<?xml version="1.0"?>
<rss version="2.0"><channel><title>Theory and Development Latest Topics</title><link>https://www.rpgmakercentral.com/forum/43-theory-and-development/</link><description>Theory and Development Latest Topics</description><language>en</language><item><title>How might I implement a different combat system?</title><link>https://www.rpgmakercentral.com/topic/43097-how-might-i-implement-a-different-combat-system/</link><description><![CDATA[
<p>
	Hello, I am new to this site and working with the RPG maker tool. I work in IT but not in an intensive code capacity. So, maybe this project will help me develop those skills. 
</p>

<p>
	I want to implement a combat system similar to the Command Deck system in Kingdom Hearts Birth by Sleep (BBS). Instead of gathering better weapons as your progress through the game, you level up your deck of commands. So, let's say you find a basic fire attack command card. Using that command in combat would contribute to leveling it up. So it could go from a low-powered fire attack to a stronger one. At the same time, you also found a punch attack command card. When both command cards are leveled up, they can be combined to create a more potent command card called fire punch. I want there to be many different possible command cards with some crazy command cards possible for the player to have near the end of the game. It was something I enjoyed in BBS but thought it could have been more fleshed out. Also, I do plan on having the combat be turned bassed. 
</p>

<p>
	Where should I begin when trying to overhaul the combat like this? I have some ideas, but I thought maybe reaching out to a forum might give me a good starting point. 
</p>

<p>
	Thanks for reading my post!
</p>
]]></description><guid isPermaLink="false">43097</guid><pubDate>Thu, 24 Mar 2022 14:09:53 +0000</pubDate></item><item><title>Resource Request Ideas</title><link>https://www.rpgmakercentral.com/topic/43086-resource-request-ideas/</link><description><![CDATA[
<p>
	Hello (it's been such a good while since I've been here and always great to come back).<br />
	<br />
	I'm wondering if any of you have ideas of what assets people want or need for their projects and games?
</p>

<p>
	Perhaps it might be better to ask what do <em>YOU</em> want or need for your own project?
</p>

<p>
	That is tilesets sprites and items etc.
</p>

<p>
	Like are there any extra assets that you feel are missing from the base set and feel it would be nice to have?
</p>

<p>
	Or just any assets that you would like to see that maybe you haven't found anywhere before?
</p>
]]></description><guid isPermaLink="false">43086</guid><pubDate>Wed, 16 Mar 2022 11:21:18 +0000</pubDate></item><item><title>Open world RPG of evolution</title><link>https://www.rpgmakercentral.com/topic/43063-open-world-rpg-of-evolution/</link><description><![CDATA[
<p>
	I was recently reminded of an idea I've had for a while.  I imagine an open world RPG where you begin as an almost powerless creature with a single weak attack.  The goal of the game is to find creatures to attack in order to steal their powers.  Eventually, you should be able to travel wherever in the map you want and be an apex predator.  I haven't thought of where the game could go from there, and I'd like to make it have content beyond just "congratulations, you're the toughest."  As I consistently say, I like to come up with designs for games I would want to play.  As a lover of complex survival style games, I feel like this would be such a cool twist!
</p>

<p>
	Anybody else here interested in this sort of concept?  How would you make this more than just running around killing things?
</p>
]]></description><guid isPermaLink="false">43063</guid><pubDate>Sun, 06 Feb 2022 09:48:56 +0000</pubDate></item><item><title>Let's make my dream into a game!</title><link>https://www.rpgmakercentral.com/topic/43060-lets-make-my-dream-into-a-game/</link><description><![CDATA[
<p>
	Okay!  I'm a vivid dreamer, and I just woke up from a very interesting dream!  In the dream, I was learning the controls to a game.  Within the dream, the person explaining it said something about Star Trek, but while it's possible that there's a Star Trek episode about such a creature, I don't actually remember that.  Anyway, I remembered enough  about the game in my dream that I'm now interested in seeing it made!
</p>

<p>
	At first, everything seems simple:  You're in a living ship which naturally generates damaging plasma.  Each turn, you must release the plasma or it will grow too hot and damage the ship.  Anything under the ship when you release the plasma will be damaged/destroyed.  You must make your way to your next goal without hurting things which you find important.  Sounds simple so far, right?  The plot twist is, the creature is constantly morphing its shape based on its movement!  Players must take what seems like random shape changes into account when choosing their moves!
</p>

<p>
	The final twist that is brought in towards the end of the dream is the introduction of purposefully allowing the ship to grow to hot in order to release a special super-heated plasma in order to cause fire that spreads when you want.  I believe that in the dream, there are certain enemy structures which can only be destroyed by fire, and sometimes you have to stop  the enemy.  In those cases, I think the key will be to create a fire that doesn't spread in such a way as to destroy your allies.
</p>

