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Festival-Temple



Joined: 11 Jan 2013
Posts: 57

PostPosted: Tue Oct 21, 2014 11:32 am    Post subject: RPG-Maker Project Reply with quote

I spent two hours making a gigantic post here that was awesome, but the site logged me out so it's gone and now I'm pissed.

Just pretend there's a cool post here.
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MattAY
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PostPosted: Tue Oct 21, 2014 11:34 am    Post subject: Reply with quote

THAT'S COOL!
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UrbanMasque
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PostPosted: Tue Oct 21, 2014 2:27 pm    Post subject: Re: RPG-Maker Project Reply with quote

Festival-Temple wrote:
I spent two hours making a gigantic post here that was awesome, but the site logged me out so it's gone and now I'm pissed.


I sympathize


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StudioTan



Joined: 29 Jan 2010
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PostPosted: Tue Oct 21, 2014 10:58 pm    Post subject: Reply with quote

Just do what I do and type everything out in Word Processor, then log in and copy/paste.
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MattAY
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PostPosted: Wed Oct 22, 2014 1:49 am    Post subject: Reply with quote

OK, so are you going to type it up again?
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Master_Craig
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PostPosted: Wed Oct 22, 2014 3:54 am    Post subject: Reply with quote

Yeah I'm kinda waiting on a follow up too.
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Festival-Temple



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PostPosted: Wed Oct 22, 2014 7:18 am    Post subject: Reply with quote

I've been screwing around with an rpg-maker project for a few months (mostly just as a test of willpower) and got the idea from a couple people here to keep up some kind of blog-like thing for thoughts and suggestions. I'll make an impenetrable wall of text about it once I'm through with stuff today.
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UghRochester
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PostPosted: Wed Oct 22, 2014 9:13 am    Post subject: Reply with quote

You all can thank me for bringing Festy here Very Happy
I suggested to him to make an entry here. While I couldn't hear him that well during his stream, I heard he was making an RPG game and though maybe you guys might be interested. I am.
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C_nate



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PostPosted: Wed Oct 22, 2014 9:49 am    Post subject: Reply with quote

I'm a sucker for RPG's. Let's see it!
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StudioTan



Joined: 29 Jan 2010
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PostPosted: Wed Oct 22, 2014 10:51 am    Post subject: Reply with quote

I never knew such a software existed. That is awesome! Is the software simply named, 'RPG Maker?'
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MattAY
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PostPosted: Wed Oct 22, 2014 11:28 am    Post subject: Reply with quote

That'd be cool Festy. Might as well blog it here!

Tan, a few gaming gems have been made using RPG maker, one being Witch's House - you should check it out!
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Festival-Temple



Joined: 11 Jan 2013
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PostPosted: Wed Oct 22, 2014 1:42 pm    Post subject: Reply with quote

StudioTan: the latest is "VX-Ace," which I got on a Steam sale. Missed the 75% off deal, but managed to catch the 50% one. Even knowing I'm probably not going to see a project through to completion, it can still be pretty addictive.

This is gonna be a whole bunch of junk in no particular order, so enter at your own risk. For most of the game, the player's party will have these five characters (temporary names are P.Def/P.Atk/M.Atk/Items/M.Def). Any four can be in battle at a time, with the remaining one playing a special role I'll explain later. Here's a rundown of what equipment they can use, some example skills, and the plot/gameplay so far.

All shields and armors reduce speed by varying degrees. Obviously heavier/larger = slower.

P.Def:
    Weapons:
      Axes
          Low damage. Allow use of all shields.
      Hammers
          Medium damage. Allow use of small shields.
      Spears
          High damage. No shield use.
    Shields:
      Large shields
          "Block" skill stops 50% of damage.
      Small shields
          "Block" skill stops 33% of damage.
    Armors:
      Light
      Medium
      Heavy

P.Atk
    Weapons:
      Knives
          Low damage. Allow use of all shields.
      Claws
          Medium damage. Allow use of small shields.
      Swords
          High damage. No shield use.
    Shields:
      Large shields
          "Block" skill stops 50% of all damage.
      Small shields
          "Block" skill stops 33% of all damage.
    Armors:
      Light
      Medium
      Heavy

M.Atk
    Weapons:
      Wands
          Medium magic. Allow use of small shields.
      Staves
          High magic. No shield use.
    Shields:
      Small shields
          "Block" skill stops 33% of all damage.
    Armors:
      Light
      Medium

Item-User
    Weapons:
      Guns
          Variable damage. Allow use of small shields.
      Novelties
          Low damage. Allow use of small shields.
    Shields:
      Small shields
          "Block" skill stops 33% of all damage.
    Armors:
      Light
      Medium

M.Def
    Weapons:
      Wands
          Medium magic. Allows use of small shields.
      Bows
          Medium damage. No shield use.
    Shields:
      Small shields
          "Block" skill stops 33% of all damage.
    Armors:
      Light
      Medium


After the player's gotten all five characters, only the first four in the formation will actively be in battle. Whoever is left in the fifth slot will take up a "commander" role while there, giving a passive buff to everyone else. Here's some skill ideas to get across some of what the characters' normal battle roles will be, but it's definitely not a complete list.

