Author Topic: In Which We Talk About RPGMaker Games  (Read 5209 times)

Third Eye Lem

  • Time Ticker
  • Castle Bal
In Which We Talk About RPGMaker Games
« on: May 29, 2014, 07:19:02 PM »
So, I just heard about this week's Humble Weekly Bundle, which is focused entirely on RPGMaker stuff. I've been on a bit of an RPGM kick as of late, so let's make a thread out of it! What games have you played, or even made, using Enterbrain's software?

For me, I haven't made anything yet but I have been playing the demos of Last Dream and Data Hacker: Initiation. Last Dream is a Final Fantasy/Etrian Odyssey-esque game, in which you can pick your party at the outset and customize them as you see fit. I heard the plot was pretty sprawling as well, but I've yet to scratch the surface of this massive game. XP

Data Hacker follows the classic "MMO" setting, with the main character hacking into the game he was just banned from. It too has a relatively deep system of customization and recruitment, but the setting is what sells it for me--you don't see many high-tech themed RPGs in this engine or in general these days, so I'm looking forward to buying the main game when I get the chance.

I'm also partial to the Aveyond series of games, though I find them subpar compared to others I've played...Case and point: Master of the Wind. If you like challenging puzzles, boss fights, and some interesting characters (your partner is a friggin' animated skeleton), this is worth checking out. I've also enjoyed Doom and Destiny, which is fairly humorous and also brings some neat ideas to the table (like an actual turn queue, and a priest/pirate who worships the Flying Spaghetti Monster).

Ok, enough about me, let's hear what you guys have to say about your RPGMaker experiences!

edited because I forgot to check my tags, whoops

98digger

  • The Master of 9801
  • What? Windows? What's that?
    • The 98th Dimension
Re: In Which We Talk About RPGMaker Games
« Reply #1 on: May 29, 2014, 08:21:39 PM »
Yume Nikki was probably the first time I had ever encountered RPG Maker. After I finished playing it, I tried out Ib and several old Dante98 games, including the original Corpse Party. I bought the software shortly after.

Personally, I have tried making several games with RPG Maker, and while I do find it easy to use, it is really time consuming.

This summer I will be using RPG Maker to develop my first "serious" RPG Maker XP game, which I've been planning out for several months now. I expect it to turn out something like "Yume Nikki" meets "Earthbound Zero" with a space theme resembling that of 80's arcade games. When I get around to setting up my website, I'll be sure to post the link in my signature, for anyone who is interested.

^Notice: I'm bad at writing replies :)    Also: Check out my personal site here: https://themasterof9801.neocities.org/

Ghaleon

  • Long twintail-o-holic
Re: In Which We Talk About RPGMaker Games
« Reply #2 on: May 29, 2014, 11:04:03 PM »
Ive wanted to dabble with rpg maker but if i made an rpg i would want to have a pretty unique battle system more than story. But im given the impression that my desires are not really doable with rpg maker.

Jq1790

  • Wow I'm back to playing this game.
  • Let's puzzle together again, Karin!
Re: In Which We Talk About RPGMaker Games
« Reply #3 on: May 30, 2014, 02:40:40 AM »
Ive wanted to dabble with rpg maker but if i made an rpg i would want to have a pretty unique battle system more than story. But im given the impression that my desires are not really doable with rpg maker.
Oh they might be...but be prepared to find or make scripts to make the program bend over your knee if you wannamget fancy.
If you're a Pazudora player and aren't on #puzzleandlibrarians, come join us!

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: In Which We Talk About RPGMaker Games
« Reply #4 on: May 30, 2014, 04:49:37 AM »
Oh they might be...but be prepared to find or make scripts to make the program bend over your knee if you wannamget fancy.
Getting a custom battle system is one of the more customizable aspects with the system, but yes, you're going to be going to basically be manually scripting it.

Sadly I can't think of too many RPG Maker games I'd give super high recommendation, other than maybe Paradise Blue, which was heavily FFV inspired.  The plot is something you should kinda ignore because it collapses on its own ass before long, but the gameplay and exploration is pretty fun (there was an LP of it at some point on these boards!)

