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RPG Design

//RPG Design
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Character Development Example

Welcome back to the RPG Design series where I try to talk a bit about the work and progress on my game project, the development of the darkish, space -themed computer role-playing game Stellar Conspiracy: Entanglements Of The Marenis Sector Trailed Alliance (working title).

In the last part I’ve introduced the character design template I’m using and mentioned to post a character example next time which I’m doing hereby while introducing you to Eliza Retinienne, a Gessjanian security systems expert from the planet Shielle, a small world bordering on the fringe of the Suulun Sector which in turn stretches over a large area of the southern galaxy.

Eliza is one of the key characters in the game’s story and one of the characters whom the player is supposed to encounter and who eventually joins the player’s party. She is also supposed to receive her own side-quest in which the player can engage to help her out of the threatening situation she is currently in.

Note that this sheet is basically just here to give an example of how the character design template can be used to shape out a character so I suggest not to look too critically into the details. Things can (and will) still change and also the sheet is not filled out completely, for one reason because some details are irrelevant for this character and for another that I haven’t found any other suitable details for her yet. Either way I hope this gives a good example of how to utilize the template!

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Character Development

The part I like most about game design is that you can create worlds full of life, intricacy, intrigue and interesting characters, experimenting with scenarios and situations (that would otherwise probably have negative repercussions in RL™).

As a programmer you’d ever only write your code and if you are happy with it that’s fine but we one-man-game-developer types are more like Jack of all trades who want to create complete worlds … and stories. And then tell those stories by means of the game. And maybe throw a bit (or a large chunk) of dynamics in there again … as programmers.

One extremely satisfying aspect of game design (for games where narrative is important) is the development of characters that should act throughout the game. Creating characters is just as much fun as the other bases! If you do it right and create deep and sympathetic characters people will love them.

And even villains can be sympathetic. In fact they should be! Who likes an antagonist that is completely unsympathetic? Nobody, right? But why should you even like a villain, after all he’s the guy who needs to be defeated? The answer to this is that the guy who is the villain is so only in the context of our story. Maybe he’s not so bad after all in a different context. Or in short: Antagonists also have a life, feelings … but guess what? Now I totally digress! I actually wanted to show you my new and all fresh character template that I came up with to shape out characters for my game.

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Choosing the right Graphical Projection

I’ve been working on a ambitious Role-Playing game project since a while now (in fact quite a long while but I’m not in hurry to finish it anytime soon) and while I’m in the process of working out the story, technical details like the combat mechanics, skill system etc. and creating interesting characters I still haven’t made a decision on the type of graphical projection for the game so far. I’ve been thinking about five kinds of projection from the most basic one (2D orthographic) up to full dynamic 3D which would be quite an effort. As my development platform of choice happens to be Flash, the resources in terms of 3D are limited.

So with that in mind I thought it would be good opportunity to introduce some of the most-used projections in computer and video role-playing games to get to know them a little better. This is by no means a complete list of all sorts of projection used in games but I believe these the ones most commonly used for role-playing games.

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