Major category options during battle:
Attack/Block - self-explanatory.
Skills/Spells - abilities that usually spend some MP, known in this setting as sol.
Use - makes use of specialty items unavailable to most characters. Item-User is the only character who has this for much of the game, but it can eventually be granted to another of the player's choice.
Limit or Overdrive or some other jrpg term - temporary name for special abilities that draw from a different gauge than sol, known as astra.
Items - self-explanatory.


P.Def:
    Attack
          Basic physical attack with a slight chance to knock down.
    Block
          Temporarily reduce damage based on type of shield equipped, and greatly reduce chance of being knocked down. Cancelled by taking any other action.
    Skills:
      Help Up
          Stand a fallen ally.
      Staunch Footing
          Spends sol. Reduce party's chances of being knocked down.
      Taunt
          Spends sol. Temporarily draw enemy attention.
      Coax
          Spends sol. Draw attention with a chance to charm an enemy.
      Goad
          Spends sol. Attack and draw attention.
(Abilities that draw attention do not stack with one another)
      Defend
          Spends sol. Take damage in place injured allies.
      Switch Grip
          Spends sol. Attack and block simultaneously.
      Reactive Stance
          Spends sol. Block and automatically counter incoming attacks. Cancelled by taking any other action.
      Stone Skin
          Spends sol. Block a great deal of damage for many turns, but become uncurably paralyzed during that time.
      Clear Path
          Spends sol. Requires an axe. Attack twice randomly.
      Smash
          Spends sol. Requires a hammer. Attack with a higher chance to knock down.
      Boneshake
          Spends sol. Requires a hammer. Attack to permanently reduce target's resistance to knockdown.
      Attenuate
          Spends sol. Requires a spear. Attack to remove "armored" state and permanently lower target's physical defense.
      Pinpoint
          Spends sol. Requires a spear. Attack fully ignoring target's physical defense.
    Spells:
      Heal
          Spends sol. Lightly heal an ally.
    Overdrives:
      Second Wind
          Expends all astra. Will revive once after being defeated. Lasts all battle.
      Cynosure
          Expends all astra. Become the target of all enemy attacks for many turns.
    Commander Buff:
      Iron Wall
          Party members have slightly higher max HP and resistance to knockdown.


P.Atk
    Attack
          Basic physical attack with a slight chance to knock down.
    Block
          Temporarily reduce damage based on type of shield equipped, and greatly reduce chance of being knocked down. Cancelled by taking any other action.
    Skills:
(Most of P.Atk's skills will factor speed into the damage formula, giving some incentive to not equip heavier armors or large shields.)
      Help Up
          Stand a fallen ally.
      Goad
          Spends sol. Attack and draw attention.
      Fury
          Spends sol. Temporarily gain attack power at the cost of losing defense and attacking random enemies automatically. Stacks with normal "berserk" state for extra effect.
      Counter
          Spends sol. Automatically counterattack if struck.
      Ankle Cut
          Spends sol. Attack to lower target's speed.​
      Mind's Eye
          Spends sol. Deals high damage if user is blind.
      Assassinate
          Spends sol. Requires a knife. Attack with a chance to instantly kill.
      Killing Spree
          Spends sol. Requires a knife. Attack all enemies with a chance to instantly kill.
      Eviscerate
          Spends sol. Requires a claw. Deal especially high damage to enemies with low defense.
      Rampage
          Spends sol. Requires a claw. Attack twice randomly with a chance to blind and poison.
      New Slash
      Crescent Slash
      Half Slash
      Gibbous Slash
      Full Slash
          Spends sol. Requires a sword. Attack to weaken a target's offensive magic by varying degrees. Deals especially high damage if used during the appropriate lunar phase.
    Spells:
      Heal
          Spends sol. Lightly heal an ally.
      Ice Enchant
      Fire Enchant
      Earth Enchant
      Water Enchant
      Lightning Enchant
          Spends sol. Target's physical-type attacks will instead deal damage with the specified element.
    Overdrive:
      Haste
          Expends all astra. Temporarily increase user's speed greatly.
    Commander Buff:
      Quick Silver
          Party members are slightly faster.


