jar
    Jar


    Posts : 30
    Join date : 2012-05-22
    Age : 28
    Location : Perth, WA

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    Post  Jar Tue May 22, 2012 1:35 pm

    Veronica and I share the same birthday! I think for a wedding bonus, your capacity for stamina should be increased considerably. Fits in with the health theme and all. On an unrelated note, I encourage everyone to set an avatar. Makes it just a bit easier to see who's who at a glance.
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    RaspberryCommie


    Posts : 29
    Join date : 2012-05-21
    Age : 38

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    Post  RaspberryCommie Tue May 22, 2012 6:46 pm

    Admin wrote:So, working off of raspberry's idea, I have a doctor outline. As with anything I make, any constructive criticism or changes anybody would like to see done are appreciated and valued. It's not quite everything you wanted, Raspberry, but I hope you approve.

    Also, to everyone, I made a slight tweak to the blacksmith, specifically adding a new thing to the character "Dating Bonus", which is the benefit you get when dating a character.

    Name: Veronica Foster
    Age: 29
    Sex: Female
    Occupation: Doctor/vet
    Marital Status: Single

    Appearance: Blessed, some might say, with the archetypal hourglass figure, Veronica is sometimes described as buxom, though never when she's around, of course. She is five feet and five inches tall. Her hair, brown with blond highlights, comes down to her shoulders, with gentle curls. Because she was born with poor eye sight, she is never seen without her horn-rimmed glasses.

    Shop: Located in the direct center of town, the clinic and veterinarian's office is one of the few all-stone buildings, constructed of marble that was quarried from the nearby mountains. It is two stories tall, with the clinic being on the first floor, and her home being up on the second (the door to which is kept locked during office hours).

    Bio: Originally born in this very town, the daughter of a veterinarian, she ended up learning quite a bit of the trade hands on, by assisting her father. However, as she grew older, she desired to expand her medical knowledge to humans, and left the town to go to a medical school faraway.

    When her father, William, passed away two years ago, she was quick to return to the town. She is often considered the opposite of her father, in that she is a doctor-cum-veterinarian; the father had been a vet, first and foremost, that learned how to treat human patients along the way, as it was a necessity for the community.

    Personality: In the office, she is cool, calm, collected, and clinical. A man could walk in with an arrow sticking out of his chest, and she would deal with the situation without batting an eyelash, or shedding a single drop of blood more than was necessary.

    The only emotion she seems to show, at least in the clinic, is hostility towards people that are not truly ill, and who bother her.

    Like a coin, however, she has a different side; when she is out of her office, she is kind, intelligent, and loves to laugh and joke. Although never having had any children, she has many motherly traits.

    When things are quiet, and their are no patients, she likes to go off to the local [pond/lake/river] and fish. It is a calming pass-time for her, and she loves to eat fish.

    Friends: Everyone (No, seriously, she manages to get along with everyone)
    Likes: Fish, fishing gear, books (non-fiction)
    Dislikes: Liquor, egotism, people that don't follow her medical advice because they think they know better

    Special Events: Her birthday is September the 13th, though she celebrates alone, usually with a cup cake from the bakery (she otherwise avoids sweets). She always has a small stand set up during any festivals or other events around the town, just in case someone gets hurt.

    Friendship Bonus: Free treatment when player/player-owned animals are sick
    Dating Bonus: She cooks nutritionally balanced meals for the player, which means his chances of falling ill due to overworking are lowered by a large amount. Increase in stamina.

    Wedding Bonus: Oh god, I have no idea. Help me out here, guys.

    In my head she was a brunette, but otherwise, exactly what I was thinking. I was mostly playing off of the blacksmith idea, and trying to think of what would work for an older female bachelorette, although 29 works just fine.

    And I think her marriage bonus being extra stamina/health works just perfect.

    Also, are we going with a full calendar, or should we stick with the usual Spring/Summer/Fall/Winter calendar year the game has?
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    Admin
    Admin


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    Join date : 2012-05-21

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    Post  Admin Tue May 22, 2012 7:23 pm

    I'd say a full 365 day calender would be nice. But, I'm also okay with the four seasons model.

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