ItsKaitlyn
Reaction score
0

Profile posts Postings About

  • hhhrmmm how do people write story stuff for mods?? And characters I genuinely don't know how people do it
    Mister.Hex
    Mister.Hex
    I actually do something very similar to Dixel in the beginning, think of a concept, then enhances it in your mind and think of the flaws and how it'd go, what would the story be and how to make it/adapt it to the gameplay. (Like "how do you introduce a narrator?" etc..)
    Then I pretty much make the mod while thinking of fun ways to play around with the player and not make the map seem bland, a good half of the time, I just put notes into textbox and come back later to complete a cutscene or a dialog, what mainly matters is how the game will go and how to keep it interesting without losing the players, where that be: difficulty or boring.

    Afterwards, I never took Cave Story modding story too serious, what mainly mattered for me was the level and or the concept, I'm just saying in term of story, I always putted that aside, still if I focused a lot on an aspect (like the narrator, a lot of thoughts put into Curly's Weird Crusade was how to make that guy) afterwards, as long as the mod is fun, everything should be fine.

    For characters, I mainly think about what are his intentions and his beliefs and how he is. Afterwards, if you make it coherent, it would be okay.
    Cibryll
    Cibryll
    … I just make stuff up as I go along. It's not the best approach, though.
    EnlightenedOne
    EnlightenedOne
    Like most anything, it's a skill you have to develop with practice really. You'll get better with writing a decent story after writing a dozen flawed ones.

    I might be wrong and there is other methods but at least for me, everything starts with being struck with a very basic idea and it's up to me to actively "exercise the writing muscle" in trying to continually think about and flesh it out. Even if you don't have the time or willpower to actually do anything about these ideas, the simple matter of thinking about it and making it into a story in your head or outlined in a private document, only to realize the terrible flaws or predictable tropes a year later, is still practice that slowly improves oneself.

    The other neat thing about games is that they have A LOT of components (arguably the most of any media). A lot of the time you can combine separate ideas that are swimming in your head—using what appears to be unrelated ideas as a backbone and fleshing out how they connect—or can plan those components in a different order. For example here's a timeline of 4 different game/mod ideas I'm currently sitting on (excuse me for being vague but I don't like oversharing ideas unless they're scrapped):
    [1] Made up my own character based on interactions inspired by three "meta" videogames I had played years ago. Separately was inspired by seeing a video of a cheap bootleg videogame product and wanting to make my own. Realized I could combine this character idea and game idea and then later drafted a rough plotline using both.
    [2] Wanted to make a turn-based RPG after playing a bunch years ago. I didn't actually have a story in mind initially (which is kind of the point of these games) but I knew how bored I became after the gameplay stagnated in them, so I only focused on how I would spice up the turn-based formula with different "classes" that function differently within the party (i.e. an engineer spawning AI party members, a seer who predicts what enemies will do) and then LATER wrote actual characters to match these. It wasn't until like 2-3 years later I finally came up with a rough plotline for these characters to follow (although who knows I might scrap it again for a new one).
    [3] Wanted to make a game using a specific artstyle. Wanted to make a story about robots and a world after human extinction. Really enjoyed a proof-of-concept flash game about spellcasting mages and wanted a refined full version of it. Had a story for just the magic thing but threw it out. Mages/witchcraft and robots share little in common but thought it would be interesting to combine these radically different styles and wrote a very rough story about a robot who learns how to use magic.
    [4] Years ago I expressed interest in making a certain type of CS mod alongside an acquaintance, but the idea was only gameplay with no story attached. Unrelated, I had recently did a crap ton of in-depth research on Cave Story for a (now on hiatus) iceberg project. Naturally there were multiple mysteries and unexplained details swimming about because of this. Out of nowhere I had an idea for two scenes in a CS continuation, which had nothing to do with each other and there was no gameplay attached to this. It wasn't until a couple of days later I realized I could combine all three of these things into one project, but there was still only two scenes and I later spent months writing the story just so everything connected. This involved rewriting a segment because of a plothole discovered by a friend and actually deciding that one of those two scenes won't be shown to the player after all, but nonetheless that's the creative journey it took.
    The takeaway of those examples is that there isn't a set order to writing, and in most cases you can combine different things seemingly unrelated. Now, I can't exactly help you get those initial inspirations. For me it's kinda an uncontrollable process you have to listen to and explore when it does spark, but if all you have is a game mechanic idea it's fine to start and hone that first in the hope that the story comes later. Tons of games come like that, and stories are easier to change than gameplay anyways.

