Character Research – Tommen Baratheon

Hi everyone!

For a second protagonist, I decided to model them off of Tommen Baratheon from “A Song of Ice and Fire” (Game of Thrones):

Image result for tommen baratheon
Tommen Baratheon

There was a particular reason I chose this character; he’s remarkably interesting. He starts off being overshadowed by his older, phychotic brother Joffrey, but grows into a well developed and intelligent person. Unfortunately, when his own mother murdered his wife (and burnt down half of the capital city), he jumped out of a window to his death.

Hopefully, my own character won’t end up going down that same route! I don’t want to add too many spoilers, as I don’t want to ruin the series for those who haven’t watched it.

Also, he’ll act as a foil for Jeanné, my other protagonist, as I can incorporate aspects of people I know into some of his mannerisms. The reason I’m doing this is that Tommen Baratheon is only a main character for about one season, before he commits suicide, so I’ll need to pad it out with something. I’ve also decided on a minor name change for my character, so instead of being Tommen, it’ll be Tommyn. Not a major difference, but I thought it’d help differenciate him a bit.

I’ve done a character profile for Tommyn:

I added elements from my own personality into the character, to make him a little less tragic.

I know this design was a little sparse in places, but I wanted to see how I could develop Tommyn in relation to Jeanné, as they are the two playable characters in the early part of my game. I also wanted t make him balance her out from a gameplay standpoint, as she’s more magic-focused, he can be more physically-orientated. It keeps them feeling distinct when you play them.

I’m gonna get on with making some bits now, so I’ll see you later!

Bibliography:

HBO. (2019). Game of Thrones – Official Website for the HBO Series – HBO.com. [online] Available at: https://www.hbo.com/game-of-thrones [Accessed 11 Apr. 2019].

Character Profile – Jeanné

Hi everyone!

Over the last few days, I created a basic character profile for my primary character; Jeanné:

Now, I want to clear something up; I’ve received comments that I’m making a psuedo-historical game about Jeanné d’Arc. I’m not. I’m just using her as inspiration for my primary character. In fact, the only reason I thought of using her was because I’d watched Fate/Apocrypha on NETFLIX. I liked the character, so I wanted to draw from it.

Anyhow, you have a read, and I’ll see you later!

Character Research – Jeanné d’Arc

Hi everyone!

So, continuing with looking at Joan of Arc, I decided to look at various media adaptations of her, and one in particular stood out to me; Jeanné d’Arc (Ruler) from the anime series “Fate/Apocrypha“.

Image result for ruler fate apocrypha
Jeanné d’Arc (Ruler)

In the series, she’s modelled on her actual historcial deeds, but her design is a little different to her historical appearance, due to her possessing a living human who looks like this.

I’m thinking of using this version of Jeanné as the basis for my design, as the styles I’m looking at are heavily based in the manga style. She also looks like a total badass!

Ability-wise, in Fate/Apocrypha, Jeanné has two distinct abilities; Luminosite Eternele, and La Pucelle. Luminosite Eternele (Eternal Radiance in French) uses the banner of Orleans to protect herself and allies from any attack. La Pucelle on the other hand is a powerful, but double-edged attack. She used the sword of St. Catherine to burn away all she believes must be eliminated. The cost however, is usually her life.

Visually, I want to use the look of flowing blonde hair, as it gives me an idea based on my experience of playing Dungeons and Dragons; that my protagonist is in fact an “Aasimar“. An Aasimar is a human with angelic blood, giving them inborn divine-based abilities. Seems like a good fit, doesn’t it?

Anyways, I’m gonna head off now, so I’ll see you later!

Bibliography:

Typemoon.fandom.com. (n.d.). TYPE-MOON Wiki. [online] Available at: https://typemoon.fandom.com/wiki/TYPE-MOON_Wiki [Accessed 5 Apr. 2019].

Dnd.wizards.com. (2019). D&D Official Homepage | Dungeons & Dragons. [online] Available at: https://dnd.wizards.com/ [Accessed 5 Apr. 2019].

Mechanical Ideas – Tactical Battle RPG’s

Hiya, everyone!