<p>
	I don't imagine that this would be all that hard for a game designed with actual ability to code to handle, but since I barely handle the few lines of scripting in VX-Ace needed to track a player's movement for puzzles and that only by listening to someone guide me through it bit by bit, I am clearly not the one to make it.  I'd love to see this little puzzle game come to life and don't even really care about credit.  All I ask is that the end product be free!  Is anyone interested in turning this into more than an interesting but weird dream?
</p>
]]></description><guid isPermaLink="false">43060</guid><pubDate>Fri, 04 Feb 2022 09:33:12 +0000</pubDate></item><item><title>Feedback on Game Blurb</title><link>https://www.rpgmakercentral.com/topic/43055-feedback-on-game-blurb/</link><description><![CDATA[
<p>
	OK, so I'm at the point where I want to write a blurb for my game's story, but also not give anything away. Obviously it needs to hook people, but the problem is while the game starts off pretty cookie cutter, it soon escalates <em>and I can't talk about any of it without spoiling</em>. This leaves me with the only option being to try and sell the game on the back story... but I don't think the back story sounds all that interesting. I could <em>hint</em> at what will happen, but give the wrong hint and people may start guessing the plot.
</p>

<p>
	This is just a draft. It's rough AF and basically me word scribbling out the basic back story. It covers right up to a moment in the game where you finish the tutorials and the 3 main characters all meet for the first time. Right now, all I need to know is; Does this, on it's own, sound interesting to you? Would you like to hear more on how the story would develop? What are your guesses for what will happen in the game, based on this blurb?
</p>

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		<p dir="ltr">
			<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;">26 years ago the eastern kingdom of Alexandria discovered Ragna. A powerful stone that when struck, generates lightning. This power was soon harnessed which led to a technological boom as the King of Alexandria ushered in an industrial age of prosperity. However, with power came greed, and the King decided to invade the western kingdom of Nijoh. War raged for many years and just as victory seemed almost certain for the Kingdom, it came to a sudden end when the King's beloved wife fell fatally ill.</span></b>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;">After the death of the Queen, the King became withdrawn. Crime and disorder quickly rose, and on the advice of his council the King remarried to the daughter of the rich Estella family in order to bring some peace back to the Kingdom. However, he never got over the loss of his late wife and refused to show his new Queen any hint of affection until he too, passed. The newly grieving Queen agreed to take over as ruler of Alexandria until it’s rightful heir, Princess Ashanna of Alexandria, came of age. Queen Estella kept her word, and the peace. She restored relations between the two kingdoms and used her years in power to focus on the development of Ragna and the happiness of her subjects.</span></b>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;">However, not all is well in the Kingdom of Alexandria. As Princess Ashanna’s 18th birthday approaches, many believe Alexandria would be better off in the hands of the Estella family as they have led prosperity while the Alexandria family led them to war. Rumours of a civil war can be heard on the streets between those who support the new Queen, and those fond of Ashanna, and wish to stay true to the Alexandria bloodline.</span></b>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;">Meanwhile, in a quiet village in south Ninjoh, young Kintano and his friend Rin are doing chores in the woods. When they return, they find their village has been burned to the ground and all the residents killed in cold blood. Convinced it’s Alexandrian’s they set out to warn the Elders (of Nijoh). Along the way, they rescue a girl named Christina. A mysterious monk who is seemingly the last person still able to use magic. Kitano and Rin help Christina fight off some unknown soldiers and, in return, Christina teaches them the power of Runes and magic. They decide to join forces and set out on an adventure to save Nijoh from the mysterious new invaders… </span></b>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;">Along the way, they come to learn that both the East and Western continents seem to have drastically different interpretations of the great Ragna War, with no one seemingly able to give an accurate account of what really happened.</span></b>
		</p>
	</div>
</blockquote>

<p>
	I think a very good way of describing shorthand would be 'Final Fantasy + Game of Thrones = Of Gods and Illusions'...
</p>
]]></description><guid isPermaLink="false">43055</guid><pubDate>Fri, 21 Jan 2022 02:49:05 +0000</pubDate></item><item><title>Battle system. LMBS or Animated side view battle?</title><link>https://www.rpgmakercentral.com/topic/39136-battle-system-lmbs-or-animated-side-view-battle/</link><description><![CDATA[
<p>I'm having trouble choosing which battle system should i use, mog's linear motion battle system or Yami's symphony battle system.</p>
<p>Can you guys help me out? (sprites/battlers is not a problem.)</p>
<p>My game is jrpg inspired game. I really need your advice/suggestions so i can move on and start creating my battlers.</p>
]]></description><guid isPermaLink="false">39136</guid><pubDate>Tue, 26 Jul 2016 09:36:21 +0000</pubDate></item><item><title>Adult demon RPG (18+, Somewhat extreme themes)</title><link>https://www.rpgmakercentral.com/topic/43049-adult-demon-rpg-18-somewhat-extreme-themes/</link><description><![CDATA[
<p>
	Warning:  This post discusses adult topics, and some serious dark stuff.  Some folks can't handle these sorts of discussions for a variety of reasons, including but not limited to trauma they've experienced.  I don't know how much of these topics might come up, but I'd like to give warning ahead of time so that no one is harmed.
</p>

<p>
	 
</p>

<p>
	I've been kinda dreaming about this idea for a while, but I'm not sure exactly where to start in creating it.  Eventually I will turn theory into a real game, but I probably won't start actual development until later this year, especially since I'm still in the middle of a project which I must finish (especially since I've spent hundreds of dollars on art and gotten some great help from the community at large).  That being said, I'll lay out the bare bones of what I've been thinking about:
</p>

