Category Archives: Characters

Meet the Memories NPCs

I have created and named the NPCs you will encounter in Memories. Here they are:

Picture of Memories NPCs

 

I don’t know for sure at this time that these will be all of the characters in the game (plus Briana).  But these are the ones I think I’ll be needing. I decided on the design of most of them over the last week, but I didn’t name everyone until last night (with the exception of Bella and Briana); it was rapidly becoming very tough to write dialogue without names.

I always try to give my characters unique names so there’s no confusion as to who is who.  I tried to choose names with an Irish or English  origin, in the hopes that the names will sound similar (and tie the characters together geographically).  But in this case I also decided to give people from the same families names that start with the same letter.  I think the names are, for the most part, different enough; I just hope that this won’t confuse anyone who plays the game!

Ten of these characters were created with RPG Maker VX Ace’s built in Character Generator.  The other five were chosen from the characters that come with the software.  You may actually recognize Wulfric from Tears of the King; I chose the same model for the Tears woodcutter (seen in the video in my Jan 2 2016 post).

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Filed under Characters, Game Development, Memories, RPG

First Characters for Memories

When I last posted, I talked about how I have only a rough idea of the plot and characters for Memories.  Over the last week and a half, I have done a bit of work on some of the main characters, who I had determined were a set of twins.  At that time I didn’t have a clue what they even looked like. But I played around with the Character Generator in RPG Maker VX Ace, and came up with some designs I was happy with.

So first, here is Briana:

Briana portrait

Briana is the real main character twin; she’s the one that the player will get to control.  As a character she is very hard working and focussed.  Briana’s name means “strong” in Irish.  She’s in many ways the opposite of her twin sister, Bella:

Bella portrait

Bella is going to be a very important NPC character for the game.  At this point I don’t think she’ll be player controlled at all, but that may change as I build the game more.  Bella is much more vain and more of a dreamer than Briana.  Bella is often associated with the French word bell, which means beautiful (think Belle from Disney’s Beauty and the Beast).  According to sheknows.com, in other languages, it has other meanings, but often has “beautiful” as part of the meaning (ie Spanish “beautiful; devoted to God;” Latin “beautiful, loving, lovable, graceful;”).  As an American name it means “intelligent,” and the Hebrew name means “devoted to god.”

As twins, it was important to me that they look very similar, but they had to be a bit different as well.  An easy way to differentiate them is with their hair – they both have different hair styles.  Their mouths have the same shape, but Bella has a small beauty mark on her chin that Briana is missing.  Bella also has thinner eyebrows than Briana.

These are the only two characters I’ve made so far.  But they’ve been a great start because I’ve already been able to start putting together some events for the game!

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Filed under Characters, Game Development, Memories, RPG, Writing

#WriteFriday – September 18th

Since last week, I began working on the Fairy Forest map for Tears of the King.  I decided to make it a bunch of smaller maps like Secret of Mana’s Haunted Forest.  I’ve built the main parts of the map, with a path that connects them all from the entrance (which connects to the Mountain Forest) right to the Fairy Grove.  Beyond that though, I still have a lot of work to do on it.  The map is going to have a whole bunch of teleports, and I need to figure out where the other paths will take you.  I’m currently thinking most of them will just bring you back to the starting part of each mini-map, but some will take you to secret areas.  Since none of that is in place right now I will not be sharing a screenshot with you; you’ll have to wait until it’s all done to see it.

So today I started thinking about some of the characters in the game, particularly in the starting village.  I have an idea of what the two main characters of the game are like, but wanted to flesh out the minor ones a bit.  I also ended up playing with Game Character Hub, a program a friend bought me on Steam for Christmas.  I used it to build the main character for Tears.  Here she is:

Anna Face

After using Game Character Hub, I did end up just using the character generator that comes built into RPG Maker VX Ace for most of the other characters I created today.  I realized that, at least for the portraits, Game Character Hub basically just had the exact same graphics as the character generator, so it made more sense to just make everything within RPG Maker.

Here’s the other main character, who I ended up calling Eric because that’s the default first character that RPG Maker starts you off with (and it started to stick).  Of course he looks nothing like the starting Eric character.

Eric Face

Over the course of the evening, I ended up making five other characters (and I used two pre-made characters as well).  They’re all in the starting village.  Because I was adding the characters, I wanted to make sure you could interact with them.  So I added the starting functionality to everything, too.  The dialogue will need some fixing up, but all the basics are now in place for the very beginning of the game!

I just realized I’ve never taken a screenshot of the starting village.  Here it is, scaled at 1:2 because it’s a bit too big for 1:1.

Starting Village

I also added in functionality for one of my key items (one of the ingredients you need to collect), the mushroom.  I’m not sure if I’ve ever actually mentioned it before, but the main story of Tears involves collecting a series of ingredients to create a potion.  The ingredients are scattered around the island that Tears takes place on.  Adding functionality to the mushroom was actually what started me on building characters and adding events to the game tonight.  In the case of the mushroom, you can pick it up both before and after you talk to the witch.  At this point the witch doesn’t say anything important though – she’s still got the same place-holder dialogue I gave her from two years ago.