Now, over the last few weeks, I’ve been playing some of my favourite games in my spare time (what precious little of that I have left!). However, instead of just enjoying them, I’ve been thinking about why I enjoy them, and what I could learn or adapt from them for my own project. I’m gonna talk about a few of them here, and some of them may branch into spoiler territory so:

WARNING – SPOILER ALERT!!!

Anywho, now that’s been said, I’m gonna talk about a selction of games. They may not all be JRPG’s, however they have mechanics that have been used in JRPG’s so it counts.

First up is Fire Emblem Fates, which is quite interesting for it has three different story paths, based on a decision that you make in Chapter 5 (After doing this once, you can just start new games from after this point!). The three routes are basically parallel paths, but that’s wandering into story territory. What I’m here to talk about are the mechanics. Fire Emblem as a series uses a Tactical Battle System, which uses an overhead camera angle to show the battlefield. Each character moves on a grid, and can use actions like attacking, spellcasting, or using items. Characters can only move and act once per round (unless something happens, which I’ll get to later), and once all of your characters have acted, it changes to your opponents turn. It keeps going on like this until one side fulfills their objective (which is usually kill everything on the enemy side, but there are others).

The opening round of a battle in Fire Emblem Fates

Now, there are two characters who can break the one move-and-action rule, Azura, and her son, Shigure. These two characters are bard-like, and have a magic song that only they can use. Using it on someone allows them one more move or action. As they have to use their action to sing, it’s basically just transferring their action to a teammate.

Another thing that the series has in later installments is the “My Castle” system, which provides the player with a customisable stronghold, which they can upgrade and control to suit their playstyle. It also gives them access to new items, equipment, skills, and spells, depending on what updrages they’ve done in the Castle.

Now, I happen to like Tactical Battle games, as I grew up playing Warhammer 40K with my dad, which is pretty similar to games like Fire Emblem. One of my minor gripes with a large amount of the Fire Emblem series is that you can’t fully exploit the terrain. I like being able to destroy the enemy’s cover, to navigate around it, or even use it against them with things like Fireball spells. It’s something that a lot of games forget about. But not my next choice.

XCOM 2: War of the Chosen is an absolute gem of a Tactical Battle RPG. I would have chosen the first game for this; XCOM: Enemy Unknown (and it’s expansion: Enemy Within), but I found the second game was a far better game in terms of mechanics. Actually, War of the Chosen is an expansion for the base XCOM 2 game, but it adds so much content, I could never play it without the expansion.

Althogh the XCOM series is based on the “Alien Invasion“, it still uses a lot of the same basic mechanics of the fantasy-orientated Fire Emblem series. Although, it does allow you to exploit terrain, which is something you can never really do in Fire Emblem. You have a selection of character classes, such as the mobile “Ranger”, hard-hitting “Grenadier”, long-range “Sharpshooter”, or tech-savvy “Specialist”. There’s even a “magic-user” type class in the “Psi-Operative”. As it only uses a small number of character types, you’d think your mechanically limited; your not. Each class has a “Talent-Tree” which you can use to specialise them in a number of interesting ways. The thing the expansion brings to your squad is the addition of allied resistance factions, which often combine aspects of existing classes into new and incredibly deadly squad members.

Now, XCOM 2 has an upgradable stronghold, in a similar manner to Fire Emblem, but with one difference; it’s an alien spaceship called “The Avenger”.

The Avenger’s room layout

There are only a small handful of slots on the Avenger, so you have to choose what you want to build wisely. There is also a requirement for building rooms; power supply. If your power supply cannot accommodate the new room, you won’t be able to build it. Luckily, one of the options you can choose is the power relay, which gives you more power. If you build one on an exposed power coil, it gives more than usual. Now this is something I could use in my own project; not just an upgradable base, but a bit of resource management. Since I’m doing a more fantasy-orientated game, I’m probably going to use more mundane things like Gold or Materials.

Keeping with the topic of Tactical Battle games, I’m gonna move on to Suikoden II.

