Pillars of Destiny
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September 4th, 2012, 05:38 AM
Join Date: Mar 2008
Developed by ЩѻƦḽᶑʂḽдƴƹƦ™ for RMXP
WELCOME TO YORO
estled in the heart of the Yoro, the Pillars of Yoro lay abandoned at the peak of the regions largest mountain. Once the throne of kings since past, the Pillars of Yoro now serve as a destination for pilgrims across the land seeking favor from the Pokemon gods. The Pillars reach endlessly into the sky and through the ages have stood majestic and it is said that as long as they remain standing, Yoro will be favored by the gods and prosper.
In the quiet town of Ashvale, Eli and Kelly have grown up with their grandparents who have offered a respectable childhood to each. At the ambitious age of 17, both Eli and Kelly are encouraged to see the world beyond and without hesitation have set forth on a journey that will forever change them...
A STORY UNTOLD
o vanquish without peril is to triumph without glory...
There is an increasing number of disturbances in the region and many experts have flocked from across the world to observe and study the phenomena. One such expert is Professor Linden, an old yet zestful scientist, is known for always being out in the field getting hands on experience with any study.
Professor Linden has come to Yoro to study the happenings, but also to uncover the mystery behind the Pillars of Yoro. Despite the knowledge that those who make the journey to the top of the ten thousand steps never return, Linden is determined to uncover the mystery behind the majestic pillars and if there is any relation to the recent disturbances in the region.
elcome to the Development Corner. In this section, you will find little blogs about the development process behind the game. With each official update, this section will be updated with official screenshots or development screenshots and a little information about what is and has gone on while developing certain parts of Pillars of Destiny.
Return on Investment
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. they may not be your dungeon delving or slashing expeditions, but they help the player discover new locations, solve challenging puzzles and reward them by doing so.
Meet Lenny, he runs a little fruit stand out of his mobile home which is parked just outside of Ashvale. Normally he is delighted to show off his merchandise and make a deal, but right now, he has lost not only his motivation to sell but also his cool glass of Lemonade. While setting up shop for the morning, he has misplaced his beverage and if you would be so kind as to find it for him he would greatly appreciate it.
NPC's are a nice, convenient way to give a player a return on their investment though the use of little favors and quests which offer rewards for the player. While it is probably one of the more generic ways to do it, it is efficient and sometimes fairly amusing.
The most rewarding approach to working with Pillars of Destiny is finding new ways to provide a return on player investments!
Spriters / Pixel Artists:
Maruno, Poccil & Flameguru
Dewitty, Minorthreat, Alucus, Kyledove, PrinceLegendario, Erma96, Pokemoneclipse, BoOmxBiG, teaddiction, niknaks93, Light-PA, Lotusking, Tyranitardark, SirAzria
Cilerba, Chesu, F.M.P, Wichu, ~JV~, The Calis Projects Team, Abnegation, Murcurysky and everyone who supports this game
To vanquish without peril is to triumph without glory...
Voted Best Game Designer 2011 on PC
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