<p>
	 
</p>

<p>
	A young witch in training decides to summon a familiar even though she's not a high enough rank to do so.  Another girl from her class decides to pull a prank on her when she asks for the spell and gives her a spell of demon summoning instead.  The demon summoning shouldn't be a problem, just maybe get her in a little trouble since she's not yet powerful enough to summon more than the weakest form of imp.
</p>

<p>
	The witch performs the summoning and summons the main character, a lust imp.  As most imps do, he dreams of one day gaining enough power to be an archdemon with a hell all his own complete with a harem of sexy slave girls to serve his every whim.  This dream is, of course, not likely to be realized until he's summoned.  The witch, thinking that she's summoned a familiar and to inexperienced to recognize a demon, demands a contract.  This works perfectly for the imp since he can use the bond from such a contract to corrupt her and to hide his demon essence as he works to corrupt the tower at large as he absorbs the sexual energy in the place to grow more powerful.  Since this is a Witches tower, the power to be gained is much greater since it's tied to their magic!
</p>

<p>
	When players begin, they will effectively be to weak to face any sort of foe, and there is danger around every corner.  The teachers are all powerful enough that if he gets to close they'll sense him for what he is and he won't stand a chance of escaping.  Even the majority of students would be able to sense him!  He must start small, doing small tasks for the witch who summoned him and trying to find ways to speed up his corruption of her so he can get her to help him corrupt others.  
</p>

<p>
	Essentially, the player is the "bad guy," out to conquer the tower of witches and then use their magical power to create a new hell on the earthly plain (and sexy shenanigans ensue.)  Because he's bad, consent will be optional.  What I'd like to see:
</p>

<p>
	I want there to be a day-by-day counter and certain events won't happen until certain points.  Each "day" events will be available.  There will be a counter as far as how much lust energy he's been able to absorb.  He can spend lust energy on upgrades, and eventually to grow to a more powerful form.  There will be several tiers until eventually he unlocks the "Archdemon" form.
</p>

<p>
	I'd like for the option to be there to be as cruel and ruthless as one wants, but every action has consequences.  As in real life, ruling with fear generally causes more problems in the long run.  I don't want to make being cruel an end-game decision, but I'd like for the game to simply be more difficult if some finesse is not employed.  I'd also be glad to make it possible, if inconvenient at times, to make every potential enslaved witch come to him willingly (aside from the corruption he puts off that slowly makes them more susceptible to his suggestions.)  I'm put in mind of Undertale, where grinding for XP actually makes everything in the game much harder and changes the way the story plays out.  Since Undertale was made with RPG Maker, I'm pretty sure that this can be accomplished with the system.
</p>

<p>
	One of the problems I foresee is with purchasing upgrades in Atk, Def, and special skills.  When the player upgrades into a new class, I don't know how much of those will stay on.  With some of the options, I figure I'll just have a locked equipment screen and change his equipment for the basic stat improvements ("Improve claws" to increase atk for instance, so it won't matter that the class has changed).  Will learned skills stick around for a class upgrade?
</p>

<p>
	I'd like for most of the witches to be optional party members for situations requiring combat.  I don't want combat to be a huge component of the game, however.  I'd think I'll have a static number of actual possible enemies to defeat, and thus a limited max level.  Most of combat capability increases will come in the form of which characters the player has unlocked and what upgrades they've earned by wise usage of time.
</p>

<p>
	There should be a "World map" which is just the tower.  I'd set it up so that the tower goes up floor by floor with blocks that can be removed at certain points in the story.
</p>

<p>
	Mostly, I find the stories where the player plays the "Bad guy" to be rare.  Usually the "bad" is really just someone who thinks they're the good guy but willing to do certain bad stuff.  This idea really came to me, however, when I played a game that was supposed to be centered around an evil goblin, but every time he'd gain a new harem member, even though he could easily just force them to do what he'd like since he had them at his mercy, he gave them a choice.  It was all a little silly, I thought.  If I'm going to be bad, I want to be able to be bad to my hearts content.  What else is fantasy for than to imagine something different.  Of course, It should go without saying that nothing that would be illegal to depict in the US would be in the game.  This, not only because it's illegal, but pretty much all that stuff is unpalatable to me personally.
</p>

<p>
	Anyway, if anyone has any insights they want to offer, either for things you think such a game should have or ways to do what is spoken of here mechanically, please feel free to comment.  I would especially love it if someone has an idea for how I'd go about getting the art without having to spend thousands of dollars.  Art is seriously the most expensive thing, especially if you want decent quality imagery.
</p>
]]></description><guid isPermaLink="false">43049</guid><pubDate>Sun, 16 Jan 2022 21:19:15 +0000</pubDate></item><item><title>Translating the Dungeons and Dragons Warlock class to an RPG Maker class</title><link>https://www.rpgmakercentral.com/topic/42941-translating-the-dungeons-and-dragons-warlock-class-to-an-rpg-maker-class/</link><description><![CDATA[
<p>
	So, for those of you who don't play Dungeons and Dragons, warlocks, unlike regular wizards and sorcerers, are bonded to one specific patron and have fewer spell slots, but can also use invocations, or spells that can be cast at will, and special boons from their patrons.
</p>

