I was going to buy one anyways! Eventually... but I saw the Quick Look for this game and read about it a bit and was like "fuck it, I just got my paycheck, the time is NOW"
Further proof that this art works fantastically in a visual novel:
The only thing lacking is the number of expressions for each character, and like I said earlier it has to be downscaled a bit, but other than that it works hilariously awesomely.
Oh, and proposed visual novel story idea: you're the new Giant Bomb intern for the next 30 days.
Hey so I dunno if this has been asked/suggested already but if I were to theoretically make something dumb with these images in Ren'Py, would that be alright?
oh man...is this thread going to end up with a giantbomb dating sim?
Just saying... if anyone wanted to actually make this a thing, and had decent writing in mind, I wouldn't mind coordinating it. Not a dating sim, per se, but y'know, a visual novel, like the good parts of Persona 4, or the non-fighting game parts of P4A. Something silly in the vein of that Flight Club interactive fiction project thing. It could either be a Persona parody thing where they meet their Other Selves and say "you're not me," or it could just be an adventure around the CBSi offices... or even the old offices... or the old old offices (i.e. Endurance Run: The Visual Novel)?
I have zero experience making visual novels (aside from that scene you see above), and I've only played a handful myself... where's that @Psycosis guy when you need him?
EDIT: Oh, and I never actually said it, but @SupernormalStep, your art is fantastic :D And when you scale it down by half, it fits in an 800x600 game perfectly, or, if you scale it down to about 75% of its size, it fits great at 1280x720.
Hey so I dunno if this has been asked/suggested already but if I were to theoretically make something dumb with these images in Ren'Py, would that be alright?
The $100 thing is a super dumb thing to get mad over. It's $100, it goes to charity, and it's not "$100 for a 'maybe'," if anything, it's $100 for unlimited "maybes." It makes your account able to submit games forever.
@garbagewrappedinskin: Acquesitia seems too much like that pony world .. plz dont
You meant to point that at me, and though that was unintentional, let's not bring that fight here, okay?
That said, your idea of non-combat-related item properties might be a good one for this particular game. It was always odd in Recettear when, like, a grandpa would come in looking for a short sword, or whatever. Plus, it would be hilarious to see items with "Tomato Harvesting ... +53," or whatever. (At least, I think this is what you were saying. If not... then I still love this idea, haha.)
Also, after about three minutes of Internet research, I'm pretty sure the accepted pronunciation of Recettear is "Ress-a-tear."
So what we're looking at doing with our loot system is, like, on a scale of Diablo II to Diablo III, being negative Diablo III. By that I mean, we're going to have a ton of "unique" modifiers, some of which are purely cosmetic and silly (i.e. particle effects on the weapon, big head for the player character, etc.), some of which are useful ("Chance To Revive Enemy As Allied Zombie On Kill"), and some of which are just awesome ("Chance To Gib On Kill"). These "unique" modifiers will actually be pretty common. These will eventually all be tied to the item name fragments that make up an item when it's generated, so it'll all be logical... for example, expect your character's head to be double size when equipping a "Fantastic Short Sword Of Over-Inflated Egos."
Meanwhile, here's some funny legendaries I generated today:
We're hoping that finding a funny and awesome combination of item effects will be more important to gameplay than just the numbers of the stats.
But also keep in mind that a.) this game is intended to be humorous, so we can get away with "Resist Bees," and b.) the actual dungeon-crawling gameplay will only be like 1/3 of the game, so we can afford for it to be ridiculous and unbalanced, as long as it's fun. Also, c.) we don't have any sort of pseudo-international bank-like system wherein players can trade the loot for real money, so we don't have to worry about that. It kind of makes you sympathize with Blizzard, really, when you think about it: surely they were forced to find a way to make money on Diablo III after the initial sale of the game, which is why they devised the Real Money Auction House. And because of the RMAH, they had to "play it safe" with the loot system, not making anything too crazy or whatever, right?
More loot, less drops. Never ever make me feel like I'm litter picking.
If you're saying what I think you're saying, I agree with you completely; the worst thing about Diablo, for me, is when you get a lootsplosion and most of it is garbage, because if you're like me, you instinctively want to pick up everything. Any ideas on how to make this better? I'm making the garbage loot have funny generated names ("Why Would You Even Equip This Longsword of Shame," "Uncomfortably Moist Gloves Of Hey Fuck You"), but... should they, like, sink into the ground after awhile, or otherwise disappear? I'm pretty sure you need the garbage to create contrast with the good loot, though.
@VierasTalo said:
What's a necklass? Is it like a teenage girl who hangs from your neck? Or does the girl have a neck fetish?
Yes.
@Dixavd: You've interested me, I'll definitely do what I can to check out FFX
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