Apparently I make pretty good shit with RPG Maker including the touhou fangame I got about one section complete of before a lack of effort and computer crashes killed it
Spoiler:
and I might be making something non-Touhou but that's a long ways away yet so I don't wanna talk too much
Spoiler:
unless someone wants me to get their hopes up
[/s]

Third Eye Lem

  • Time Ticker
  • Castle Bal
Re: In Which We Talk About RPGMaker Games
« Reply #5 on: May 30, 2014, 05:37:57 AM »
Sadly I can't think of too many RPG Maker games I'd give super high recommendation, other than maybe Paradise Blue, which was heavily FFV inspired.  The plot is something you should kinda ignore because it collapses on its own ass before long, but the gameplay and exploration is pretty fun (there was an LP of it at some point on these boards!)
That's too bad about the plot...But hey, it might be worth playing just for the lulz factor.

Apparently I make pretty good shit with RPG Maker including the touhou fangame I got about one section complete of before a lack of effort and computer crashes killed it
Spoiler:
and I might be making something non-Touhou but that's a long ways away yet so I don't wanna talk too much
Spoiler:
unless someone wants me to get their hopes up
[/s]
I'd be willing to try or test anything you come up with. Not like I have anything else better to do. :V

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: In Which We Talk About RPGMaker Games
« Reply #6 on: May 30, 2014, 06:28:50 AM »
I'd be willing to try or test anything you come up with. Not like I have anything else better to do. :V
I sadly have quite a ways to go before I think it'll be in a testable situation (or even something I'll feel comfortable showing in public), mostly because I scrapped about 3/4ths of what I had done recently when I realised there were significant design decision changes I needed to make.  I'm getting that undone progress redone though and it's in a much better spot from here out, I'm hoping.  (It's definitely in a spot where I can do way more interesting things with it though!).

It just... takes time.  Lots and lots and lots of time @_@

Third Eye Lem

  • Time Ticker
  • Castle Bal
Re: In Which We Talk About RPGMaker Games
« Reply #7 on: May 30, 2014, 06:57:57 AM »
It just... takes time.  Lots and lots and lots of time @_@
Yeah...I can't imagine how long it'd take to get my first game out, if I ever make one. Maybe I'll fiddle around with VX Ace while I'm on vacation next week.

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: In Which We Talk About RPGMaker Games
« Reply #8 on: May 30, 2014, 08:54:14 AM »
Yeah...I can't imagine how long it'd take to get my first game out, if I ever make one. Maybe I'll fiddle around with VX Ace while I'm on vacation next week.
It depends largely on how big of a scale you're trying to work on.

Mind you I'm at about 120 hours (take a few for idle time) on this project alone (I haven't used VXA to work on anything else so I'm using steam timer); and I'm still at very little actual playtime offered.  Or that's what I'd say, but I'm actually very picky about building a solid foundation before the 'content' part of the game work begins.  Ensuring I have all of the baseline set out and coded in that I need to build everything else (which in this game's design is hella important).  Once I get all that down pat I should be able to accelerate forward.

EDIT: Shit, two hours of work later and suddenly I am feeling far bolder about this project.  A couple shot-in-the-dark numbers tweaks, and suddenly things were just falling into line today.

EDIT 2: I really don't mean to turn this into a 'look gar's building a game' thread whoops <:3 I did end up buying Last Dream, so we'll have to see how that goes; it could be really good or it might not be.  (also I'm so available to help people who want t use VXA you have no idea)
« Last Edit: May 30, 2014, 11:30:22 AM by Garlyle »

Third Eye Lem

  • Time Ticker
  • Castle Bal
Re: In Which We Talk About RPGMaker Games
« Reply #9 on: May 30, 2014, 05:44:33 PM »
Mind you I'm at about 120 hours (take a few for idle time) on this project alone (I haven't used VXA to work on anything else so I'm using steam timer); and I'm still at very little actual playtime offered.  Or that's what I'd say, but I'm actually very picky about building a solid foundation before the 'content' part of the game work begins.  Ensuring I have all of the baseline set out and coded in that I need to build everything else (which in this game's design is hella important).  Once I get all that down pat I should be able to accelerate forward.
Yeah, it always bugged me about how you can spend about a year working on a game that lasts only a dozen or so hours. The amount of time gone in seems...Disproportionate, but on the plus side I guess you get that back when lots of people play it? (shrugs) I don't know a thing about game design so...  :derp:

EDIT 2: I really don't mean to turn this into a 'look gar's building a game' thread whoops < :3c I did end up buying Last Dream, so we'll have to see how that goes; it could be really good or it might not be.  (also I'm so available to help people who want t use VXA you have no idea)
As long as you're on topic, it's fine with us. :V Hope Last Dream works out well for you, I'm not that far but I'm definitely going to buy that game (and the RPGM bundle) very soon.