<p>
	Such a class would thematically fit very well with the dark fantasy game I'm making, but I'm at a loss on how to make the equivalent of a D&amp;D warlock as an RPG Maker class. Any help would be much appreciated.
</p>
]]></description><guid isPermaLink="false">42941</guid><pubDate>Sun, 01 Aug 2021 10:59:50 +0000</pubDate></item><item><title>minigame</title><link>https://www.rpgmakercentral.com/topic/42344-minigame/</link><description><![CDATA[
<p>
	This is my first time showing game previews.<br />
	I want to create more of this mini game.
</p>

<p>
	About<br />
	Slot Games
</p>

<p>
	The default is The amount should be equal to 3.<br />
	And pay 100 Tokens per time<br />
	When accumulating 3 items<br />
	Will be able to exchange<br />
	Is a different custom item<br />
	The difficulty of the cabinet is the amount you set.<br />
	Suppose I set the cat equal to 100. That means it's very difficult.
</p>

<p>
	About<br />
	Poker
</p>

<p>
	I use the numeric values as normal numbers 1-9 to subtract.<br />
	And cards can have matching flowers of up to * 3<br />
	And can be negative as a debt as well<br />
	You should have enough money to not get into debt in this game.
</p>

<p>
	I plan to create fun mini games. Hope you like it.
</p>

<p>
	 
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="113" src="https://www.youtube.com/embed/Y8BZXY61Cbo?list=PLWJ2iF9TFT3NkjGU_7weJYhqTTHBwHt2n" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">42344</guid><pubDate>Mon, 24 Feb 2020 07:39:47 +0000</pubDate></item><item><title>Moonharvester - Feedback needed</title><link>https://www.rpgmakercentral.com/topic/43020-moonharvester-feedback-needed/</link><description><![CDATA[
<p>
	"Journey to the lake of forbidden light, and under the light of the full moon, power will come to you."<br />
	Journey to the Lake of Dreams from your hometown in the region under rule of the great King Havestus. However, things go awry when the king learns you are going on this quest. He wants the power for himself.<br />
	Estimated playtime: ~2 hours with postgame content.<br />
	I will make this myself, it's gonna be a non-profit game. As my first "public" game I need feedback. If this is a good idea let me know, if it's not a good idea explain why.
</p>
]]></description><guid isPermaLink="false">43020</guid><pubDate>Fri, 03 Dec 2021 18:26:25 +0000</pubDate></item><item><title>Open world - Multi-class - timed gladiatorial management</title><link>https://www.rpgmakercentral.com/topic/43007-open-world-multi-class-timed-gladiatorial-management/</link><description><![CDATA[
<p>
	Ok, so this idea is just being fleshed out, but I'd love to get some feedback about how these things could be accomplished.  I have RPG Maker VX Ace, but there's no reason to limit discussion to a single path.  This is, after all, just for figuring out how the idea would work.  Here's the basics of my idea:
</p>

<p>
	The player takes the position of someone looking to be a gladiator.  Of course, they have to train and grow stronger, but I don't want training to be just a bunch of boring mini-games (especially since that's been done, and I want more for the player.)  I'd like for there to be various areas on the world map that they can go to grind for experience, with things like quests available to earn gold for equipment or class benefits.  There would be a few different storylines running through the game besides the central story of just wanting to become the tournament champ.  To make this happen, though, I'd need SO MUCH figured out that it's actually a bit overwhelming, but the game would be SO MUCH FUN TO PLAY!!!!!
</p>

<p>
	So, here is what I've thought of that I'd be interested in seeing:
</p>

<p>
	~A multi-class system kinda like the one featured in SierraLee's Once Ever After.  I recommend checking the game out (and all their games,  their stuff is amazing, especially Ouroboros and The Last Sovereign!).  Essentially, you complete quests to earn a class, and then you equip the classes to earn permanent bonuses from them.  While equipping the class, you get certain benefits and drawbacks.  It's such a unique way of approaching the job system that games like Final Fantasy Tactics introduced, it would work perfectly for the system I'm imagining.
</p>

<p>
	~A timed open world that changes over time.  Certain enemies grow stronger, certain quests become available or are lost over time, ranking in the tournament series changes.  One of the more complicated things I want to do with this is set up monsters in certain areas to only reproduce a certain number of times per day.  In other words, if you go on day 5 and clear out an area, returning to that area will be fruitless on day 6 since only one monster will be there.  Not only that, leaving certain areas for to long will make the monsters there stronger.  At a certain point, you may even go to an area to find that it became to threating and some sort of NPC hunters cleared it out (resetting everything so that it's empty again.)  This may be the most complicated thing of all to work into the game, and I really haven't the slightest clue for how to do it.  I'm guessing this is going to need some serious custom coding to make it work right.
</p>

<p>
	~A romance/relationship system that allows you to make friends that will open up opportunities for special quests and classes.
</p>

<p>
	~Maybe a multiplayer system to be implemented once the game is completed?  People will be able to customize their character completely, making their gladiators unique!  Players can see how their build measures up to others!
</p>

<p>
	~Fully customizable character appearance with the option to use a built in avatar maker or upload a custom picture for your fighter.
</p>

