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gamerguy5432
06-05-2012, 07:54 PM
I know how it is playing levels where the characters are pretty much the most one dimensional people in the world. And sometimes that may even happen with your own levels, and you want to make the characters better, but you don't know how. Read this, and it may help. It helps me whenever I'm stuck on a character, and will hopefully help you too.

Step 1). Think of the story of your level, and what would fit the best into your story line. Maybe you want to have just one main character throughout the whole level, or maybe you want your sackperson to meet various different characters along the way. Decide which one is better for your level.

Step 2). Decide if your level is a serious level, a funny level, a horror level, etc. Then think of what character would fit best into that genre. For example, if your level is an adventure level, you may want your character to have an adventurous personality. You also need to think if someone with that kind of personality would actually say that. For example, if your characters personality is shy, then keep him/her consistently shy throughout the level. You can't have him/her mumbling stuff under his/her breath one minute, and have him/her singing some song no one knows the next.

Step 3). Now think of what that kind of person would wear. If it's a scary character, have him/her wearing all black attire, instead of pink and purple polka-dots. You also really need to think if your character's personality shows through his/hers clothes.

Step 4). Once your done all that, just take a few seconds to look at your character, and see if you feel satisfied enough with it. If you don't, you may want to read over the steps again, to see if there's anything you missed.

Well, that's pretty much all I can think of right now. I hope this helps!:D

ILOVEMYGF52
06-07-2012, 11:10 AM
I SUCK At Character Making So
This THread HelpeD Me Out A LoT.ThAnK Yuo!
*****************Call me a TYPO*****************
I LoVe BeInG A WonDeRfuL TyPo!

Schark94
06-07-2012, 02:10 PM
I SUCK At Character Making So
This THread HelpeD Me Out A LoT.ThAnK Yuo!
*****************Call me a TYPO*****************
I LoVe BeInG A WonDeRfuL TyPo!
It's weird how some people say thanks.

Anyway... Thanks Gamerguy! This tutorial should help a lot of people out here. C:

Ironface
06-07-2012, 02:20 PM
I like that people think deeply about their levels.. it's more than just a linear plane to walk from one side to the other. Levels that include realistic character development that fits into a narrative are much better than undeviating, straightforward, here-to-there levels with no explanation - no point or purpose behind them. Really good tutorial, very helpful.

sackboy7789
06-08-2012, 10:47 PM
it's even more fun when you go to the trouble of making a costume to use as the character...
like me...:rolleyes:
*cough* Attachment *cough*
*cough* DeceitwhichIshouldprobablyfrigginfinish *cough*

ILOVEMYGF52
08-07-2012, 03:11 AM
@schark ooh that was horrible times. Another essential thing while making a character is also to master corner-editing. Otherwise words won't help. :hood:

gamerguy5432
08-21-2012, 02:43 AM
Another essential thing while making a character is also to master corner-editing. Otherwise words won't help. :hood:

Yeah, but I was assuming that was self-evident.

St_Ivor
08-22-2012, 02:58 AM
Don't forget to use game mechanics as a way of story telling and character development as well.
In the horror level I'm making, the player has no weapons or means to defend himself. The only option is to run from the monsters that chase you. I think it tells a lot about the character the player controls, he has the courage to press forward, but it's up to the player to decide how brave the character is. Does this character hide behind corners and study the movement patterns of the creatures before pressing onward? Does the character wing it and flail around? When things are getting worse, what does he do? Does he hide? Does he simply run forward and hope for the best?

Gaming is an interactive form of storytelling, where we can not only show the story to the player, but we can make them experience it as well and immerse them into an experience.