Stuffman

  • *
  • We're having a ball!
Re: In Which We Talk About RPGMaker Games
« Reply #10 on: May 30, 2014, 08:58:16 PM »
Playing Skyborn right now since it was in the bundle. It's okay.

The maps look nice and loop back into each other well enough, but they're pretty non-interactive.

Writing is neither good nor bad. Characters are okay but mostly uninteresting. Plot is predictable in many places.

Good battle system, involves managing aggro. Lots of viable customization options.

The colosseum kind of breaks the game,  you can get endgame equipment much earlier than you should. Overall the game is pretty easy (although it does have a hard mode and I'm playing on normal)

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: In Which We Talk About RPGMaker Games
« Reply #11 on: May 31, 2014, 12:52:46 AM »
Yeah, it always bugged me about how you can spend about a year working on a game that lasts only a dozen or so hours. The amount of time gone in seems...Disproportionate, but on the plus side I guess you get that back when lots of people play it? (shrugs) I don't know a thing about game design so...  :derp:
If anyone plays it; although, honestly, probably some of the best feelings I've ever had were when people were like "YEAH I WANT MORE OF THIS" for wish under celestial star because it astounded me that people were putting it on the level of something like Labyrinth and... okay enough sentimentality

Game design generally works on a horrendous return of effort.  Even when working on a low-invovlement engine like RPG Maker (as opposed to a 3D engine or something), it's often said that it's like 20 hours of work per 1 hour of actual playtime; possibly more depending on how good you want that hour to feel.  And that's when you already have the resources at your fingertips.

As for Lost Dream, I didn't get the chance to play it yet (too distracted with other things - league, work, life) but I get the feeling I know almost exactly what kind of game it is, if that makes any sense?  Like not even the 'oh it's a sandboxy RPG inspired by FF' but like... what criticisms I'm likely going to have coming out of it, after glancing over the screenshots through the early parts of the "strategy guide" and their coverage of the classes.  I'm not sure if that makes me a cynical asshole when it comes to RPG Maker, or just someone who's diving way too deep into RPG design recently.
« Last Edit: May 31, 2014, 01:21:25 AM by Garlyle »

Tengukami

  • Breaking news. Any season.
  • *
  • I said, with a posed look.
Re: In Which We Talk About RPGMaker Games
« Reply #12 on: May 31, 2014, 01:44:39 AM »
Yume Nikki is also the RPGMaker game I most played. Trance also put out a pretty nice game.

I'm curious to explore the genre further, any recommendations welcome.

"Human history and growth are both linked closely to strife. Without conflict, humanity would have no impetus for growth. When humans are satisfied with their present condition, they may as well give up on life."

Third Eye Lem

  • Time Ticker
  • Castle Bal
Re: In Which We Talk About RPGMaker Games
« Reply #13 on: May 31, 2014, 04:02:33 AM »
If anyone plays it; although, honestly, probably some of the best feelings I've ever had were when people were like "YEAH I WANT MORE OF THIS" for wish under celestial star because it astounded me that people were putting it on the level of something like Labyrinth and... okay enough sentimentality
Welcome to how I felt when I tried my hand at Create(.swf) Your Own Adventure. I was surprised people enjoyed the short-lived adventures of Chow and friends...Why didn't I continue working on that? I wish I could rewind time and tell my past self what to do properly. =P

Game design generally works on a horrendous return of effort.  Even when working on a low-invovlement engine like RPG Maker (as opposed to a 3D engine or something), it's often said that it's like 20 hours of work per 1 hour of actual playtime; possibly more depending on how good you want that hour to feel.  And that's when you already have the resources at your fingertips.
...That's gonna wreck my OCD. I'm so picky about certain things, gotta make sure they're just right for the player. But of course that's just me fretting over something I haven't even tried much of yet...

As for Lost Dream, I didn't get the chance to play it yet (too distracted with other things - league, work, life) but I get the feeling I know almost exactly what kind of game it is, if that makes any sense?  Like not even the 'oh it's a sandboxy RPG inspired by FF' but like... what criticisms I'm likely going to have coming out of it, after glancing over the screenshots through the early parts of the "strategy guide" and their coverage of the classes.  I'm not sure if that makes me a cynical asshole when it comes to RPG Maker, or just someone who's diving way too deep into RPG design recently.
It's got some FF1 elements (setting your party at the start of the game, and some of the quests and locales), but it also has some EO-like stuff in how you can customize your party...To an extent. :V You can probably max out all the skills if you ground for long enough.