<p>
	 
</p>

<p>
	This is what I've thought of so far, but I'm not nearly skilled enough to do all of this.  If you want to just pick up this idea and roll with it, please do so with my blessing.  Otherwise, any input for how to implement this, or other cool features which would make such a game even better are welcome!
</p>
]]></description><guid isPermaLink="false">43007</guid><pubDate>Tue, 23 Nov 2021 20:17:13 +0000</pubDate></item><item><title>Damage Formulas RPGVXA</title><link>https://www.rpgmakercentral.com/topic/42971-damage-formulas-rpgvxa/</link><description><![CDATA[
<p>
	Hey, everyone! I am working on  skills that utilize as many of the actor attributes as possible and am working on a skill that uses the AGI stat in its damage calc.
</p>

<p>
	Basically I wrote in this:
</p>

<p>
	( a.agi *3 ) / 2 + a.atk * 2 - b.def * 2
</p>

<p>
	and I'm mainly worried about syntax. As far as order of operations: I'm trying to get the a.agi tripled and then halved, add it to the doubled a.atk value, and then subtract the doubled b.def value.
</p>

<p>
	And while I'm at it, couple more questions I haven't been able to find answers for:
</p>

<p>
	1. Are there ways to incorporate variables into calculations?
</p>

<p>
	2. Using just simple math functions ( +, -, *, /) and the standard attributes of mhp,mmp,atk,def,mat,mdf,agi,luk ... what really is the limit of complexity that I could probably get to without using scripts specifically for this? I plan to utilize LUK and AGI a lot in damage calculations, as well as variables that dynamically change as the game progresses.
</p>

<p>
	3. What is the " Success % " used for? I would love a skill that has a low chance of failure, such as a skill like a Quick Attack that always attacks first but can sometimes fail. Would setting this box to something like 80-90% basically do that?
</p>

<p>
	EDIT:        4. Just thought of a shorthand by just using decimal multiplication and division. Could I use a formula such as    a.atk * 1.5   as apposed to    ( a.atk * 3 ) / 2   ?
</p>

<p>
	 
</p>

<p>
	My game is already script heavy - I have 20 scripts running on it and its somehow stable. Years of modding Skyrim has taught me well, but yeah because of that I want to stay away from scripts if possible. Thanks in advance for the help if anyone reads this lol
</p>
]]></description><guid isPermaLink="false">42971</guid><pubDate>Sun, 03 Oct 2021 02:10:35 +0000</pubDate></item><item><title>Does anyone know how to recreate hyper beam or uproar on RMMZ?</title><link>https://www.rpgmakercentral.com/topic/42967-does-anyone-know-how-to-recreate-hyper-beam-or-uproar-on-rmmz/</link><description><![CDATA[
<p>
	The title says it all. Is there any way to event or use a plugin to create a skill that has a cool down or one that forces the user to use it again for a few turns on rmmz?
</p>
]]></description><guid isPermaLink="false">42967</guid><pubDate>Tue, 28 Sep 2021 17:40:17 +0000</pubDate></item><item><title>Using a cellphone as a tool?</title><link>https://www.rpgmakercentral.com/topic/42663-using-a-cellphone-as-a-tool/</link><description><![CDATA[
<p>
	I recently began working on a horror game with a couple of friends. We're still in the process of planning things out. I have an idea for a mechanic I want to use in the game, where the player can bring up a cell phone menu. Here they could have access to a flashlight, and maybe messaging and call features (these would not necessarily be functional, but would be something the player could TRY to use). I also want them to be able to receive messages and voicemails, even if they cannot send any. I'm pretty new to rpg maker, and was wondering if something like this was at all possible? If it isn't I'll just find some other solution, but I wanted to find out before I got too far into writing.
</p>
]]></description><guid isPermaLink="false">42663</guid><pubDate>Tue, 20 Oct 2020 03:22:04 +0000</pubDate></item><item><title>Let's Make an MMO</title><link>https://www.rpgmakercentral.com/topic/42841-lets-make-an-mmo/</link><description><![CDATA[
<p>
	Anyone also share the dream of making a good, quality 2D MMO that captures the essence of the classic JRPG, in a massively multiplayer setting, with modern features and logic?
</p>

<p>
	 
</p>

<p>
	I am good with creating worlds, lore, plots, characters, Sprites, and icons edits. I am a workhorse looking for a project where multiple people can combine their talents and efforts to produce something truly noteworthy.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	This is an evolving thread and I will be adding ideas and concepts over time in addition to what others bring to it. 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">42841</guid><pubDate>Thu, 25 Mar 2021 02:56:32 +0000</pubDate></item><item><title>Questions Regarding Resource Licenses</title><link>https://www.rpgmakercentral.com/topic/42914-questions-regarding-resource-licenses/</link><description><![CDATA[
<p>
	So.
</p>

<p>
	 
</p>

<p>
	Most of you know I have been workshopping ideas and concepts for an MMO using <a href="https://www.rpgmakercentral.com/topic/41596-vxa-os-create-your-mmo-with-rpg-maker/" rel="">VXA-OS</a> by Valentine90.
</p>

<p>
	 
</p>

<p>
	One idea I have been playing with is a modern fantasy MMO set in the present day era of technology. Now, in order to do this and retain the right to profit from it, I would need to use the default overworld tiles from MV, as well as some other tiles and vehicle sprites from MV's RTP collection.
</p>

