Re: A2MT Plot thread
Re: A2MT Plot thread - UPDATE 02/06/2010
It's strange how much problem there is around iris...
You fight her like if it was a normal "bad-guy" fight, when demo finnally gets to the invaders spaceship she fights her again as a midboss or something, "plot-twist" she learns about the artist, and the game continues normally till the final battle...
what am i not understanding here?
You fight her like if it was a normal "bad-guy" fight, when demo finnally gets to the invaders spaceship she fights her again as a midboss or something, "plot-twist" she learns about the artist, and the game continues normally till the final battle...
what am i not understanding here?
Re: A2MT Plot thread - UPDATE 02/06/2010
I am going to probably write dialogue for the siblings that would gradually reveal the plot (instead of having a plotdump that people may tune out), but I am here to ask whether this will be the ending screen in A2MT.
Re: A2MT Plot thread - UPDATE 02/06/2010
...they have hands
I think that's a bit of a problem
I think that's a bit of a problem
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Re: A2MT Plot thread - UPDATE 02/06/2010
Yeah, that's like... ... ... ...The only other characters I can think of that don't have hands like this are from homestarrunner.
It's like if Homestar Runner had hands. So wrong.
It's like if Homestar Runner had hands. So wrong.
"oh no my best friend was replaced by a evil demon shadow monster"
"argh i am the evil shadow monster demon shadow"
Vip is pronounced "Beep"
nostalgic realtime nitroid let's play playlist
Re: A2MT Plot thread - UPDATE 02/06/2010
The Complete Backstory
The Plot Reveals of 6 out of 8 Siblings (bold indicates plot-relevant additions)
Pandamona
Iris
Garish
Nevada
Science
Mishi
There are two more sibilings that need to be written up, Calleoca and Pily. I'll likely have to write up dialogue with them, including the last three plot points in Iris' Wall of Text. I'm wondering that with all these breadcrumbs, it'd be fine then to let Iris give her wall of text, since the player can already put the pieces together thanks to the bolded text, or at least see the pieces are there.
Pandamona
Re: A2MT Plot thread - UPDATE 02/06/2010
Setting aside the writeups for Calleoca and Pily, I found a solution for an alternate, happy(?) ending to the game that depends on you unlocking the path using those Parrot Coins. (EDIT: Emphasis on "a", there could be probably better ways of handling this.)
Re: A2MT Plot thread - UPDATE 02/06/2010
Wow, woh, wow, wow, wow, wow!
Did I miss anything? Timeloop? Prophecies?
There you just go and catch me with your super long and complex backstory stuff, wow.
Can you please explain what the meaning of this is?
If it is your proposal for the story told in a2mt... it...is...too...complicated...for a hack...wow...
edit:
okay, I got my head around that a bit.
It's pretty nice, let's discuss that some time.
Did I miss anything? Timeloop? Prophecies?
There you just go and catch me with your super long and complex backstory stuff, wow.
Can you please explain what the meaning of this is?
If it is your proposal for the story told in a2mt... it...is...too...complicated...for a hack...wow...
edit:
okay, I got my head around that a bit.
It's pretty nice, let's discuss that some time.
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Re: A2MT Plot thread - UPDATE 02/06/2010
OBJECTION!, pal
I don't like the fact you fight the siblings randomly. They should be related to the castle/end level.
and the plot is.... Un-raocow? I dunno It doesn't have the random attidude of the first...
I don't like the fact you fight the siblings randomly. They should be related to the castle/end level.
Re: A2MT Plot thread - UPDATE 02/06/2010
Yeah, let's do that.Paralars wrote: It's pretty nice, let's discuss that some time.
Okay, how are siblings are supposed to work? Do the player choose the order he fight the siblings, or is the game linear? The write-ups for each of the siblings was based on the belief that the player choose the order; that belief could be mistaken.Cmbheadquarters wrote:OBJECTION!, pal
I don't like the fact you fight the siblings randomly. They should be related to the castle/end level.
Re: A2MT Plot thread - UPDATE 02/06/2010
The game is non-lineair as in the player can decide which world to tackle first so there is no way to know which sibling the player will encounter first.
Only exception was Iris, I thought. But then again, that was the idea over a year ago. I don't know if anything chanced in that regard.
Only exception was Iris, I thought. But then again, that was the idea over a year ago. I don't know if anything chanced in that regard.
Re: A2MT Plot thread - UPDATE 02/06/2010
the simplistic story was a lot cuter...
Seriously, bring the scrabble thing back, it was amazing.
Done.
I thougt that after activating all the switch palaces, demo could gain acces to a huge cannon that shoots her to the artist's spaceship
Seriously, bring the scrabble thing back, it was amazing.
I thougt that after activating all the switch palaces, demo could gain acces to a huge cannon that shoots her to the artist's spaceship
Re: A2MT Plot thread - UPDATE 02/06/2010
I think there's quite a big difference between a simplistic plot and, well, an excuse plot. I tried my best to make it as simple and easily understandable as possible, but that is different from just having an excuse to go from Point A to Point B to Point C.
The story is not all that important in a romhack, I know, but at the same time, it shouldn't just be all that superfluous or useless, as I am feeling the earlier plot was. It still is superfluous, but at least it's a useful window dressing that could improve the gameplay experience more than just being "there" as an token/feeble attempt to tie disparate levels together into a coherent narrative. (Though, I admit readily I may be speaking due to just attachment and "investment bias" in the work put into it already.)