M.Atk
Attack
          Basic physical attack with a slight chance to knock down.
Block
          Temporarily reduce damage based on type of shield equipped, and greatly reduce chance of being knocked down. Cancelled by taking any other action.
    Skills:
      Help Up
          Stand a fallen ally.
    Spells:
      Heal
          Spends sol. Lightly heal an ally.
      Static
      Shock
          Spends sol. Deal weak/strong electric damage to an enemy.
      Thunderbolt
      Thunderstorm
          Spends sol. Requires a staff. Deal weak/strong electric damage to all enemies.
      Ember
      Enflame
          Spends sol. Deal weak/strong fire damage.
      Combust
      Conflagrate
          Spends sol. Requires a staff. Deal weak/strong fire damage to all enemies.
      Frost
      Freeze
          Spends sol. Deal weak/strong ice damage.
      Cryonize
      Crystallize
          Spends sol. Requires a staff. Deal weak/strong ice damage to all enemies.
      Drench
      Deluge
          Spends sol. Deal weak/strong water damage.
      Torrent
      Tempest
          Spends sol. Requires a staff. Deal weak/strong water damage to all enemies.
      Upheave
      Undermine
          Spends sol. Deal weak/strong earth damage.
      Calamity
      Cataclysm
          Spends sol. Requires a staff. Deal weak/strong earth damage to all enemies.
      Blast
          Spends sol. Requires a staff. Slows user. Deal non-elemental magic damage.
      Bombard
          Spends sol. Requires a staff. Slows and knocks down user. Deal non-elemental magic damage to all enemies.
    Overdrive:
      Astral Storm
          Expends all astra. Damage enemies randomly with all elements.
    Commander Buff:
      Attunement
          Party members' sol costs are all slightly reduced.


Item-User
(All characters are able to use normal items, but when used by this one they have double the effect. A potion that would heal 50hp if used by any other character would heal 100 if used by Item-User.)
    Attack
          Basic physical attack with a slight chance to knock down.
    Block
          Temporarily reduce damage based on type of shield equipped, and greatly reduce chance of being knocked down. Cancelled by taking any other action.
    Skills:
      Help Up
          Stand a fallen ally.
      Cower
          Temporarily become less likely to be attacked.
      Prepare
          Take no action now for the ability to take two actions later.
      Experiment
          Attack an ally.
(Meant for use with weapons in the "novelty" class, which deal low damage but have guaranteed status effects. The effects caused by novelties usually have both upsides and downsides, like "greater speed, but lower accuracy" or "gain health over time, but become silenced" for example.)
      Steal
          Gain an ingredient based on enemy stolen from.
    Use:
      Make use of rare items usually unavailable to others.
(Not a complete list, but this manner of thing.)
      Grenade
          Damage all enemies.
      Pipe Bomb
          Damage a single enemy heavily, and all other enemies lightly with shrapnel.
      Smoke Bomb
          Slightly damage all enemies with a chance to blind and confuse.
      Flashbang
          Damage all enemies with a high chance to jinx and knockdown.
      Oil Flask
          Greatly lower an enemy's resistance to fire.
      Pollen Haze
          Charm and sleep random enemies.
      Frenzy Fog
          Berserk allies and increase their physical attack.
      Etc.
          I'll explain more on how these items are made later.
    Spells:
      Transfer
          Give sol to an ally.
    Overdrive:
      Secret Stash
          Expends all astra. The next item used will not be consumed.
   Commander Buff:
      Escape Route
          Party's physical evasion is slightly higher, and they may evade magic as well.


M.Def
    Attack
          Basic physical attack with a slight chance to knock down.
    Block
          Temporarily reduce damage based on type of shield equipped, and greatly reduce chance of being knocked down. Cancelled by taking any other action.
    Skills:
      Help Up
          Stand a fallen ally.
      Resolve
          Gain various buffs based on currently defeated allies. Lasts all battle.
      Gravity Snag
          Spends sol. Stands and wakes fallen or sleeping allies, and temporarily lowers all enemies' resistance to knockdown.
      Gravity Bend
          Spends sol. Temporarily slows all enemies.
      Gravity Ripple
          Spends sol. Lowers physical defense of all enemies.
      Partial Eclipse
          Slows user. Temporarily counteracts all effects of lunlight.
      Pale Shade
          Spends sol. Greatly raise an ally's physical defense for the remainder of battle.
      Lunar Veil
          Spends sol. Greatly raise an ally's magic defense for the remainder of battle.
    Spells:
      Heal
          Spends sol. Lightly heal an ally.
      Mend
          Spends sol. Moderately heals an ally.
      Vitalize
          Spends sol. Greatly heals an ally.