<p>
	 
</p>

<p>
	I imagine in certain other cases, it might not be a major point of stress. I'm wondering if this could be problematic for an MMO with in-app purchases.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	So, can you actually, by law, use MV's RTP resources with another RM title such as Ace?
</p>
]]></description><guid isPermaLink="false">42914</guid><pubDate>Tue, 15 Jun 2021 23:37:09 +0000</pubDate></item><item><title>Open spaces vs multiple authored paths</title><link>https://www.rpgmakercentral.com/topic/42812-open-spaces-vs-multiple-authored-paths/</link><description><![CDATA[
<p>
	I'm looking for a discussion about exploration. I'm fiddling with ideas for an small "open world" JRPG.
</p>

<p>
	 
</p>

<p>
	I was playing Dragon Quest 3 and encountered the following scenario: you are in Romaly (the castle) and you are basically told to go north to Kanave (not shown). To the west there is a small shrine, and to the east there is a bridge and another, more roundabout path that leads to Kanave. In my playthrough I went directly north, along the red vector, and only changed directions as I approached the mountains. I could only see what is in the red box. Later, on a whim while grinding, I returned to this area and explored east and west. Probably some NPC would have told me to go there eventually.
</p>

<p>
	 
</p>

<p>
	After playing this scene I got to thinking, wouldn't it have been more interesting to drop a mountain or a lake right in the middle of that red "critical path". This would force the player to go either left or right around the obstacle, which would mean some players would encounter the shrine and some would encounter the bridge/forest path to the west. Even if there was a bridge across the lake or a pass through the mountain, if they were offset from that red line there's a chance the player would go around rather than through.
</p>

<p>
	 
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="20777" src="https://www.rpgmakercentral.com/uploads/monthly_2021_03/2042329540_ScreenShot2021-03-08at7_15_00AM.png.3be816d05ee385cbdfe19bb65438df34.png" alt="2042329540_ScreenShot2021-03-08at7_15_00AM.png.3be816d05ee385cbdfe19bb65438df34.png" />
</p>

<p>
	 
</p>

<p>
	While working on the graphics for my own little project, I had this scene in mind and designed the following area to prototype this design concept:
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_2021_03/1146144545_ScreenShot2021-03-08at3_56_33PM.png.f1b50171539ecb2d594b28db0618e760.png" data-fileid="20776" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="20776" src="https://www.rpgmakercentral.com/uploads/monthly_2021_03/342100080_ScreenShot2021-03-08at3_56_33PM.thumb.png.91de08797ba25d55931bf743c60528c7.png" alt="342100080_ScreenShot2021-03-08at3_56_33PM.thumb.png.91de08797ba25d55931bf743c60528c7.png" /></a>
</p>

<p>
	 
</p>

<p>
	The idea here is that there is no critical path. The player must choose to go left or right around the mountain. The box at the end of the arrows represents what the players can see as they travel. I've very carefully placed the village inside the green square so that the player who goes left will see it, and similarly with the cave in the blue square. The player has been told to go "north" to the town at the top of the map, and everything between is kind of optional... the town in the green square, the cave and tower in the blue square, these represent optional objectives. There will probably also be NPCs dropping hints about these places.
</p>

<p>
	 
</p>

<p>
	This is an example of a ludic device that I first encountered in a twitter thread summarizing a design talk given by the Breath of the Wild people at CEDEC (link below). They talked about how BotW uses objects like boulders, hills, and mountains to break up the game's critical paths so that every player will have different stories to tell about how they got from point A (Romaly) to point B (Kanave). They would place large attractive things far away, giving you a choice about how to get there, and the break up straight line paths along the way to create more varied experiences. For them this was the essence of the "exploration" that they wanted BotW to be about. You set your own goals, and then the game complicates things by adding obstacles.
</p>

<p>
	<br />
	But there's kind of a contradiction here that I can't quite shake... In the first example, DQ3, the player has freedom to go wherever they want. They can go straight, or follow either coast, or walk into the forest and then head west, or whatever! In some sense, this is "exploration" and the problem (if there is a problem) is that I didn't _want_ to explore. I just wanted to go north to Kanave by what I thought would be the shortest path.
</p>

<p>
	 
</p>

<p>
	On the other hand, in my example the player is forced down one of two paths... they don't really have much freedom "explore". If DQ3 had placed a lake in the centre of the critical path, I would have wandered around it to the left and seen the small shrine, and I would have thought "oh cool what's this" and maybe gone to check it out... but I would be following a very constrained, very designed path!
</p>

<p>
	 
</p>

<p>
	Which do you think? Is a big open field with things strewn about more conducive to a sense of "exploration" or do you prefer the more authored paths?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">42812</guid><pubDate>Tue, 09 Mar 2021 00:40:18 +0000</pubDate></item><item><title>Display Critical Chance in Combat?</title><link>https://www.rpgmakercentral.com/topic/42820-display-critical-chance-in-combat/</link><description><![CDATA[
<p>
	I'm currently working on a project where combat centers around raising your critical hit chance through using certain abilities and inflicting states on the enemy, as well as avoiding taking critical damage from the enemy.
</p>