EDIT: forgot to add this:
Trance also put out a pretty nice game.
I played that! I'd love to continue playing it if she's still working on it.

Re: In Which We Talk About RPGMaker Games
« Reply #14 on: May 31, 2014, 05:42:07 PM »
Oh I love RPGMaker games, but I play the games that have a focus more on the story than the RPG aspect. A lot of the story-based games that I like which were made from the program also fall in the horror category (Ib, Misao, Corpse Party, The Witch's House, Re:Kinder, etc.). The RPGMaker game that I finished most recently was Mogeko Castle, which has unusually high production values and quality. It's a neat, quirky game.

Bardiche

  • Mafia: Worst Game Ever
Re: In Which We Talk About RPGMaker Games
« Reply #15 on: June 01, 2014, 02:09:03 AM »
I got the bundle gifted and for one wild instant imagined making this awesome game.

Then I realised I don't want to bother mathing out all the shit for a working battle system, so if I do any work at all, I'd probably create some maps, some events, put out a story, then surrender to laziness and watch the game die as figuring out interesting and balanced fights is too much of a chore.

trancehime

  • 不聖女
  • *
  • 2017年~ 茨心R (希望)
    • himegimi
Re: In Which We Talk About RPGMaker Games
« Reply #16 on: June 01, 2014, 01:35:23 PM »
hi i am the creator of SNAAFU ADVENTURE which Ammy has already kindly linked

Trance also put out a pretty nice game.

I'm curious to explore the genre further, any recommendations welcome.

thank you for plugs

I have moved on from SNAAFU ADVENTURE and will eventually make plans to put out a demo for my new work, 茨心 -Thornheart-.

EDIT:

on the subject of RPG Maker games, the last one I had a genuinely pleasant experience with is one I briefly discuss in this thread, a game called Labyrinth Star which is a very lighthearted dungeon crawling experience. However it is Japanese only.
« Last Edit: June 01, 2014, 01:45:17 PM by tranceko »

元素召唤 || pad & msl news translator robit
twitter xx motk resident whale

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: In Which We Talk About RPGMaker Games
« Reply #17 on: June 01, 2014, 02:08:38 PM »
on the subject of RPG Maker games, the last one I had a genuinely pleasant experience with is one I briefly discuss in this thread, a game called Labyrinth Star which is a very lighthearted dungeon crawling experience. However it is Japanese only.
All the good ones tend to be Japanese only >:
Spoiler:
but it's a good thing I'm taking a similar format with my project.  and not the 'it's in japanese only' part, I mean the general structure the game proposed and stuff, mostly

Speaking of which I had a moment where I playtested the first 'leg' of the game a couple nights ago, after some tweaks, and it just felt fantastic.  Like suddenly all the numbers worked and the gameplay felt great and I was really happy with it.  Now to put that into motivation to continue building more of it +_+

Ghaleon

  • Long twintail-o-holic
Re: In Which We Talk About RPGMaker Games
« Reply #18 on: June 05, 2014, 05:12:06 AM »
holy carp, I just noticed that rpg maker ace is on humble weekly bundle (ends in 12h though). Pay more than 6 bucks and get xp as well. I never used any rpg maker program to date so figured now is the time to buy so I did.

I understand that xp is actually better for pretty much everything except map/level design. Is it possible to use both for one game?

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: In Which We Talk About RPGMaker Games
« Reply #19 on: June 05, 2014, 06:37:20 AM »
holy carp, I just noticed that rpg maker ace is on humble weekly bundle (ends in 12h though). Pay more than 6 bucks and get xp as well. I never used any rpg maker program to date so figured now is the time to buy so I did.

I understand that xp is actually better for pretty much everything except map/level design. Is it possible to use both for one game?
No it's not.

And I'm not sure I'd say that XP is better; technically it's actually the other way around - it's the map design that suffers a bit in VXA, but the entire interface and default tools were massively enhanced in VXA via things like notetags, which make scripting systems have a way easier time of modifying equipment or adding custom effects etc.