      Cure
          Spends sol. Removes blind, poison, sleep, dizzy, and bleed.
      Cleanse
          Spends sol. Removes jinx, silence, lock, seal, and stat debuffs.
      Compose
          Spends sol. Removes paralysis, berserk, confuse, and charm.

      Revive
          Spends sol. Revives a defeated ally.
      Rejuvenate
          Spends sol. Revives and heals a defeated ally.
      Recover
          Spends sol. Gradually restore HP of an ally for a few turns.
      Regenerate
          Spends sol. Gradually restore HP of the party for a few turns.

      Fire Infuse
          Spends sol. Cause an ally to resist ice, but become weak to water.
      Ice Infuse
          Spends sol. Cause an ally to resist water, but become weak to fire.
      Water Infuse
          Spends sol. ​Cause an ally to resist fire and earth, but become weak to ice and lightning.
      Lightning Infuse
          Spends sol. ​Cause an ally to resist water, but become weak to earth.
      Earth Infuse
          Spends sol. ​Cause an ally to resist lightning, but become weak to water.
    Overdrive:
      Sea of Serenity
          Allies temporarily become immune to all negative status effects.
    Commander buff:
      Penumbra
          Party members fully ignore the draining effect of lunlight.


Elemental relationships are hard to explain in text, but mine is just an overlapping paper-rock-scissors situation:



There also exist "Follow-up" attacks which you're able to trigger by using things in the right order. The player might discover some of these on their own, or locate recipes for more obscure ones. For example, if Item-User has a gun equipped and does his basic attack right after an ally does theirs, the player can trigger Double-Tap for an extra attack. If Crescent Slash is used right after Enflame, they can trigger Fiery Slash or something. I like this idea of holding off and waiting a little so you can do things in the right order to trigger such special moves, but I haven't come up with many yet and would like some ideas for more if anybody feels like coming up with them. I have Follow-Ups working and functional, but because of their nature it will be better to hold off programming more in until all other skills are worked out.



There are some weird extra states I have planned, but the major negative status effects are currently:
      Blind (reduced accuracy)
      Poison (suffer 3%maxHP in damage every turn)
      Sleep (can't take action or dodge, but slowly regain health)
      Dizzy (characters' own attacks have a chance of knocking them down)
      Bleed (suffer 20%maxHP in damage when taking an action, but no damage when doing nothing)

      Jinx (can't use skills)
      Silence (can't use spells)
      Lock (can't use specialty items)
      Seal (can't use astral magic)
      Various Stat Debuffs (slowed/weakened/defenseless, etc.)

      Paralyze (can't take action or dodge)
      Berserk (attack random enemies while having increased atk and lower def)
      Confuse (attack allies and enemies randomly)
      Charm (attack allies)

      Fallen (can't take action or dodge, will draw enemy attention and receive extra damage)

There are also these common abnormal ones added automatically while outdoors during time of day and day of the month:
      Solshine (+0.5%sol each turn)
      New Lun (cosmetic: no actual effect)
      Crescent Lun (125% sol costs, -0.1%sol each turn)
      Half Lun (150% sol costs, -0.2%sol each turn)
      Gibbous Lun (175% sol costs, -0.3%sol each turn)
      Full Lun (200% sol costs, -0.4%sol each turn)

I'd like to set the regular ones up into categories somehow like SMT games. For example, Nocturne breaks up all states into "body," "mind," or "nerve." You can see how I kinda grouped them above into normal/restrictive/control-based, though I'm not sure if that's what I'm sticking with.


Story stuff? Probably spoilers.

This is meant to be a standard sword-and-sorcery fantasy setting. If you've read the earlier stuff, the day/night cycle obviously plays a major roll. Exposure to the sun (known as Sol) regenerates MP (...also sol) during the day, while the moon (Lun) drains it by varying degrees and changes skill/spell costs at night based on its phase. New Lun is the weakest phase, then progressively worse are: Crescent, Half, Gibbous, and Full Lun. Again, probably explained better with an image:


Hunting during the day would obviously be the easiest thing, but I intend for it to usually be a "last resort" method for getting money, since it has weaker enemies with far worse drops, and most dungeons will be blocked off during the day. Money isn't gotten directly through battles, but by selling what drops you don't want to keep. Encounters during the harsher phases will be more dangerous, but also more profitable as they'll have rarer ingredient drops.

