Re: [RPG Maker] Tentacle Lair Escape: Apocalypse
Id like to help in any way that i can, but allow me to make a couple of quick points regarding what you have so far, so that you can better understand the setting and the timeline at which TLE:A takes place.
The following is observations about what you have done so far, and how i think you can improve it to better fit the setting i have created, if that is your wish.
1. The Nun - The event which shapes the world of Apocalypse is ofcourse, the Apocalypse, an event which is understood to have happened over 200 years ago in the world in which the game is set.
The Apocalypse was an event where all of the tentacle creatures, who had been hidden away from the world for thousands of years, decided to crawl out of their lairs and attack the world collectively, enslaving the human population and killing many of the men, so that they would not regroup and cause problems later on.
Being that the events were 200 years ago, civilization has all but disappeared, except for small and scattered pockets of survivors, who live off of whatever scraps they can find and live day to day, in fear of being captured or recaptured.
Because of the timeline between when civilization fell and the present day, it is unlikely that any kind of formal religion from the past would have survived, certainly not long enough for a nun to learn, practice and inevitably lose faith in her religion.
Living in this world means that beliefs and traditions are luxuries that few free humans can afford, being that they are constantly being hunted, and are instead more focused on attaining simple things such as food, shelter and clothing for protection from the elements and the creatures.
Under the same situation you have envisioned (a woman who is alone, devastated and there probably to explain the setting of the world to the player), i would instead see a woman who is scavenging for supplies, probably unaware of what the significance of the church was to the former civilization other than a building full of relics and books.
Introducing a character in such a way would relay the desperation of the human race, and how it has lost what we in today's world take for granted.
2. The Walls - This is a minor point and may be considered nitpicking, but given the setting of the land which the entire game has taken place in, i think it deserves mentioning.
You have created a town which has been devastated and destroyed by time, it has long since lost it's inhabitants and thus has fallen into ruin, the marks of degradation should be evident in every way, wheel barrels and other tools are left in place, their rotten wood and rusty metal has not moved in hundreds of years since their master (who had likely suffered a grim fate) had last left them there.
The scenery of a town should be haunting, showing minor signs of struggle, but otherwise left empty and completely unattended, the roads will be cracked and ruined with vegetation growing through them, the fences should be rottened and damaged, the overgrowth of the nearby plantlife should be slowly invading the town, consuming it as everything in town is slightly more naturalized.
Being that the vast majority of the story throughout the series takes place close to the town of barkholm and it's nearby forest, many of the surrounding towns should at least partially reflect the appearance of barkholm, so lets talk about it.
Barkholm was a town created on the edge of the forest (the great forest in which the majority of TLE and alot of TLE:O takes place), Barkholm is on the edge of civilization, far from the capital, it the fact that it is so far from the capital means that its citizens must fend for themselves, growing their own food, mending their own clothing, even educating their own children.
It is unlikely that the town of barkholm would built a wall around their town, as the majority of their populous actually embraced nature, many of the people in the town went into the forest every day to either harvest its bountiful yield or enjoy its quiet and peaceful tranquility.
If the philosophy of barkholm, which is believed to be the largest community in this area of the world is that they would not need walls, that philosophy would spread to the nearby smaller towns and hamlets, building a wall would be a waste of time to these people of the past, who embraced the very nature which would inevitably yield their enslavement hundreds of years later.
It could be seen as nitpicking, but i see it as a kind of irony that these people wouldent build walls because they saw no reason to.
Of course the walls or lackthereof is never mentioned in the story, seeing them surrounding a town would suggest that these people had something to build walls for, when in fact, they had no reason to fear anything, especially not something absurd, such as tentacles.
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If you truely want to implement my vision of the world into your game, id love to help you, but i would also understand if you wanted to have complete control over the story of your own game.