Where XP's strengths are presently is in the map construction and the fact that, being several years old, it has a massive amount of script support (including basically an entire adaptation for Pokemon fangames)

Also I was basically right on my assessment of Last Dream.  Which is to say it's not bad; in fact it's alright, but it's like... it is exactly what it looks like, which is an RPG with a billion scripts slapped on top of it from other people and then just expanded out to the kind of massive scope "to do everything" that people often talk about when they first get their hands on RPG Maker.  Which doesn't necessarily mean it's good; if you really just want a sandbox exploration-centric RPG Maker game though it's pretty good on that front.
« Last Edit: June 05, 2014, 06:39:38 AM by Garlyle »

Ghaleon

  • Long twintail-o-holic
Re: In Which We Talk About RPGMaker Games
« Reply #20 on: June 05, 2014, 07:27:56 AM »
I remember like a year or so ago I asked like 20-30 questions about rpg maker on the rpg maker forums and I can't seem to find it anymore by googling "ghaleon rpg maker" or "ghalion rpg maker" (my username WOULD have been ghaleon, ghalion, ghaleon666, ghalion666). I can't remember all my questions, but one was is rpg maker capable of making randomized dungeons/floors? I doubt it but...

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: In Which We Talk About RPGMaker Games
« Reply #21 on: June 05, 2014, 03:24:00 PM »
I remember like a year or so ago I asked like 20-30 questions about rpg maker on the rpg maker forums and I can't seem to find it anymore by googling "ghaleon rpg maker" or "ghalion rpg maker" (my username WOULD have been ghaleon, ghalion, ghaleon666, ghalion666). I can't remember all my questions, but one was is rpg maker capable of making randomized dungeons/floors? I doubt it but...
Not innately (Well, actally one of the RPG makers did, 2k3 I think?).  However, I'm certain there's "roguelike map generator" scripts for at least one of the engines.

Jq1790

  • Wow I'm back to playing this game.
  • Let's puzzle together again, Karin!
Re: In Which We Talk About RPGMaker Games
« Reply #22 on: June 05, 2014, 03:57:35 PM »
Couldn't get the URL to copy, but try looking on the official RPG Maker forums, I saw one thanks to some Google-fu that might work
If you're a Pazudora player and aren't on #puzzleandlibrarians, come join us!

Ghaleon

  • Long twintail-o-holic
Re: In Which We Talk About RPGMaker Games
« Reply #23 on: June 06, 2014, 02:56:03 PM »
So like, any objections to me posting a kind of overall list of design features for my long term ideal rpg to make? It wont be what i expect to ever release, let alone first, but its kind of what i want to eventually release and hope for feedback from rpgmaker vets as to which features will be best to statt with while im still learning the software.

Note i graduated post secondary as a programmer so i have SOME hope of being able to script some of the more difficult things hopefully.

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: In Which We Talk About RPGMaker Games
« Reply #24 on: June 06, 2014, 03:05:04 PM »
If you've learned fundamentals of coding, getting into RGSS (XP) or RGSS3 (VXA) isn't too hard, and you're well equipped for it.

And sure, if you want.

Ghaleon

  • Long twintail-o-holic
Re: In Which We Talk About RPGMaker Games
« Reply #25 on: June 07, 2014, 03:53:16 AM »
warning, a large wall of text is approaching:

First off, this is kinda my "Grand design" for an rpg maker game I would like to make some day. Do note that I have little mention (if any) about story or setting or whatever. I'm not concerned with these aspects at this point. If my game is ever finished, it will be for people who want to enjoy a deep and technical battle system in their rpg, compareable to a turn based strategy game. If I ever finish the groundwork for my battle system, I will then worry about story and setting more, but that's far too ahead for now.
Part of the reason I'm writing this is not to hype anyone up for it or anything since I doubt I'll ever complete this, nor do I know if any of this is even doable. But I also want to fish out from any rpg maker vets what you guys feel would be aspects I should short-list for a shorter demo/stepping-stone game. I realize one of the biggest ways to actually finish ambitious games is to release it in small steps one at a time, but I don't know rpg maker at all and am not sure what the easier steps are quite yet.
Anyway, here's the list of features I currently have in mind (They are not likely to change per say, but there may be more that I just haven't thought about at this moment).