<p>
	I am wondering if there is a way to calculate and display an actor's chance for a critical hit as part of the battle gui as well as their chances of taking critical damage from the enemy? Preferably as percentages that can be refreshed after every action.
</p>

<p>
	I'm still just experimenting with the system so I'm open to any suggestions on the matter.
</p>
]]></description><guid isPermaLink="false">42820</guid><pubDate>Thu, 11 Mar 2021 21:31:36 +0000</pubDate></item><item><title>Well-Done Seasons in an RPG</title><link>https://www.rpgmakercentral.com/topic/42755-well-done-seasons-in-an-rpg/</link><description><![CDATA[
<p>
	Since late last year I have resolved to put well-done seasons in an RPG. I wanted to talk a bit about ideas surrounding the use of a year calendar, and seasons.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Using a Year Calendar script, weather/climate script, and a tile switcher script, I plan to incorporate a few features.
</p>

<p>
	 
</p>

<ul>
	<li>
		Calendar menu feature that displays major annual holidays and events, as well as allows the player to set dates and reminders, and doing time skip stuff where you take an entire season (or what's left of it) and do a generic action to 1) skip time, 2) gain loot, XP, and potentially other stuff. Examples would be adventuring, exploring, going to war, working as a local lawman, doing an apprenticeship with the Order of Magic. Or you can do seasonal actions. Examples are farming  in the summer, hunting in the winter or fall, fishing in the spring, etc. These would skip chunks of time and provide me with options for rewards, risks (random stat drop risks depending on action, and proportionate to average rewards), etc.
	</li>
	<li>
		Seasonal changes on maps which aren't tropical or polar in nature. Using carefully edited tile sheets that all match, but change based on season, the maps will go from lush green to white-capped as the climate and weather patterns change.
	</li>
	<li>
		Seasonal holidays and quests/events. Each season will offer some unique buzz in the world from holidays stuff, seasonal quests &amp; NPCS, etc.
	</li>
	<li>
		Resource changes will take place, meaning during the winter months, certain plants won't be able to be harvested, etc.
	</li>
	<li>
		Items will change in some stores to reflect what's going on, and prices may change, so that items found only in winter, will be worth more in the summer time, and vice versa.
	</li>
	<li>
		I have more ideas but these are the main ones.
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>

<p>
	I'm interested in what people think of these, and what ideas you have seen or maybe have of your own.
</p>
]]></description><guid isPermaLink="false">42755</guid><pubDate>Wed, 27 Jan 2021 10:34:53 +0000</pubDate></item><item><title>Passive vs Active Sea Travel</title><link>https://www.rpgmakercentral.com/topic/42439-passive-vs-active-sea-travel/</link><description><![CDATA[
<p>
	So, in my next project, the party will have to travel by ship to reach other locations. As such, I'm considering two options for traversal by sea: One where you simply pay for ferry and effectively warp to another area, and another where you charter a ship to help you on your travels and have a permanent traversal tool.
</p>

<p>
	<br />
	The pros of both:
</p>

<p>
	 
</p>

<p>
	Passive:
</p>

<p>
	-More consistent with the story, as well as the currently planned captain of the ship
</p>

<p>
	-Easier to restrict travel to the late game areas
</p>

<p>
	-More consistent with even later game travel as currently planned
</p>

<p>
	-Allows for cutscenes and potential comedy
</p>

<p>
	-If I don't do random encounters in the overworld, this will reduce time of travel between cities.
</p>

<p>
	-And I can still do a miniboss battle aboard the ship, a la Ultros
</p>

<p>
	 
</p>

<p>
	Active:
</p>

<p>
	-Player agency
</p>

<p>
	-If I do decide to random encounters, more variety in those said encounters can be made
</p>

<p>
	-Potential for easter eggs.
</p>

<p>
	-Can still do cutscenes I suppose, but will take more effort to work on them.
</p>

<p>
	-Ditto with minibosses
</p>
]]></description><guid isPermaLink="false">42439</guid><pubDate>Thu, 14 May 2020 14:36:40 +0000</pubDate></item><item><title>RPG Stat Systems</title><link>https://www.rpgmakercentral.com/topic/42411-rpg-stat-systems/</link><description><![CDATA[
<p>
	Character stats drive pretty much every aspect of a game. 
</p>

<p>
	 
</p>

<p>
	Personally, the DnD standard of Str, Dex, Con, Int, Wis, and Cha form a solid basis from which to generate other attributes. Depending on what version of DnD (or offshoot like Pathfinder) you're currently running the meta changes, but I think 5th edition has done a good job balancing most of it.
</p>

<p>
	 
</p>

<p>
	My least favorite have to me anything that implements a stat system where one stat fill some singular purpose and the others have multiple roles. This quickly creates a meta around cranking a specific stat for most benefit and ruins the ability of the player to play how they want to play.
</p>

<p>
	 
</p>

<p>
	What are some of your most/least favorite systems?
</p>
]]></description><guid isPermaLink="false">42411</guid><pubDate>Fri, 24 Apr 2020 17:53:49 +0000</pubDate></item><item><title>Are classic elemental weaknesses a must?</title><link>https://www.rpgmakercentral.com/topic/42627-are-classic-elemental-weaknesses-a-must/</link><description><![CDATA[
<p>
	Now, I'll admit I'm not the biggest fan of jrpgs but this is what the engine excels at, so it's not like I never thought about making one ever. 
</p>

