Gussifriz
Newbie
- Sep 11, 2018
- 53
- 74
- 243
Well it's fairly simple really.. Quality over quantity. Don't introduce a bunch of characters at once, introduce them slowly, 2-3 max, this way you can give them depth. If you introduce all 11 at once, we won't even remember half of them, and we all know they will most likely be forgotten even by you. Each character has to be unique and serve a purpose, you can't do that well if you introduce 11 in a single update, not even the introduction will be well done unless it's a 3h long single update.As I am a new developer, there may be things I am unaware of. Since I designed the school, the number of new characters is a bit high. What are your expectations in this regard? If you could provide some information, I could be more careful in future updates.
That is, if you plan to have them serve a purpose to begin with. If it's like introducing a useless bunch of classmates or school staff we won't ever talk to or barely interact and serves as a back-background character.. Don't even list them in the update. "Introduced" characters should only ever be characters that matter and will accompany us for a good part of the game.
Those, again, should be introduced with care and depth. Not superficial greetings and then fall in limbo until we get back to them in 5-6 updates later. Of course I don't mean to tell us everything about a character that just introduced right of the bat, but they should, again, serve a purpose. Not be introduced for the sake of it and then remain on stand-by indefinitely.
Sometimes it's even better to include the character and it's model to be on some renders (ex: fill a classroom), so a school wouldn't feel empty, but don't necessarily engage with them until later.
Edit: Some of the best games on this forum who have been under active development for years don't even have that many characters.