1: party size is 5/15 like touhou labyrinth's 4/12. I want this because I want slot 3 to be relatively safe for characters who are not really tanky (but not very squishy either) to "stay out" in standard battles. I kinda think I want the entire cast accessible at the start of the game as well. The ONLY reason why this isn't a definite yes is because fighting the touhou girls as bosses is also fun, and it doesn't make much sense fighting them as bosses when they might be in your party.


2: Like labyrinth of touhou, healing will be extremely limited, switching out will be the greatest tool for survival in difficult battles. Buffing will also be under a similar system. If possible, have 2 separate stats that dictate both how fast buffs fall off a character (10% per turn, 20% per turn, etc), and how fast ailments/debuffs wear off.


3: Unlike most people, I actually kinda like consistantish enemy upgrades (bronze knight, silver knight, gold knight, etc). I intend to have a lot of these, but knowing most people hate these, I also intend to compensate by having a much larger variety of enemies on a per-floor basis. That said, enemies of a certain "Class" (that will be identifiable by the recolouring or whatever) will often have similar strategies as their previous floor counterparts. Naturally, odd ball enemies will exist too.


4: If possible, I will have enemy encounters to be of a similar nature as labyrinth of touhou/EO where the player can make educated guesses as to when they will encounter more enemies. However, I intend to not only randomly select which enemies they encounter upon this time, but hopefully will make a random roll to determine a "tier" of encounter, where the highest has the most difficult, most rewarding, and rarely seen enemies (or rather a whole gob of regular enemies accompanying a rare one or two. I like it when enemy encounters in rpg games are not equal within a same dungeon. Ideally, the hardest encounters may make players consider the run command even if they are not doing a "run dive", and or are simply nearly finished their dive and want to return as soon as they grab that last chest or whatever but cannot normally fight.

4A: If possible, enemy classes and/or rare enemies will have different AI than regular enemies. Instead of rolling a pool to select certain attacks, they might deliberately target certain player characters if they are at a low% of hp (no I will not make them target the naturally squishy characters, just ones at low%), or try to apply "shock" type status to characters with near-full action bars.. or.. you get the idea...this is not something I'm absolutely needing, I'd like to have it but if I'm advised this is too hard to script in rpgmaker or whatever I'll cancel.


5:
This is likely my game's most ambitious/unique planned feature... Enemies will not drop materials, they will not drop equipment (except maybe story boss equipment drops or something)...they in fact will not have any kind of randomized loot whatsoever. All enemies will only drop currency. Naturally, I plan on making shopping in this game far more important to the player than most (if not all) rpgs. They WILL have to carefully consider how they spend their cash, and I intend to balance the game so that stuff will NOT be so cheap that they can just continually buy the best stuff available. I may make it so the rare enemies drop a separate form of currency, however it will also be a currency that is shared amongst all/most of the rares. Not some special "that monster only" currency.


6: probably way too ambitious to balance but I actually enjoy that as much as playing a damn game so pft. But well, I also intend this game to make currency seem even more valuable (and it WILL be valuable) by making basic consumables cost not-insignificant (double negative intentional.. significant sounds like too much, but I just mean to express that it will matter but not be stupid) amounts of currency. Unlike labyrinth of touhou, characters will not automatically heal after battles, you need to pay for it... I plan on making "heal over time as you walk" healing potions rather than ones players will be forced to spam numerous times after every battle though. Same goes for mana. Teleporting back to town will also cost currency...I MAY (probably not) include battle consumables that cost extra high.


7: "dead" characters between battles during a dungeon dive still obtain full exp. I do not want to feel like they are forced to quit a dive should a character die early on or else punish that character from exp. I want them to suck up their loss and march on without any long term penalties.


8: I really liked wish under celestial star's defend command. But I plan on making mine different despite the inspiration. I want it so that characters use certain defend commands to apply temporary defensive buffs much like LoT's mnd/def buffs that expire over time. However, they will stack multiplicatively with defensive buffs provided via spells. This will not be overpowered because enemies will be balanced around the players actually using these defensive commands to begin with. If you are wondering how this makes sense story-wise, it's just our girls actually conjuring forcefields or whatever that wear off unless they choose to re-cast em.


9: I like how games like genius of sappheiros show you the powerup/bomb/etc icons when an enemy dies as you collect them. Super minor thing but I want that if possible! =P


10: Achievements that matter. They will never be used to unlock areas of the game, but they will reward you with stuff like 10% discount in shops if you obtain and hoarde a ba-jillion currency or something. Surviving xx battles within one dive may reward you with those heal over time per step potions lasting 20% longer, etc.


