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How in depth can a fan game story get?
Xgoff |
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| QUOTE (ClownMan @ May 31 2008, 01:00 PM) | | Is there ussaly a maximum of how many cutsenes a fangame can have? |
no
| QUOTE | | Also how long can cutsenes be? |
as long as you want but for the love of waligie make them skippable
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M. C. Productions |
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My opinion is that the "story" doesn't REALLY have to be that deep. But if your fangame project does have a story, make sure it makes sense from beginning to end. Games with a nonsensical story plot are a major turnoff both for official games and fan games. Now there's one thing in each game that is a definite must -- OBJECTIVE. A game isn't a game without that, no doubt.
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| QUOTE (M. C. Productions @ Jun 3 2008, 07:21 PM) | | Games with a nonsensical story plot are a major turnoff both for official games and fan games. |
What, I'm guessing you don't like Thingio and the Katamari games?
Sometimes, a nonsensical plot is awesome.
However, for deeper stories, it is best to keep the story on the serious side as well.
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| QUOTE (ClownMan @ Jun 4 2008, 12:16 AM) | | I'll probly make things start off light, and get more intense as the plot develops. |
That's probably the best way to go. I tend to like where the plot starts off light, then progressively gets worse. It makes you want to play more to "see what happens next", rather than just leave you playing 20+ levels when you already know what's going to happen in the end, which is a turn-off for some people. You always want to have a motive that keeps people wanting to play the next level, whether it be just because it's fun(gameplay), the storyline(plot), or the highscore(replay).
Also, don't stray away from doing cutscenes "because you can't draw". Just use sprites instead.
And the main rule, make sure your having fun making your own fan-game, or you will end up canning it.
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