For obvious reasons most people in this setting worship Sol and shun Lun. Small pieces of Lun occasionally fall and radiate lunlight around the area constantly, clearing out all the people and eventually turning that region into a barren wasteland where mostly just monsters go since humans no longer have the sol to keep them fended off.

One of these falls is the instigation for the story. There's a mountain mining town where P.Def lives that trades in resources. One of these falls recently occurred a few miles north of the city. Sick people in the town can no longer be healed because the mages can't muster healing spells with a large piece of lunstone so close by, so P.Def gets tasked with taking an especially sick person to the next town over. This happens during the day, and there will probably be three scripted fights along the way acting as a kind of tutorial section to teach the player how aggro and blocking works, as they'll need to keep the sick person from getting hit too much.

When P.Def reaches the next town over, they meet P.Atk and escort them back to the mining town during the night. There will again be two or three scripted battles here, which further the tutorial to teach the player what P.Atk adds to the mix, as well as how nighttime and lunlight affect battle.

The next day, the town figures they can probably break down the Lun pieces and cart them away bit by bit to keep their region from becoming deserted. The problem is all their equipment is still in the mines, which are now overrun with monsters. Since P.Atk is something like a mercenary, they join up with P.Def to clear out the mines which will make for Dungeon 1. Since it's the first dungeon and the party only has two people right now, this dungeon intentionally takes place deep underground, outside the effects of lunlight, in order to keep battles simpler. Clearing this place will take a few passages of time. The player will learn the map layout, open a couple shortcuts, then probably return to town to rest at the inn a few times because enemy battles tired them. There are three puzzles here now that are mostly finished, though one of them is optional for a crafting ingredient. I have an idea of what kind of boss they'll face here, but it's not certain yet.

Once the equipment's retrieved, it becomes necessary to clear out the marsh on the way to the fallen pieces of lunstone, which makes for the setting of Dungeon 2. The freedom to pass time now isn't just to recover health and sol, but to choose which times to go questing on so you can control the types of fights you get into. The player will quickly see here that trying to progress at night is a bad idea, since they have not only the normal effects of lunlight, but doubly so because they're moving closer to fallen piece nearby. They'll probably want to clear out puzzles and shortcuts during the day over a couple days, and only take a single night trip once the full path is clear to the boss who can only be accessed at night. On top of that, they'll probably want to arrange it so they leave as close to New Lun as possible to mitigate the effects.

About halfway into Dungeon 2 they'll meet M.Atk, who can wreck most of the swamp using fire spells.​ I don't really have a motivation for them though. M.Atk is young and possibly running away from home, or trying to prove themselves by tackling the problem solo. Not sure about the story, but they'll be acting as your black mage. I only have one puzzle planned for Dungeon 2, so I'll need to come up with at least a few others as well as a boss.

Once that's cleared out, the three of them head to the next town over for whatever reason. I don't have a motivation here. Before or during Dungeon 3 the player will get Item-User in their party. With them, they now have access to the crafting system. Instead of farming rare things at night and just selling them for money during the day, the player can use those as ingredients to make a special item whenever passing time. Like if you have cans, rope, and black powder, you could opt to have Item-User craft "3 grenades" the next time you rest at an inn, for example. Success in the third dungeon will probably hinge on having crafted the proper items to get through it easily. Maybe it's naturally quite dark, so one of the first things you need to do is craft a set of candles out of string and animal fat so you can see where you're going. Because crafting depends on passing time, the player could potentially be here a while getting the hang of it. Not sure about the setting. Maybe an abandoned building, or an old ship? No particular boss plans either.

I have very few ideas on where to go from here. They'll probably gain M.Def immediately after that and be led to Town 3 to tackle Dungeon 4 (neither of which I have any plans on whatsoever). While everyone in the party so far has had exactly 1000 sol, M.Def has only 500, and loses it half as quickly due to lunlight drain. Hint hint. This character will present a way for the others to reach Lun directly somehow to put a stop to the falling fragments, and activating the path to go there will require a kind of pilgrimage through two or three more dungeons. After beating those and opening the way, the party can take on Lun itself as the final dungeon.