Suikoden II Cover Art

Now this game is very interesting; it actually has three battle modes! One is a SIX person skirmish mode, there’s a mass-battle tactical system, and a one-on-one duelling system. It also has 108 PLAYABLE CHARACTERS!!! Now I should explain, the Suikoden series is based off of “The Water Margin” which is an element of chinese mythology about the nine-dozen-heroes (9×12=108) who are fighting against oppression. There’s also a (quite badly dubbed) TV series based on the same stories, which is also called “The Water Margin“. Suikoden II also has a really interesting and unique Runic Magic system, that relies on “Rune Affinity” (a system that’s quite complex for me to explain). I can go through some of the basics of the Rune Magic system though; each character has a number of “Rune Slots” in which they can have Runes embedded (usually, they have two, but some more magically-orientated characters have three). Each Rune gives access to a small number of spells that can only be used X number of times. Runes can be upgraded to provide more potent or varied spells, depending on the Rune in question. For me, I like this system, as it’s a little bit more refined than the Materia system from FF7. I could potentially combine this type of system with the learn-by-use system introduced in FF6, which is something I’ve actually been thinking about for a while.

In addition to these features, Suikoden II ALSO has an upgradable stronghold, which in keeping with it’s source material is often near a body of water. It seems to me that in Tactical Battle games, having a player controlled stronghold is almost standard practice. Anyway, onto another game!

Final Fantasy Tactics. I had to get back to the JRPG giant eventually, but the Tactics series is a spin-off that uses the Tactical Battle genre, but combines it with a lot of the old Final Fantasy mechanics, ike the job system. The difference is that the jobs aren’t straightjackets like they can be in some core series entries. Instead, they improve your characters abilities, give them access to skills, and are freely changeable. You can even carry skills over between jobs! One thing is does use is a job-unlock system, where you have to level certain jobs up to a certain level to unlock other jobs, such as raising the level of white mage so you can get summoner. I suppose it’s to stop players from accessing powerful or complex abilities too early into the game.

I could adapt this for myself, but I’m still debating whether I want any kind of “Job” system at all. I often find them incredibly restraining and difficult to balance correctly. They also don’t mesh well with any kind of learning system, due to their nature of dishing out skills at arbitrary levels. I could use them as a kind of growth model I suppose.

I’m hoping to pull a bit of a Suikoden with my own project, as I have a means of creating a traditional Active Time Battle (ATB) system that works alongside the Tactical Battle system (TBS). The only problem is gonna be the balancing (isn’t it always?). I want to have abiities that can be used in both systems without issue. One thing I’d like to experiment with is an ATB/TBS hybrid that uses the ATB’s pseudo-realtime system on the TBS battlefields. That should create a sense of urgency in battles, making it more imperative to think on your feet. I would make the ATB pause whilst your choosing actions though, otherwise the AI would destroy you in a matter of moments. I’d also rig the AI to only handle one unit at a time, so it’s a bit more fair to the player.

Anyway, I think that’s enough outta me for now, otherwise I’m gonna bore you to death. I’ll be back soon with something. I dunno what it’s gonna be yet, but I’ m hoping that it’ll be cool or interesting. Anyways, I’ll see you later!!!

Bibliography:

XCOM® 2 on Steam. (2016) [online] Store.steampowered.com. Available at: https://store.steampowered.com/app/268500/XCOM_2/ [Accessed 4 Apr. 2019].

Suikoden.fandom.com. (n.d.). Suikoden Wikia. [online] Available at: https://suikoden.fandom.com/wiki/Suikoden_Wiki [Accessed 4 Apr. 2019].

Fireemblem.fandom.com. (n.d.). Fire Emblem Wiki. [online] Available at: https://fireemblem.fandom.com/wiki/Fire_Emblem_Wiki [Accessed 4 Apr. 2019].

Finalfantasy.fandom.com. (n.d.). Final Fantasy Wiki. [online] Available at: https://finalfantasy.fandom.com/wiki/Final_Fantasy_Wiki [Accessed 4 Apr. 2019].

How does any of this relate?

Hi everyone, me again!

Now many of you may be wondering what relation half of my research has to my project; I mean, I’ve gone from looking at game series to historical figures. How does any of it fit together? Well, I’m going to answer that for you now.