11: Most of everything else should be labyrinth of touhouish. Action bars showing when each player character/enemy will move next, that pause when someone is full, regeneration to people switched out, buffs being maintained while switched out, level ups and "skillpoint" level ups if possible. Maps only being revealed as players move around in them, etc.
I might make it so players can also purchase (with skillpoint experience perhaps?) spells for each character, probably with a larger variety than labyrinth of touhou. Though hopefully  each spell purchased for a character will increase the price of future ones exponentially, so while you may have them all, you definitely want to choose which you get first carefully, and maybe ignore some completely if they are for tasks that your chosen party doesn't particularly need from that character.

Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: In Which We Talk About RPGMaker Games
« Reply #26 on: June 07, 2014, 10:56:10 AM »
Looking over that... everything on that list is possible, or should be.  Some are more involved than others and you will absolutely be cracking open RGSS3 in order to do the majority of them, but there's still some (such as the encounter controls) you could entirely manage with just events.

Bardiche

  • Mafia: Worst Game Ever
Re: In Which We Talk About RPGMaker Games
« Reply #27 on: June 09, 2014, 04:52:45 PM »
Quote
5: This is likely my game's most ambitious/unique planned feature... Enemies will not drop materials, they will not drop equipment (except maybe story boss equipment drops or something)...they in fact will not have any kind of randomized loot whatsoever. All enemies will only drop currency. Naturally, I plan on making shopping in this game far more important to the player than most (if not all) rpgs. They WILL have to carefully consider how they spend their cash, and I intend to balance the game so that stuff will NOT be so cheap that they can just continually buy the best stuff available. I may make it so the rare enemies drop a separate form of currency, however it will also be a currency that is shared amongst all/most of the rares. Not some special "that monster only" currency.

It's ironically one of the easiest things to implement, though. Maybe the different currency would be a little harder if you want to track it like the regular currency, though.

Personally I've been tooling around with a simple, "The princess was kidnapped, the king hires you to go save her" game. When I say simple, I mean early NES games levels of simple story. Literally run to tower, save princess.

trancehime

  • 不聖女
  • *
  • 2017年~ 茨心R (希望)
    • himegimi
Re: In Which We Talk About RPGMaker Games
« Reply #28 on: June 10, 2014, 01:14:08 AM »
11: Most of everything else should be labyrinth of touhouish. Action bars showing when each player character/enemy will move next, that pause when someone is full, regeneration to people switched out, buffs being maintained while switched out, level ups and "skillpoint" level ups if possible. Maps only being revealed as players move around in them, etc.
I might make it so players can also purchase (with skillpoint experience perhaps?) spells for each character, probably with a larger variety than labyrinth of touhou. Though hopefully  each spell purchased for a character will increase the price of future ones exponentially, so while you may have them all, you definitely want to choose which you get first carefully, and maybe ignore some completely if they are for tasks that your chosen party doesn't particularly need from that character.

this particular point requires extensive knowledge of RGSS3, however there are RGSS2 implementation of mid-battle party switching. You will still however need to implement HP regeneration, turn order manipulation and the like on your own, but there are already materials available around the Internet where you can find action bar designs. Purchasing spells is probably the easiest thing to do there. Personally, I think that if you can find free-to-use scripts that already do what you want, you can use them and study them to help you with your own implementations in the future.

Also an important reminder that feature creep is one of the game development killers since ever.

EDIT: I am also proud to say that I have commenced work on Thornheart again, so please watch warmly, I may either make a separate thread or I will dump posts in this thread. :V
« Last Edit: June 10, 2014, 01:24:10 AM by tranceko »

元素召唤 || pad & msl news translator robit
twitter xx motk resident whale

Jq1790

  • Wow I'm back to playing this game.
  • Let's puzzle together again, Karin!
Re: In Which We Talk About RPGMaker Games
« Reply #29 on: June 10, 2014, 01:23:19 AM »
Also an important reminder that feature creep is one of the game development killers since ever.
Someting i'm fighting with a small project I'm working on myself.  I keep thinking 'Oh this would be great to add too!" and I need to rrestrain myself from doing so since the project in question is meant to be simple and easy to get me a completed game for motivation and learning purposes.
If you're a Pazudora player and aren't on #puzzleandlibrarians, come join us!