Aug 272012
 

Manyara in her adventuring outfit.

Manyara has gone through a redesign since she last appeared on this blog.  As her character has evolved her style has changed as well.  Character design is one of my favorite parts of working on this project.  I expect this process to continue throughout development, as I’ll need to make all the aspects of the character, from visual design, to writing, to gameplay all fit together into a believable whole.  This includes thinking about how characters will change depending on their experiences during a particular playthrough.

Story-wise, I think we all prefer characters with some level of mystery or hidden depth.  Still, I appreciate the value of using visual design sometimes to make it easier to identify a character’s role in gameplay.  For example, I intentionally gave Nia a more “neutral” look as she will have different development paths depending on the player’s choices.

Manyara, on the other hand, hopefully now looks like the swashbuckler she is at heart.  I originally envisioned her as someone who was bored with her life and didn’t feel sufficiently challenged being a small-town guard.  Of course, people who don’t like their job tend to move on given the opportunity…

Special thanks to Fuzzimo for the leather texture!

Apr 252012
 

I’ve been thinking lately about random encounters.  I might be dating myself here, but I remember when they used to be a pretty common “feature” of RPGs.  In case you’re not familiar with the concept, the way random encounters worked was that whenever you were walking around outside of town, every time you took a step there was a chance that enemies would attack, initiating a battle scene.  These battles would just be a collection of random enemies, often completely irrelevant to the context of the story.  It was just as annoying as it sounds.

In general, these encounters interrupt the flow of exploration and story to provide players with the “opportunity” to earn some gold, items, and experience by winning a battle.  Most recent RPGs no longer include random encounters, in favor of clearly visible enemies that can be avoided.  For Nia’s Journey, I’ve been thinking it would be great to bring back random encounters.  Why would I do that?  Well, there are several reasons:

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