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File 131559318824.png - (75.52KB , 800x800 , quest_boot.png )
42674 No. 42674 ID: e2020c

I just can't let go. What kind of quest do you want? I'm not master of digital arts, but should be able to make good quest graphics.

I've asked for anyone interested to join quest heads together with me and that offer is still ongoing as I find my school English lacking in expression and clarity but am 100% ready to make mediocre art part in any kind of quest.

I have a decent digital watercolor technique and I can draw even stick figures if that's what it takes (and animate them). I'm Nahkh's miserable cousin btw.
Expand all images
>>
No. 42679 ID: b2855d

I've had this idea in mind of a martial arts quest. Kind of like a fighting game/beat em up thing where the protagonist starts off as a brawler and through suggestion develops a fighting style and special moves. Then throw in rivals, villains, love triangles, bizarre martial arts masters etc.

Sound interesting?
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No. 42683 ID: e2020c

>>352479

Animating shit would be fun. I'm in if you do the quest dynamics.
>>
No. 42684 ID: e9ab0d

>>352479
That sounds good, but it should also be in space.
Everthing's cooler in space.
Plus you can get into fights with a wider variety of creatures, each with their own strengths and weaknesses i.e. an enemy having multiple extra limbs but being blind.
>>
No. 42685 ID: e2020c

>>352484

Martial combat in zero gravity ??
>>
No. 42689 ID: c7b6c2

>>352485
Ever read Ender's Game? It'd work a lot like that. Richocheeting off of walls, keeping momentum to hit harder and not get stuck without anything to kick off from. It'd be pretty awesome for someone with a good enough imagination.
>>
No. 42692 ID: e2020c
File 131559852641.gif - (100.14KB , 800x800 , spacemartial.gif )
42692

>>352489
>>
No. 42693 ID: b6edd6

The trouble with space is that there are relatively few chances for melee combat between spaceships.

Perhaps you could have it set in a world with incredibly low gravity. (Which would take some world-building, but as well as being neat would offer a convenient explanation for the ultra-fragile walls typical to fighting games.)
>>
No. 42694 ID: 35e1a0

>>352493
why would the spaceships be in melee combat? we are talking space ultimate fighter not outlaw star.
>>
No. 42695 ID: b6edd6

>>352494
How do you get onto an enemy's spaceship? Would ship-to-ship weapons not exist for some reason?

Or are you talking about microgravity fighting tournaments? I guess that could work.
>>
No. 42704 ID: 993e0c

>>352483
Yeah I'm game. Hit me up on IRC on rizon.net if you can. I'm in both #rubyquest and #tgchan .

My English is all right. Never really had my writing evaluated (I could be crap), but we could try doing a quick pre-quest session in IRC and see how it goes.
>>
No. 42731 ID: e2020c

How about a Baldur's Gate style quest?
>>
No. 42732 ID: b79855

Mount and Blade + Quest Races
>>
No. 42736 ID: 2563d4

>>352493
Just declare that space war uses boarding parties because herpa herpa tachyons. Maybe shielding tech and point defences took off really, really well and nothing can really scratch ships except ramming another ship up against them and stabbing it with boarding airlocks.

Which is also a good excuse to have ships bristle with spikes and counter-spines.
>>
No. 42737 ID: a0444b

>>352531
Like isometric viewpoint dungeon crawling? Sounds a bit like Gnoll's Bane.
>>
No. 42758 ID: 0d7a83

>>352536
You could have ships fire heavily armoured pods at each other, designed to punch through the hull and deploy small teams of elite fighters. It's probably not something a standard military would do (because it's ridiculously dangerous), but it sounds like something space pirates would definitely try.
Basically what I'm saying is be a space pirate commando.
>>
No. 42759 ID: b6edd6

I could see how you could have shields to stop energy weapons and stop most kinetic projectiles (by stopping things over a certain velocity), but we still need to get an explanation for why people can't just put a bomb in the boarding pod instead of fighters.
>>
No. 42761 ID: 2563d4

>>352559
Not really; sci-fi can be soft. But if you insist, this is why I also said "point defence". If it's sufficiently capable that something substantial enough to weather it is effectively "a ship", it becomes something you can't hold a arsenal full of and don't want to be expendable. So, boarding party rather than warhead.

Or maybe you just want to capture it intact, e.g. because you are pirates seeking to loot vessels.
>>
No. 42762 ID: b6edd6

>>352561
The capture intact bit doesn't explain why non-pirated don't use bombs against pirates.

The point defense argument works, though.
>>
No. 42764 ID: 1444d5

No need to handwave, we have reality: ships blow each other the hell up from range when in open warfare. Next step down from open warfare is 'visual range' rules; no firing unless fired upon or confirmation that the enemy is hostile.
Firing to disable and then boarding (or simply forcing a boarding action through superior firepower) are only used when there is something or someone on board that must be captured intact/alive.

tl;dr Boarding actions only occur in exceptional circumstances, but do occur. So for the sake of Plot, have those circumstances occur.