Here's some idea of how I expect the player to spend their real time between events:


Because the ability to pass game time is done using an inn, progression is partially blocked not just by a skill wall (being strong enough to beat the next boss) but a pay wall as well (having enough money to pass time to reach the next plot point). Because of this, I had to find some way to manage how much money the player can get at a given time. My solution is to have a liquid currency (soldrops) which can only be stored in special bottles that can contain a thousand drops each. Each new party member adds a bottle, so you start with a wallet size of 1000 and hit 5000 by the time your party is full. Characters can drink from these at any time, using them as spare sol reserves, but since they're literally consuming money, that choice should probably be saved for emergencies.

I enjoy some grinding, so a good portion of the game may be hunting down specific enemies that only show up in certain times/places for their special ingredient drops, then using those ingredients to craft some OP items to go a little farther in the dungeon next trip. I'm also really fond of opening shortcuts, so I have a few ideas of how to open up previously blocked paths so you can save time on your next visit by avoiding the long way you went through initially. I'm not yet at a total loss for puzzle ideas, but I'm kinda coming up with them as I go.

The plan for tiers of usefulness is items > spells > skills > attacks. Items generally win out over everything, but take time to make and could require ingredients that are difficult to find. Then there's spells, which can be very powerful if the proper element is exploited, but will be limited based on how dickish the lunar phase is. Then skills, which usually don't have elements but still rely on sol for added effects, then the basic physical attack is at the bottom and not very useful unless stacked with buffs for it. "Press X to win" is the first test a lot of people in the RPG-maker community will give to a game, i.e. "How easily can you win battles just by spamming your basic attack?" (In some games it's surprisingly high) I'm really hoping to pass that by rewarding players who plan ahead and punishing those who think just mashing attack can lead to victory.

Some random problems and thoughts now: lots of the party has no motivation for joining yet and the story hardly has anything to it. How do I make sure dungeons have paths that make sense, and that the player won't feel like it's either too long or short? For characters specifically, how do I make sure all the characters have a place to be used often so none of them just sit around doing nothing but wasting turns? I also need to make sure equipment builds all have their own viable place, so the player doesn't completely ignore specific armor/shield/weapon categories in favor of others in all contexts. For example, If the speed buff from light armor is too good, the player may just have everyone always wearing that. If it's not good enough, then everyone may just wear the heaviest armor they can because trading that defense for a little more speed isn't worth it. I also have almost custom art assets for character busts and enemies. My personal drawing style may or may not be good enough, so if I stick with this project a lot further I'll probably end up having to commission for the artwork.

To be proud of(?): First town and two thirds of the first dungeon are complete. The battle system is almost completely finished as well, which took forever to get the multitude of different people's scripts working together and switches/abilities/events all happening in the right order at the right times (cue laughing people who actually know how to code). I finally have something that I like, at least. It makes use of an active-time battle (think Chrono Trigger or FF7/8), where characters have a bar that fills based on their speed stat, and can choose to take action once it's full to empty it. Turns are done by real time, not number of actions taken like my original plan--which just behaved stupidly overall, and allowed you to cheat it in nonsensical ways. I went through a lot of iterations on scores of little things and feel like I've now honed it down to something functional. Whether it really works or not can only come through with playtesting.


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Festival-Temple



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PostPosted: Wed Oct 22, 2014 1:42 pm    Post subject: Reply with quote

Post broke plz halp

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Festival-Temple



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PostPosted: Wed Oct 22, 2014 1:43 pm    Post subject: Reply with quote



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Festival-Temple



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PostPosted: Wed Oct 22, 2014 1:44 pm    Post subject: Reply with quote

It gave me a debug error every time I tried to post so I assumed it wasn't working, but apparently they all went through.

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Longo_2_guns
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PostPosted: Wed Oct 22, 2014 1:51 pm    Post subject: Reply with quote

Festival-Temple wrote:
Post broke plz halp

NOOOOOOOOOOOOOOOOOOOOOOOOO!
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UrbanMasque
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PostPosted: Wed Oct 22, 2014 2:02 pm    Post subject: Reply with quote

Festival-Temple wrote:
This is gonna be a whole bunch of junk in no particular order, so enter at your own risk..



Wow... this is beautiful!

but, where's the story?!

PDef. (i get his motivation), but does P.Atk join to help out because they are guilted into it - or in the same sort of situation as PDef? Since P.Atk is a tank of an escort is he tasked with helping young P.Def on this journey and only sees it as a assignment from the elders?

M.Atk is a runaway wizard living in a swamp and has powerful fire magic at his disposal. Sounds like a shady non-trustworthy type character who probably looks something like this:




I really want to know about these characters. Have you given any thought to the gender & races of these characters or maybe a love story arc? Is there a godlike villian that makes themselves known later or will it be someone like a king who wants to manipulate the circumstance to their benefit?