My research into existing game series is meant to inspire my lore and mechanics for my own project. Instead of trying to come up with a “100% original idea”, which is statistically next to impossible, I’m looking at what already exists, and what I can learn from them. I mean, immitation is the highest form of flattery, isn’t it? I also want to know what’s gone before, what didn’t work, or what I think I could improve on.

My character research is to help me make some decisions about what types of characters to include. I find characters both one of the most fascinating and most frustrating parts of the whole design process, and I often have way too many ideas on what characters I want.

So, there you have it. It may not seem immediately relevant when I talk about things like my favourite games, or awesome characters, but at the same time, it’s these that actually inspire me to make my own games and other creative work. Everyone needs a muse.

Anyway, I hope that’s cleared that up, and I’ll see you soon!

Character Research – Joan of Arc

Hi everyone!

Today, I’m going to be talking about a historic figure that’s actually inspiring my character designs: Joan of Arc (or in the original French: Jeanne d’Arc).

As I mentioned in my story notes, I want to have one of my characters be a kind of “Holy Maiden”, and the first one I could think of from history was Jeanne d’Arc. Also, I was watching Fate/Apocrypha at the time, and they use an interpretation of her for the series, so I guess you could say that it also something to do with this.

Anyway, back to the main topic here. Jeanne was born sometime around 1412 (15th Century) to a farmer; Jacques d’Arc and his wife (who I can’t find a name for). She was illiterate (couldn’t read or write), but her mother instilled in her a fervent devotion to the catholic faith.

When she was 13, she began hearing voices, whcih she believed to be the catholic god telling her that it was her mission to save france from the english during the hundred years war. After coming to this mission, she took a vow of chastity. This was used to get her out of an arranged marriage that her father had planned for her.

In the May of 1428, she made her way to Vaucouleurs, which was a stronghold of those loyal to Charles of Valois, whom was believed to be the rightful king of France. She was initially denied entry, but was persistant enough to be granted an audience with Charles. What she and Charles spoke about is largely unknown and unrecorded, but he allowed her to lead an army to the beseiged city of Orléans (at her insistance).

Jeanne set of with her new army to Orléans in the March of 1429. She had cut her hair short, wore white armour, and rode a white horse. To be honest, I wonder how much that did to influence the popular fairy-tale belief of noble knights wearing white, riding white horses? Anyway, I digress. She sent a defiant letter to the english, and afterwards joined in several assualts to push the english back across the river Liore.

After this victory, her reputation spread. She escorted Charles across the english held french territories to Reims, which is the traditional locale for french coronations, taking any town that resisted by force. Jeanne also argued that the french forces should retake Paris, but Charles was wavering; his friends at court were warning him about Jeanne becoming too powerful. The english fortified their defences, and Jeanne was unable to retake the city in the September.

During the next spring (1430), King Charles VII ordered her to deal with an assault on the town of Compiégne. During the battle, she was thrown from her horse, and left outside the town gates as they were being closed. She was subsequently captured by the english, and brough to Rouen.

She was then tried as a witch and a heretic, as well as for being dressed as a man (Which was illegal at the time); in fact there were over 70 charges against her in total! Charles, although owing his coronation to her, did nothing to secure her release. On May 30th 1431, at the age of 19, she was burned at the stake in the old market of Rouen.

2o years later, Charles ordered a new trial, and successfully managed to clear her name. She was later canonized as a catholic saint in 1920.

Whew! That’s a lot of info in one go. Now I bet you’re wondering what possible inspiration I could use from her? Well, she was ascribed as a Holy Maiden (which is a concept I wish t use), as well as being someone who was not of nole lineage, yet still accomplished things that the nobility couldn’t do. I’m thinking of using that as well, given the part of my story idea that deals with a war. In essence, she’s ideal for what I have in mind. Now I know I can’t just steal the entire historical character wholesale, as I’m NOT making a pseudo-historical piece. The only bits that I’m thinking of using are the fact that she was a competant leader, and her attestment of being a religious figure. Aside from that, I’m going to try and design the rest of the character that I want to use myself.

Anyway, that’s one character looked at! I’m hoping to have more soon! Until then!