For the 'why use melee weapons rather than frangible rounds/etc?' issue, LoGH handwaved it interestingly: the defenders flood their ship with a highly explosive gas/aerosolised powder to deny the use of projectile weaponry, making it as hard as possible for the attackers. And like the old Lensman books, they used space-axes. Because bowties axes are cool.
>>
No. 42765 ID: 2563d4

>>352564
>No need to handwave, we have reality
1) The whole point of handwaving is to say "screw you, reality; I'm making excuses to do what's cool instead".
2) We do not have reality for space combat. Ocean combat is not comparable.
>>
No. 42766 ID: 1444d5

>>352564
Aaaand, crap. Now I'm thinking about it; there are plenty of 'documentary'/camera-crew-follows-guys-around shows about coat-guard, customs, anti-piracy naval patrols, etc. These are the guys who are generally boarding things. I've always loved police-procedural-drama-IN-SPAAAAAAAACE shows. "Earth-sphere Customs and Excise dig up weird and hilarious shit aliens try and smuggle past them" seems like excellent short story fodder.
>>
No. 42767 ID: 1444d5

>>352565
If you're going to board, either there's a damn good reason you need people to be inside the enemy ship, or you have an entire universe full of incredibly uncreative weapons designers. Wet-navy or space-force.
>>
No. 42768 ID: 5bb130
 

I HAVE THE SOLUTION GUYS.

Just aim for the windows. Try not to miss.
>>
No. 42769 ID: b6edd6

>defenders flood their ship with a highly explosive gas/aerosolised powder to deny the use of projectile weaponry
That only works for preventing boarders (and defenders) from shooting inside the ship. If anything it would make the ship more vulnerable to ship-to-ship weapons.

>1) The whole point of handwaving is to say "screw you, reality; I'm making excuses to do what's cool instead".
I am perfectly ok with ignoring physics to do things like energy shields, stealth in space, etc (as long as we are consistent).

The thing we want to avoid is issue of "why don't people just do ____", where that thing is perfectly possible within the established rules.
>>
No. 42770 ID: 35e1a0

boarding spikes have no fuel or anything that would be considered dangerous. so the intercept systems do not target them. if they were reprogrammed to target them they would shoot all stray bits of metal relentlessly including allied ships trying to dock.
>>
No. 42771 ID: 2563d4

>>352568
There we go, problem solved.
>>
No. 42772 ID: 4bdd79

>>352566
This actually sounds like a really good idea.
>>
No. 42774 ID: 1444d5

>>352569
>That only works for preventing boarders (and defenders) from shooting inside the ship. If anything it would make the ship more vulnerable to ship-to-ship weapons.
It's a last-resort measure, when ship-to-ship fighting has been ruled out (out of mutual desire not to destroy the object/person of interest on the defending ship). It's a "no shooting, or we'll self-destruct!" call, without the inherent possibility of it being a bluff.
>The thing we want to avoid is issue of "why don't people just do ____", where that thing is perfectly possible within the established rules.
Exactly. e.g:
>>352570
IFF for friendlies, shoot anything else incoming when in a combat situation (and switch to 'manual confirmation' when near commercial shipping, a'la Phalanx and the like). Space isn't full of flotsam and jetsam.
>>352568
Genius!
>>
No. 42789 ID: e2020c
File 131573855178.gif - (18.11KB , 800x800 , ship.gif )
42789

So we're coming to this?

<Animated GIF
>>
No. 42824 ID: e2020c
File 131583189449.png - (421.56KB , 800x800 , CLOUDHUNT.png )
42824

Personally I would like to continue my fantasy (scifi) quest, an imagination limited quest, Boobs and Dragons which players made a Lesbian fantasy romance.

Quest archive
http://www.tgchan.org/kusaba/graveyard/res/99148.html
http://www.tgchan.org/kusaba/questarch/res/154508.html
http://www.tgchan.org/kusaba/graveyard/res/181790.html
>>
No. 42850 ID: 7a711a

I've always wanted to see a metal hero/toku-esque quest. I see the idea crop up every now and then, but it's never done.
>>
No. 42858 ID: d30ddc

I'm pretty sure that if this: http://echoshard.pulsememe.com/?tag=space cool space graphics came to me naturally I could just quest and quest on
>>
No. 42892 ID: 8e5181

Seeing through the current quests they seem pretty good quality quests in general and hard to compete with, but then, also good enough to be watched
>>
No. 42903 ID: e2020c
File 131600295590.png - (0.97MB , 1000x1000 , demonic.png )
42903

Maybe something to do with demons?
>>
No. 42916 ID: b1f0e2

>>352624
>Boobs
>Dragons
Sounds like a winning combination!
>>
No. 42984 ID: 4ad122

>>352703
Like a musical demon?

I think you need to make sure you have interesting characters that have lots of things happening around them. Think you can fit that around the demon theme?
>>
No. 43149 ID: eeb582

Did you decide on a quest in the end?
>>
No. 43174 ID: e2020c

>>352949

I'm very unsure of my visual style...
>>
No. 43195 ID: c7b6c2

>>352974
Honestly, the art doesn't really matter that much! You could probably just do quick sketches (or whatever you're comfortable with) of what's going on and be done with it. Sure, a good quest can be made great with some good arts, but it all boils down to the writing. Specifically, how you interpret the suggestions and how you do characterization.
>>
No. 43201 ID: b6edd6

It isn't about the quality of the images, it is about the quality of the SHENANIGANS.
>>
No. 43641 ID: e2020c
File 131738916417.png - (204.35KB , 500x500 , fhan_portrait.png )
43641

Boobs & Dragons didn't catch up anymore.
>>
No. 43953 ID: e2020c

So the question is should I just forget about questing?
>>
No. 43955 ID: a53c72
File 131811029158.png - (34.26KB , 243x384 , fhan.png )
43955

>>353753
I tried reading quite a few of your quests but I really couldn't get into them to much. Maybe it's the sandbox world? Quests should have a definite beginning with some kind of goal in mind and plot hooks along the way.
Another thing I personally couldn't get into was the art. Quests don't need to have amazing art to be good. Hell, Ruby Quest had fairly simple art (minus some backgrounds and fleshy/creepy walls) and it did amazing. Try making your art simpler, that'll help you draw something far closer to what you're trying to match it with what you're writing.
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