Re: YOU design a platformer RoR game: need opinions!
I disagree. I think H-games with well written story prevent it from feeling like a shallow, empty experience.
Ideally, the player is playing your game for what is essentially a waste of time, but instead coming away with a sense of accomplishment, or emotional involvement. If the game make's the player feel something that isn't just pleasure in the groin area, it's made itself worthwhile. (unless the feeling is frustration over terrible gameplay.)
Again, though, you might want to hold off on dialogue until the next game, when you can afford to have it translated. There aren't any examples around to let us know if an english heavy game would turn off non-english buyers.
I agree with all this: I do know japanese akin to the level of a 1st grader or so (very basic conversation, etc.) but I wouldn't want to risk translating it myself.
Worst case scenario, I have a very large pool of people (from my main job, thousands and thousands of people watch my stuff) that could translate, so I wouldn't want that to derail me from doing a storyline.
You guys did say you intend on making a platformer right? It'd be difficult to cram in story for a game genre that doesn't allow for much text. You may be looking at the RPG-Maker genre of games for this.
There are quite a lot of platformer games that have dialogue and storylines, actually.
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has a quite developed storyline (although not nearly as much as the one I want to make), lots of dialogue between characters, so forth.
the "art" are traces of irisaction and some viper game made really evident since the style between them isn't similar at all. what?
They're not traces, and other art was posted in this thread showing the artist's skill. If you still think they're tracings, then there's not much else I can do to convince you until the game comes out, so that's on you, lol.
The artist is skilled enough to do a diversity of styles, so...