Bibliography:

HISTORY. (2019). Joan of Arc. [online] Available at: https://www.history.com/topics/middle-ages/saint-joan-of-arc [Accessed 3 Apr. 2019].

Story Outline, Potential Inspiration, and other Ideas

Hiya, me again! (I sure am writing a lot today!!!)

I’ve got a rough outline for my story (FINALLY!!!) for you:

  • Demon lord/god is attempting to enter the mortal world
  • Demon lord/god must sacrifice the “Holy Maiden” in order to manifest
  • The world is tearing itself apart through wars
  • The wars are being fought by a number of sovereign states
  • Each sovereign state is trying to better its position
  • One sovereign state worships Demon lord/god
  • They started the wars in an attempt to locate the “Holy Maiden”
  • Main party member happens to be the “Holy Maiden”
  • This drags the protagonists into the conflict

I know it’s in note form right now, but I’m not too sure on the way the story’s gonna flow yet.

Looking at my story notes, I noticed something; I made a game around 3 years ago that used similar characters and themes. I’m wondering if I should use it as part of this project, as it would give me something to instantly sink my teeth into. I wouldn’t want to use it in it’s entirety though; that seems a bit too easy. I could use it as flashback or prologue material though, as the ending did say that there was worse still to come. I also have a tech-demo type thing lurking around from last year, which uses concepts that releate to my story notes, so I may fold some of it in as well. I don’t know how, but it seems like these two old projects

If I did recycle parts of my other games, I’d probably want to rebuild it to fit my new project. The game mechanics I used were quite primitive, so they’d have to be redone. Also, I’m not using the RPG Maker MV RTP (Run Time Package) Stock Assets, so I’d have to completely re-map everything. Luckily, my Region-Mapping technique comes in handy for doing quick remapping. I’m also gonna have to redesign the character roster, as they were based off of some tutorial material that I have. This time, I want to try and use a different way of balancing the gameplay.

Broadly, what I want to recycle is some of my original characters, and some of the backstory that I used to make the lore. I’m still going to try and rebuild the rest of it to be a bit more detailed and complex (not too complex though!).

A few ideas I have for the gameplay are:

  • Six Party Slots
  • A class system (maybe)
  • A learn by use skill system (maybe)
  • Character Specific Skills/Epquipment (also maybe)

A lot of maybes, but I still havent fully explored this yet. I still havent settled on a character cast yet either! I’m hoping to have the character roster finalised soon, but until then, I’ll get on with looking at mechanics and story elements. I often get people complaining that I’m not focusing on the story, but here’s my view on the subject; Focus on Story, but Don’t forget Gameplay. A game isn’t like a film, where the audience is just a passive observer. A games audience are the players, who aren’t just passive observers; they’re active participants. They have to be engrossed in the story, yes. But they still have to have a gameplay experience that they can enjoy, otherwise no matter how good your story is, no-one will play it to find out. Also, I’ve mentioned this before, but one of my personal pet peeves in gaming is where the games story and lore DON’T match up properly with the story. It’s incredibly disjointing and prevents me from enjoying the game.

Anyway, that’s enough from me for now, so I’ll see you later!

To-Do-List

Me again.

I went through the project plan, and then made a to-do-list of what needs to be done. I use a system of doing this based on an episode of Star Trek: Deep Space Nine that I watched as a kid. Basically, it works like this:

  • Things that I MUST do
  • Things that I SHOULD do
  • Things that it’d be nice if I COULD do

So, using that tempate, I came up with:

MUST DO:

  • Story Framework
  • Audience Profile
  • Character Research

SHOULD DO:

  • Medieval History Research
  • Medieval Battles Research
  • Medieval Tech Research

COULD DO:

  • PEGI and Copyright Research
  • Music Research

I chose to prioritise the story, characters, and audience over the contextual stuff, as without them, what use would context be? I need to actually have something for the context to be used for, otherwise it’s not really going to do much. The could do category is for things that I did write into the plan, but that aren’t of crucial importance.

Using this I should be able to get everything back on track before long. I’m just hoping that it’s not gonna drive me mad doing it! Anyway, I’ll see you later!

Where am I up to?