    Also for characters my advice is to attempt to give everyone IMPORTANT (protagonists, antagonists and any character who has a lot of screentime) three things: A strength, a flaw, and a motivation/goal. You don't have to actually explicitly mention these for every character, nor do you need those flaws to be solved or the goals to be reached, but having them helps to have a consistent and interesting character. It doesn't even need to be complex, just one thing they are relatively good at ("being friendly" to "doesn't give up"), something that makes them imperfect ("stubborn/closeminded" to "can't think when flustered"), and something they are trying to do ("seek companionship" to "maintain an effortless life and avoid conflict"). Like I said you don't need to actually show all of these in your project, but it helps to have them written down to reference and brainstorm.
    I cannot describe my hatred for pizza hut
    ItsKaitlyn
    ItsKaitlyn
    No it's just that their pizza is complete GARBAGE!!!!
    It's always too greasy, and it either has too much sauce or too much cheese, never in-between
    Mister.Hex
    Mister.Hex
    Oh my, yeah they were like that the first time I tried them in England, pizzeria aren't really a thing that can be replaced by big brands.
    its
    its
    I completely relate to you for that. I absolutely hate their pizza.
    Totally forgot to post this here, my bad.

    In July, I decided to dig into the Ikachan decompilation to make something cool out of it.
    From there, I made a widescreen mod for Ikachan, which also has some widescreen art made by @Eli.

    There's an English *and* Japanese version, although the Japanese version needs updated soon to use the SHIFT-JIS charset by default.

    This is based off of the original english translation of the game too, although, the "staff.ptx" file had to be changed a lot because it apparently never worked correctly??

    Anyways, the link is here. It's not anything big honestly, but it is a cool way to play Ikachan maybe.

    Thank you, hope anybody reading this has a good day!

    Also for the record, this was created solely because I was bored one day
    ikachan 2 is releasing on July 14th, 2022.

    This is not an official release obviously. This is an expansion developed by fans.




    I swear I didn't just make this up.
    Woddles
    Woddles
    Hell yeah
    Nerdieo
    Nerdieo
    ikachan 2 really bouta be goty 2022
    I love ratatouille so much you don't understand
    EnlightenedOne
    EnlightenedOne
    I mean, to be fair, it's one of the best Pixar movies, and an amazing movie in general. I'm not a massive Pixar fan and think some of their prestige is overrated, but I can't name any better films from them other than the first Incredibles. Ratatouille is a top movie.

    ......unless you are referring to the freaking videogame again with this post.
    Mister.Hex
    Mister.Hex
    God tier meal.
    ItsKaitlyn
    ItsKaitlyn
    @EnlightenedOne I am intrigued by your post. Why yes, I am talking about the video game in this post, but I also am talking about the movie. Let's focus on the movie, shall we?

    The movie is incredible. Stellar. It's one of the best films I've ever seen. The characters are incredibly well written, the comedy is there when it needs to be there (and is pretty good too), and the overall structure is incredibly nice.
    The soundtrack is also really good! It really fits with the theming of the movie well. This also ties into the art / art direction, which they did an amazing job with in this film.
    I still think that Ratatouille is Pixar's magnum opus, and hopefully always will. I haven't seen a movie that's made me feel more things than ratatouille.

    However, now let's shift gears into: The Game.

    The Game is a bit of a different story. Ratatouille released on 13 different platforms at launch, many of which being entirely different games. The version of Ratatouille that everyone loves / remembers well is the version created by "Asobo", which released on GameCube, PS2, Xbox, and the Wii. As well as a PC port!

    The Game is obviously just one of those early 2000's movie-tie in games. However, I do think it has some promising content!

    The gameplay is honestly pretty decent, and the story is pretty alright too (Although, I haven't finished it).

    My favorite part of the game has got to be the optional "dream world" levels, which are incredibly fun in my opinion. Especially when they come built-in with the ability to save your speedrun times!

    However, the game obviously is just that: A kids game. It was made for profit, really. However, it's a damn good one in my opinion. Definitely not as good as something like SpongeBob Battle for Bikini Bottom, but it exists and it's alright.

    I understand that I talk on the forums a lot about how I love ratatouille (the game) so much. Which is true because I really do love the game that much it's so good please play ratatou
    i love tyrone rodriquez. tyrone is so cool and swag. i love him. i bet he was one of the lead develipo[ers for rtatouille for the nitnedo switch (poublished by nicalis)
    i love nicalis/ they have done nothing wrong
    they treated caves tryo very well
    new weapn
    chartacter
    tyrone
    All of my current-mods download links have been edited to account for the fact that I moved them all somewhere else, so it's easier for me to track them all in one place. Doukutsu club exists, but for some reason, one day, I just decided to delete them all off Doukutsu Club. New mods will be released on the site + doukutsu club probably.

    Edit: Forgot to put the link, it is here:
    Serri
    Serri
    Some of the older solutions would still allow you to change the files and keep the download links. Namely Google Drive, Dropbox, and MEGA.
    Aar
    Aar
    just have people email you a download request and ship them flash drives
  • Loading…
  • Loading…
Top