The story however, is not the only returning piece of development. Skyler Eli is no more. Skyler has been the fundamental male protagonist during this games development, and he was switched out for Eli for a few reasons that I ultimately did not feel were justified. He was cut to make room for the geeky and awkward Eli after a fair amount of consideration. I felt that Skyler was just a character players would expect to see in the game without ever needing to know the story.
As I worked on developing Eli in my style guide, he slowly became a character that was not necessarily ready to be in the spotlight and was not interesting enough for a general audience to warrant a protagonist role. Skyler, however typical he may be, is a key figure in this game as it has evolved over the years and his association with the game has led to his reintroduction.
So those are some things returning to Pillars of Destiny. Now I am excited to go over some long awaited at least for me features of the game, that will help set the game apart from others, with the goal of providing a unique player experience. I will try to clear up any questions and comments you may have below, and I encourage you to post any questions I may not have answered.
Special Thanks: Cilerba, Chesu, F. To vanquish without peril is to triumph without glory Respond Ignore User Report. Lord Varion. The idea for this game seems perfect.
So much mystery has been put into thought, just enough explained, but the game's ending isn;t given away. I like it. And cannot what for the screenshots to come.
I'm not really sure why you've chosen to post this right now. What do we have to go at? There's a premise and a couple of character names, but other than that, it's empty. There's not enough to be able to speculate about what's in the game, and while it's well laid-out, the concept of having "ancient pillars" is hardly revolutionary, and sending teenage trainers off to travel around is the tried and tested formula.
It feels like you've posted this prematurely. We need more to go at. Also, I'm curious as to how my name's ended up in the credits?
Peeky Chew. Demo Beta out Now! A note: I find it difficult reading the white on white altough I can see easy enough by highlighting it. Whilst I don't mind the small synopsis and am intrigued by these "pillars" there's a lot that I feel needs to be said although I may have missed it. Originally Posted by Firestorm. Return on Investment.
I t is not easy coming up with a flow of design that avoids diminishing returns. Often times, an idea will start out broad and when execution begins it often will start funneling into a more refined and precise idea. While well laid out ideas are what we want, they can often times stifle a lot of the creativity that led to such an idea in the first place.
So where to we find the balance? When Pillars of Destiny started to take fruition, I had an idea of what I wanted things to look like and how I wanted the player to be able to interact with every bit of surrounding.
As development began, the idea was beginning to dither. The main issue with developing a highly interactive environment was that in order for my original idea to work, the world had to be a free form world where players could go wherever and do whatever without many restriction. Pillars of Destiny is a Pokemon fan game and the play-style has to match that and that is how I wanted it to be.
So with a free form world out of the design window it was time to figure out how to allos the player to interact and explore without things feeling out of place. The easiest place to start is with NPC's and that is by no means a secret. Pillars of Destiny allows the player to interact with many people who encourage exploration and quest based rewards.
Welcome to the official Pokemon: Pillars of Destiny thread. My name is Chris, and I am enthusiastic about presenting this project that truly is, a labor of love. Currently in development using unreal engine 4. The game features Open world, Real-time battle system, Dynamic weather system, With. Lua 10 min ago 1. HTML 5 13 min ago 2. Java 32 min ago 1. JavaScript 1 hour ago 0.
Arduino 1 hour ago 0. We use cookies for various purposes including analytics. Since we are using almost everything of our own: the script, character, concepts, music, sfx, visual effects, props, environments etc.
It'll be easier for us to change the game into our very own, more original Pokemon inspired game, in-case our effort doesn't bear fruit. Pokemon or Not-Pokemon, we have big plans for the project, and waiting for the day when we can get it out officially. Thank you for all the love and support. Development Stage. Published On.
0コメント