Hi everyone!

I’ve decided to take some time to have a look at where I currently am with the project. Well, my honest answer is I think I may be slipping a bit behind. The deadline for this project is at the end of May, and I don’t think I have enough material. I haven’t even told you what my story concept is! On the other hand, I’ve decided on what assets I’m gonna use, so at least that’s something.

A lot is riding on this project, as it needs to be at a certain stage for me to get into University next year. I suppose it’s fair to say that it’s terrifying me right now, especially as the deadline gets closer.

What I’m thinking of doing is starting to produce some parts of my game whilst I’m still finalising the details. That way, I can have a bit of wiggle room when it comes to how it plays, and how the story will flow. I’m still gonna post a short story outline for you, but I don’t really want to make it airtight just yet, as I haven’t even begun really thinking about the game mechanics. I don’t want them to be disparate, as that’s one of my pet peeves in gaming (I think I’ve mentioned this before).

I did post a project plan at the start of the project with dates on what I’d hoped to have done by a certain point. Unfortunately, no battle plan survives contact with the enemy, and about half of the plan still hasn’t been acted upon. I’ve just had too much to do recently. What I’m hoping to do though is re-evaluate the plan and see what parts are most crucial, and what can realistically be put to one side for a bit. Once I’ve gotten to a more stable stage, then I’m going to properly start production, doing engine work and researching how to replicate and modify game mechanics from other games.

Hopefully thats give you a clearer idea of where I’m at, and I’m hoping to get back on track soon. So until then!

Story Research – Record of Lodoss War

Hi everyone!

Today, I’m going to be looking at a Manga/Anime series for some story inspiration: Record of Lodoss War. However, before talking about the plot or anything just yet, I wanted to talk about the production itself. Originally published in the late 80’s by Kadokawa (the same people who publish RPG Maker MV!!!), and then made into an anime series in 1990, it’s actually based on a japanese-exclusive expansion setting for the original edition of Dungeons and Dragons. Because of this, it appears heavily westernised, featuring traditional western fantasy tropes.

Record of Lodoss War – Official Cover Art (Funimation)

Now on to the actual story itself. The basic premise of the series is to prevent the Marmo Emperor Beld from conquering Lodoss. Sound’s simple, right? Wrong. Behind the scenes, Karla the Grey Witch is manipulating events to try and “save” Lodoss in her own twisted way. The series opens with an adventuring party attempting to reach Wart the Sage, who may know how to stop Beld (He’s also familiar with Karla). The group is made up of Parn, the son of a disgraced knight, and his friend Etoh who is an initiate of Phalis, God of Light. They are initially joined by Slayn the Sorcerer, and his friend Ghim. Ghim is a dwarf who is on a personal quest of his own; to save the daughter of his friend Neese. Unknwn to the group at this time is that Karla is actually inhaiting the body of Leylia, Neese’s daughter. They are subsequently joined by Deedlit, an immortal High Elf, and Woodchuck, a notorious thief. Between them, they set off to save thier homeland.

As a story concept, it doesn’t sound too complex, right? Wrong again. An awful lot happens during the course of the series, including Beld allying himself with a group of Dark Elves (who are basically D&D Drow), and Ghim sacrificing himself to save Leylia from Karla. Not to mention Beld’s lackeys trying to sacrifice Deedlit to ressurect a dead goddess. Throw in magical artefacts like the Scepter of Domination, a McGuffin that requires the sacrifice of immortal blood to activate, and you have a fairly normal Dungeons & Dragons campaign setting.

Now there have been Japan-only SNES games on this series, but they’ve never had a official localisation, so I don’t really count them (as I can’t play them). But some of the story elements are things that I’ve actually done (being a D&D player myself) in game, so I may decide to use them for my own project.

I’ll post some links to where you can watch the series (please support the official release):

https://www.funimation.com/shows/the-record-of-lodoss-war/

Anyway, I hope this is interesting, and hopefully I should be back soon with my own story concept. Until then!

Bibliography:

Funimation.com. (2019). [online] Available at: https://www.funimation.com/shows/the-record-of-lodoss-war/ [Accessed 1 Apr. 2019].