Thank you all for your posts and support! I will be updating very often since I'm just getting started, and hopefully I'll have a small tidbit to show tomorrow (my guess would be the opening name entree scene), but nothing huge since I'm still in the process of spriting and inserting tiles.
Chibi Robo said:
This sounds like a cool idea and all but this isn't really "practical" the idea to roam around wherever, whenever.
EXAMPLE:
Lets say you are introduced to the evil team leader and they are planning to do _______ and they are going to do this with the legendary pokemon _____
But you decide that you want to skip ahead and defeat the team because you dont want to go through the story line since you have the free will feature in this game
So you defeat the team and capture the ledgendary pokemon ______
Now lets say you run into the middle part of the story when they are planning
Player: Uhhhh major glitch, Didn't I just beat these guys?
You see you cant put in free will because it will conflict with the story. You can put in tiny bits of free will as long as there not major events just minor events
Hope you take this advice
Thank you very much for your advice! It's always welcome. :D
I've taken what you've mentioned into careful thought, because I too was fretting over this when I planned on paper. One of my specialty's in coding is using the "if" command to it's fullest, and I plan to use the "if" command a lot in situations like this.
I'll be careful to make sure to set certain parameters in order to continue on with long on-going stories within the game.
For example; there is a woman on the outskirts of town who wants to harvest berries grown only in one forest but can't make it out there. You yourself can go in the forest and even see the berries, but unless you've spoken to the woman who wants you to get the berries your character will not pick them. Speaking to that woman and accepting her request is the "if" factor that will trigger the event of picking the berries.
If you play mmorpgs, I suppose you could compare every event within the game as a quest based system. You can go and make your character stronger and better know areas/in depth exploring, then when you feel ready you can take on a quest.
Let's Go doesn't revolve around one big story, but rather a horde of stories through out the continent. However, despite that it isn't one big story, each event within the game there will be something to learn about the region and it's history, legends, so on and so forth so it's not just a empty game with no goal. Along with various item/pokemon rewards.
Thanks again everybody.
Main post has been updated with further news, info, and a to-do list.