Thinking of dialogue, I was planning on writing everything on Scrivener then transferring it over.  But that’s seeming a bit unwieldy at the moment, especially since I’m already playing with switches and whatnot.  So I’ll probably try to write everything in RPG Maker for now, and see how well that works.  I’ll probably have to use Scrivener for Untitled StoryNexus Project, whenever I get back to it because that’s going to be much, much bigger, dialogue-wise, than Tears and I’ll want to make sure everything is perfect on it.

So I think the very next thing I need to do is fix the witch’s dialogue up so it actually works with the story to this point.  Once that’s done, I’ll either get back to the Fairy Forest, or start work on another map.  I’m rather excited – I’m almost at a point that I can get friends to start play testing a bit!

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Filed under #WriteFriday, Characters, Game Development, RPG, Tears of the King, Tools, Writing

#WriteFriday – August 28th

Yeah, this is a bit late…

I ended up writing outside in my notebook on Friday.  I had determined that I needed to either firm up the plot of Tears of the King or else work on characters.  I sort of ended up doing a bit of both, depending on where my thinking took me.

I can’t remember if I noted it here or not, but my characters for Tears of the King don’t currently have any character (by that I mean I have vague ideas for what they’re like, but they need a lot of work).  So with that in mind, I started looking at the king because in some ways, the game sort of revolves around him.  He still needs a lot of work (for one thing, I still haven’t named him), but I now have an idea of where to go from here with him.

Beyond that, I did do some work on the plot, which in this case is very much tied to game development.  I wanted to figure out what was going to be where in relation to the witch house hub.  Like I said, I was kind of going back and forth between characters and plot, but once again I have a bit of an idea of where to go from here.

Oh yeah, earlier last week I also worked on map building for the game.  I now have my first new maps since 2013!

Here’s the interior of the cottage I made on my “Mountain Forest” map (that’s the one I showed you last time).

Fishing Interior

And here’s a cave map I made (which you also get to on the Mountain Forest).  I’ve scaled it at 1:2.

Mountain Cave

This last map is the one I’m proud of.  It’s the one I’m considering the first new map since 2013 because it took a lot more work to make it than the cottage interior, which basically involved me looking at the village houses I made back then.  I made a slight switch to the Mountain Forest: there’s now a river running out of the lake that goes into this cave (hence the small waterfall in this map).  This map is going to serve a couple of purposes – there’s an item you’ll need to get on one of these islands, plus there’s a way up onto the mountain from here (which is going to be needed later in the story).

From here, I basically just have to keep going on both the map making and on hashing out the details for the game.  I’m not sure if I’ll be doing much this Friday because I’ve got some plans; if I don’t write anything then, I’ll make a point of doing some more work on this game over the weekend!

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Filed under #WriteFriday, Characters, Game Development, RPG, Tears of the King, Writing

#WriteFriday – April 24th

A couple of days ago, I tweeted the following:

What happened was that I decided to work on my StoryNexus project a bit prior to #WriteFriday.  My plan was to sit down and build the three main non-playable characters (NPCs) for my game.  And as I sat down to do so, I realized that two of the three characters had pretty much become their own entities.  They honestly did have a relationship between them, and there were ties to the third character as well (who was not as defined).

So yesterday during #WriteFriday, I was thinking I would do what I termed some “game design-y” work.  I was hoping that I had a good enough handle on things that i could start laying the groundwork for the actual game.

That didn’t quite work out though.  My basic plan is to have the three characters  who are each heading up one of the three factions.  I came up with three preliminary stats, one to coincide with each of the three factions (I say preliminary because one doesn’t seem quite right, but it’ll do to help me get started designing and writing this game). But then I decided that I really should name my characters and factions.

Now I’ll be the first to admit that naming things is not a strong point of mine.  I can come up with a great character, but it takes me FOREVER to come up with the perfect name for them.  So when I decided to name all three characters AND all three factions last night, I should have known that probably wouldn’t be happening.  But I did luck out and manage to name all three characters.

Hilariously, in doing so, the “relationship” between two of my characters managed to morph again.  When it did, it actually made naming those two somewhat easier because rather than being lovers, they were siblings.  I say somewhat because now I only needed one last name.  Of course, that one last name needed to fit both characters.

With those two characters suddenly being siblings, a lot of other things (in their back stories) kind of fell into place.  I knew where they were living.  I knew exactly what had happened between them .  And I knew how the third character fit in with them.  So all in all, yesterday was a very good #WriteFriday.

The next thing I’ll have to do is actually name the factions.  It’s not much fun calling them “Faction A,” “Faction B” and “Faction C.”

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Filed under #WriteFriday, Characters, City of the Dead, Game Development, StoryNexus, Untitled StoryNexus Project, Writing