<p>
	 
</p>

<p>
	My gripes however always stood with how to make battle encounters interesting on a base level, how to intrigue the player with some neat mechanics. 
</p>

<p>
	For example, I like how in Etrian Odyssey you can 'bind' an enemy's body parts to disable specific skills, giving you even a slight advantage or how shadows in Persona 4 can get overwhelmed by your party if you attack their weakspot. 
</p>

<p>
	 
</p>

<p>
	I always wondered though, how much is “too much“? 
</p>

<p>
	Would something like changing the classic "weak to fire" or "weak to thunder" be too weird? 
</p>

<p>
	 
</p>

<p>
	For example, in a test project I made, I shifted the attention to weapons and created a main triangle of sorts:
</p>

<p>
	Slashing Weapons, Crushing Weapons and Piercing Weapons (fire emblem does something similar I believe?) 
</p>

<p>
	 
</p>

<p>
	The weakness chart being: Slash&gt;Crush&gt;Pierce&gt;Slash.
</p>

<p>
	Some weapons of course being slight hybrids or not being affected, like a mage's staff.
</p>

<p>
	Weapons like lances or bows are good at mid/long range attacks, so they do slightly more damage to backrow enemies, while other weapons like swords and axes have their attack lowered. 
</p>

<p>
	 
</p>

<p>
	Magic in this case has no specific damage bonus on enemies, who is weak to magic is weak to magic who is weak to physical is weak to physical. The only real difference being some enemies being weak to specific states applied by the elements (some weapons have their own states too, like 'bleeding' for swords/knives). 
</p>

<p>
	Also states affect one another, an enemy that was hit by water has a chance of remaining drenched for a few turns, making electric attacks stronger but fire will instead dry their body or have a chance of cauterizing bleeding wounds, and so on. 
</p>

<p>
	 
</p>

<p>
	But like I said, is something like this too much? Does it sound tedious or boring? 
</p>
]]></description><guid isPermaLink="false">42627</guid><pubDate>Tue, 29 Sep 2020 04:53:06 +0000</pubDate></item><item><title>How do you design your game?</title><link>https://www.rpgmakercentral.com/topic/42737-how-do-you-design-your-game/</link><description><![CDATA[
<p>
	So, as I'm making my first game and planning for more in the future, I was wondering how ya'll tackle the designing process of your projects. 
</p>

<p>
	 
</p>

<p>
	For me, it usually starts with a rough idea that then I write on a notebook, as well as doodling characters or mechanics here and there, to help me visualize what I'll be making. 
</p>

<p>
	Of course then I try to make a prototype of what I'll be making, to make sure my ideas are possible. Sometimes I do the prototype first and then jot down the rest but eeehh. 
</p>

<p>
	Of course I update the notebook as I go along, with dilaogue and cutscenes or map/level designs. 
</p>

<p>
	 
</p>

<p>
	So, how do you guys tackle the design of your games? Do you have any tips? 
</p>

<p>
	 
</p>

<p>
	A friend suggested I make a GDD and look for testers, do you bother with these aspects or ignore either of them? 
</p>
]]></description><guid isPermaLink="false">42737</guid><pubDate>Wed, 13 Jan 2021 11:42:08 +0000</pubDate></item><item><title>Story Concept Brainstorming</title><link>https://www.rpgmakercentral.com/topic/42641-story-concept-brainstorming/</link><description><![CDATA[
<p>
	I got RPG Maker VX Ace recently and was wondering where to start. I found some books to teach me how to use the engine and I bought resource packs for more graphical options. But I am stuck on how I should go about making a story for my role-playing game. The top three genres I would like to start with are Sy-fi, fantasy, and war. I want my game to take place in a universe that combines magic and ultra-technology together. Where humans are forced to leave there planet and find a new one to colonize. And when they find one, they launch an attack on the inhabitants. That is where I would like to start, but do not know how to elegantly manifest it into a strong opening.
</p>

<p>
	 
</p>

<p>
	So, I was wondering if anybody had any ideas on how I should go about this and if they have anything to contribute. I would very much love the help ^_^
</p>
]]></description><guid isPermaLink="false">42641</guid><pubDate>Mon, 05 Oct 2020 00:42:07 +0000</pubDate></item><item><title>Call for System Time and Date</title><link>https://www.rpgmakercentral.com/topic/42703-call-for-system-time-and-date/</link><description><![CDATA[
<p>
	First let me say Hi and that I hope this is the right spot for me to post something like this. I am creating my game in rpg maker mv and have an idea for a vendor in the end game. He will function almost like xur from destiny 2, where he shows up at a specific time, however he will have a fixed location. I want him to be availible in the game starting at 1am on a saturday morning, and ending at 11pm that same day. this would occur every saturday. All I need to know is how do I create this event that would be a parallel process and search for the system date and time, and then if the day and start time are valid it turns a switch on. then turns that switch off when it is 12:00am Sunday morning. PLEASE HELP i do not know how to code.
</p>
]]></description><guid isPermaLink="false">42703</guid><pubDate>Fri, 27 Nov 2020 03:03:45 +0000</pubDate></item></channel></rss>