The story is not all that important in a romhack, I know, but at the same time, it shouldn't just be all that superfluous or useless, as I am feeling the earlier plot was. It still is superfluous, but at least it's a useful window dressing that could improve the gameplay experience more than just being "there" as an token/feeble attempt to tie disparate levels together into a coherent narrative. (Though, I admit readily I may be speaking due to just attachment and "investment bias" in the work put into it already.)
Re: A2MT Plot thread - UPDATE 02/06/2010
Alternate Beginning Cutscene of A2MT:
Re: A2MT Plot thread - UPDATE 02/06/2010
Nice job already!
It's exciting, mysterious and still simple.
And it doesn't reveal too much of what we've thought of so far.
It's exciting, mysterious and still simple.
And it doesn't reveal too much of what we've thought of so far.
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Re: A2MT Plot thread - UPDATE 02/06/2010
Yeah, but once again if all the boss fights are of the same difficulty (they;d have to be, right? after all, they are random.) then at world 1 it would be to hard world 8 to easy and world 4-5 just right.... I'm missing something, aren't I?
Re: A2MT Plot thread - UPDATE 02/06/2010
Custom bosses can be very easy for some people and very hard for other people (cough raocow cough)Cmbheadquarters wrote:Yeah, but once again if all the boss fights are of the same difficulty (they;d have to be, right? after all, they are random.) then at world 1 it would be to hard world 8 to easy and world 4-5 just right.... I'm missing something, aren't I?
But that's not really important anyway. As long as the levels itself are relatively fitting to the difficulty, you can excuse the bosses difficulty and if necessary just put a checkpoint before the boss itself.
Then again, since you can enter world 1 through 4 in random order, we thought of some other way to handle the difficulty curve anyway. But I forgot what that was.
Re: A2MT Plot thread - UPDATE 02/06/2010
I'm pretty sure each "path" will have it's own difficulty curve.
Re: A2MT Plot thread - UPDATE 02/06/2010
there are 4 paths with 2 worlds each, so we just need to make sure that the second boss on a path is harder than the first one.
Each path has its own diffictuly curve.
This doesn't have anything to do with the plot.
Each path has its own diffictuly curve.
This doesn't have anything to do with the plot.
Re: A2MT Plot thread - UPDATE 02/06/2010
Alright, this sums up the new plot concept Servant and I have been working out.
http://img855.imageshack.us/img855/3325/plotp.png
(The colored text are the contents, the black text is the rough structure)
The way I see it, it is even simpler than the other one,
gives the whole game more forward momentum and is a bit more elaborate.
Servant has already written some good and decently brief cutscene dialogues, I think this could work really well.
http://img855.imageshack.us/img855/3325/plotp.png
(The colored text are the contents, the black text is the rough structure)
The way I see it, it is even simpler than the other one,
gives the whole game more forward momentum and is a bit more elaborate.
Servant has already written some good and decently brief cutscene dialogues, I think this could work really well.
Re: A2MT Plot thread - UPDATE 02/06/2010
I keep on insisting that it feels complicated ¬¬
but if you say it's cool, it's cool.
But someone has to make a special level where the sibling of each world chases demo and if she is caugt, they put her in that thing for a "bad ending".
but if you say it's cool, it's cool.
But someone has to make a special level where the sibling of each world chases demo and if she is caugt, they put her in that thing for a "bad ending".
Re: A2MT Plot thread - UPDATE 02/06/2010
yeah the big spaceship where the worlds are in is the Artist's spaceship.
And the parrot is just a sidequest.
And the parrot is just a sidequest.
Re: A2MT Plot thread - UPDATE 02/06/2010
I actually like those plot ideas.
They connect to the end of the first game, are interesting for people who DO want to read them (and I'm a complete sucker for game plots) and everything generally seems easily followable.
The only thing I find a little unresting is that Iris just leaves the door open for Demo to escape, that part seems kinda cheap, but heck, if there's so many people complaining about how the story is too complicated already...
Edit: Also, I just went through the character dialogue... Wow, that sounds pretty damn epic! Having serious dialogue in a mostly random game like this seems like a refreshing idea.
They connect to the end of the first game, are interesting for people who DO want to read them (and I'm a complete sucker for game plots) and everything generally seems easily followable.
The only thing I find a little unresting is that Iris just leaves the door open for Demo to escape, that part seems kinda cheap, but heck, if there's so many people complaining about how the story is too complicated already...
Edit: Also, I just went through the character dialogue... Wow, that sounds pretty damn epic! Having serious dialogue in a mostly random game like this seems like a refreshing idea.
Re: A2MT Plot thread - UPDATE 02/06/2010
I'm not too much into the story myself, but I agree with Aposke. What I read so far looks pretty good. I think this will work out very well. :)
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Re: A2MT Plot thread - UPDATE 02/06/2010
We won't be using the original ending because we want something that returns you to the map screen after it's done.
the chillaxest of dragons
Re: A2MT Plot thread - UPDATE 02/06/2010
I think it would be fitting to do the same type ending as asmt. It's just credits, it doesn't have to be really special. I liked it in asmt.