Will you have a lot more of the "protect the VIP type battles" like the first mission?
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StudioTan



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PostPosted: Thu Oct 23, 2014 1:03 pm    Post subject: Reply with quote

Thanks for suggesting 'The Witch's House,' Matt. I downloaded it last night and played quite a bit of it. It's like a house of horrors game. I like it! I'll probably play more tonight.


Festy, with all the work you've sank into this, it would be a shame not to finish it. There are so many unique ideas here: the commander role, the lunar cycle, follow-up combos; this game sounds awesome!

I'm not the brightest bulb in the errrr bulb box, so take my suggestions with a shard of lun:

What if M.Atk has gotten a little overzealous with practicing magic on these lesser monsters of the swamp, and has stumbled too deep into the area and become trapped by an encroaching firestorm he/she has created. Discovering M.Atk's location amidst the fire could perhaps serve as a puzzle for this area. The party could explain to M.Atk why there are monsters suddenly appearing in the swamps, and while escorting him/her back to town, the party could explain their mission to rid the area of these fragments of lun. M.Atk is reluctant at first, and seeks guidance from wise master senpai who urges M.Atk to join the party, as it could be great experience for channeling this unmanageable magic.

The party could head to the next town to in an attempt to warn others of this potential blight, and to keep it from spilling out into the surrounding areas. Once they arrive, they could find the town almost completely destroyed. They meet M.Def who is trying in vain to desperately revive his/her loved ones. This could be sufficient motivation for M.Def to join the party and fight for their cause.

I really like the idea of those shortcuts and hidden areas. When will they meet the Item-user? If later in the game, perhaps the party could revisit previous areas to open hidden paths to surprise optional bosses guarding some rewarding loot items. These paths could be blocked by obstacles requiring a certain crafted item to access.

I wish I could offer some suggestions for the follow-up combos; that sounds really interesting. Hope you finish this game; I would love to play it. I'd even pay money for it. I'm sure the ideas I've suggested sound pretty generic, but ehhh, it's all I've got.
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MattAY
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PostPosted: Fri Oct 24, 2014 1:20 am    Post subject: Reply with quote

^No worries, glad you like it! Look up both endings if you can!

Festy, that sounds awesome! If an RPG is more complex (in a good way), it's more interesting. More stuff can happen to you (all the lunar stuff sounds pretty good), and it will keep me on my toes. Also liking the elemental wheel there. Water having 2 weaknesses and 2 strengths...DO I GAMBLE?!

Regarding your drawing style - love it. Would like to know what a colour drawing would look like. But your "style" is unique enough to warrant a personal image. I can picture people seeing your drawings and go, "OH, that's from that game!"
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Festival-Temple



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PostPosted: Thu Oct 30, 2014 5:10 pm    Post subject: Reply with quote

I didn't want to go past that malware thing, so I waited for it to blow over. I haven't done a lot, so here's a small update with lots of random things.

To address some questions and ideas: I literally flipped a coin for genders when I started, and the main cast worked out to F-F-F-M-F. I doubt there will be romantic sub-plots, at least involving any of them. I'd like the general tone to be lighthearted, with only one or two of them serious about dealing with the main plot and the others just kinda tagging along.

P.Def is a miner from the starting town, and will be something like a mix between Gourry Gabriev and Recette Lemongrass in terms of personality--ignorant of the world and socially unaware to act as an audience surrogate by having things explained to them all the time. Hopelessly optimistic. Almost literally been living under a rock.

P.Atk is either a mercenary or an outright assassin. I'm thinking they join for money initially, then practicality (it's useful having strong allies), then only later out of friendship or obligation toward the goal of stopping more lunar-falls. I haven't decided on much of a personality, but I'm thinking intelligent, crafty, and a talented liar.

I'm leaning on M.Atk being a runaway of the Naota Nandaba variety; "Acting way too old for their age" to counter P.Def's "acting way too young" demeanor. They're seeking to prove their usefulness and maturity, but get in way over their head with problems they can't handle. Probably a know-it-all and easily embarrassed.

With a little thought, I've taken to Item-User as an orphaned foreigner, either a recent refugee or the child of spies. They aren't able to speak much of the common language beyond getting across basic ideas, but having grown up in a region with different technology, they can make use of very creative problem-solving. They've probably been rendered homeless recently, so the personality I want to go with might be called apprehensive innocence--unassuming and respectful, but extremely cautious and easily frightened.

M.Def will be quite secretive (though the secret will be obvious to attentive players), and perhaps the only one seriously dedicated to stopping the catastrophes, and the only one with a hint of knowledge how to do it. Maybe a little two-faced? Nice on the outside, but somewhat vengeful and cruel if things get serious? Not certain yet, but it can wait.

I hadn't considered other "protect the VIP"-type battles, but a couple plot-relevant ones might be interesting.

Incorporating fire into the swamp's puzzles is a good idea. My only plan there so far has been having two floors--a surface and underground. You'd throw sticks in front of you to see which places are safe to step on and which aren't, slowly mapping out an invisible maze. If you step on a place that isn't safe, you get dropped below where the creatures are much harder and have to fight your way back out. Certain underground portions will contain rare treasures, so if you take note of where those are, falling in the right place can be advantageous. Maybe you run out of sticks and have to rely on hints? Mehh.

That was a suggestion from a friend of mine, but it really feels less like a puzzle and more like brute force trial-and-error. Maybe I can use it for the first portion (before finding M.Atk), and incorporate fire into later sections of the swamp somehow.

The mine's puzzles feel kiiinda stupid, but they're almost done so it's too late to turn back now. The only necessary one involves a set of switches where you have to align four tracks so a cart can cross the gap they span, but the problem is the gears are rusty, so moving one track also moves the ones immediately next to it. For example if it's ABCD, and you pull the switch for C, it will move B and D as well, becoming ABCD. All four switches are on different corners of the cave, meant to punish players who don't think the solution through or just hit every switch they come across with no plan.

At the third floor down (no puzzles this time), the mine's enemies start getting weird. The boss will probably be a summoner who's taken refuge deep in the mountain to escape the effects of the crashed lun piece. They'll initially summon some kind of healing creature, casting healing spells on itself and the summoner (whoever's proportionally more injured). A few turns later, they'll summon a physical attacker to start making the party really hurt. I'm thinking this same character will make appearances throughout the game as an improving miniboss. Each time you see him, he's learned to bring out even tougher and trickier creatures to deal with you.

My current plan for this setting is that summoners are genetic freaks with something like ten times as much sol as a normal person, giving them access a much deeper well of magic potential, coming at the cost of making them far more crippled by lunlight. This culminates in the ability to create new life at will. Because of this power, they normally grow up seeing other lives as expendable, developing a sociopathy and detachment from reality. They're probably so rare that only two or three summoners are alive at any given moment. The even rarer one that manages to resist their natural craziness probably becomes a religious figurehead of the age, something like a pope?

I've decided to incorporate elemental traits into armor, making them important more often. An iron breastplate with "fire affinity" would resist ice but be weak to water. Stronger versions could be available through crafting, changing it to "fire infused"--absorbing fire attacks into health, totally nullifying ice, but becoming extremely weak to water. The question if I do that is, what do I do with M.Def's elemental "infusion" spells which mostly do the same thing? Leave them as-is and allow stacking with/against a character's armor, or change them to have some other effect?

I've come up with a few attacks for P.Atk that will probably be higher-level, though I could use better names if anybody has suggestions.
Pinpoint (Aim? Target? Mark?): temporarily focus your view on a target's weakspot.
Heart Thrust: requires a sword. Deals high damage to a marked target.
Punish(Merciless? Unyielding? Relentless?): requires a claw. Deals high damage to a fallen or sleeping target.
Mercy Cut (Sandman? Rest in Peace?): requires a knife. Instantly kills a sleeping target.

Added a cleanse-tier status effect that makes it impossible to block, and zeroes out your physical defense. Not sure about a name. Probably Fragile or Feeble. Also got a Scan skill working for item-user. Having somebody who can hardly talk be the one informing you about strengths and weaknesses will be fun.

I had this weird gimmicky idea for a a set of two beneficial status effects. Haven't decided what they do at all, but if both are on a character at once, they die. My gut instinct was to call them "light" and "darkness," but considering those already play a role in the plot elsewhere it might be confusing. "Yin" and "Yang"? "Angel" and "Demon"? "Coke" and "Mentos"? What would they do individually? They'd probably only come up in a specific boss fight who would inflict them on people. If both states hit the same person, they die the following turn. How could I make that fair? Telegraph which type of attack the boss is about to inflict predictably, so the player has time to prepare for it? Make it a set pattern?

A tiny bit more weirdo minimalist concept art.
Same P.Def image.


M.Atk


Doodles. P.Atk? Gotta change the hair.


Last edited by Festival-Temple on Mon Nov 17, 2014 3:24 pm; edited 1 time in total
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