dylanmc12
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2About dylanmc12

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Video games, books, and art.
I guess, because of my especially low but concrete spectrum of talents, I'll be drawing everything by hand.
Not that it's bad. Just awkward.
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I don't like these kinds of characters, because they're not written well. Hero: "Didn't we kill you, like, 8 chapters ago?" Villian: "I got better." Hero: "Oh, alright then". *fight, hero wins* Villian: "I'll be back!" He comes back, rinse and repeat. This is usually how it's done. If you could actually do it well, then yeah, it could be effective. Also, is it a gameplay stalking - ie, he follows you from area to area - or is it scripted?
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Dollhouse | Survival Horror RPG with...Animal Crossing/Pokemon Elements?
dylanmc12 replied to Red Herring's topic in Theory and Development
Walking Dead Man syndrome is where, especially in old games, a game cannot be finishable. Either you lost an item, forgot to pick something up, or picked a wrong moral choice. And it singlehandedly crippled videogaming for a long time. Avoid that, at all costs. -
I have an idea for a game. That's firstly why I cam here. The basic plot could fit on a very small piece of paper. A boy wakes up in a strange dungeon: The people living there are neurotic, and a plage of creatures known Almost - known for their hideous deformities - consistently endanger the people there. Trying to learn more about the world around him, the boy (let's just call him by his working name: Shvpt) seeks out the dieties of each sector, of the realm known as the Utopian Underground. I'll draw the sprites by hand. I can't use image editing at all, so yeah. I'm planning to use Holder's for the battles, along with Yanfly's Ace Battle Engine, particuarly the ABT system used in Final Fantasy 6 onwards. (not really turn based, but kind of similiar) Other stuff: Spell names and animations will make no sense. The main character's signature abilities are mathematical operations, the genki-girl's main attacks are contradictions, which inflict status ailments (and they're not useless), and side-kick character's attacks are using his guitar, and four identical characters have three different kinds of spells: Prozolapin, Drame, and Diseno. Those familiar with Bulgarian, Spanish or French would figure out that their attacks are based on stageplay and theatrical terms. The world is huge, but not tedious. Only a few places have random encounters, and after a certain point, the player gets the choice of turning them off. These areas are like the "sections" of the underground society. The dungeons are also large. Some basic character concepts. Note that names are only working names, if you have better suggestions, that would be much appreciated. Shvpt: A parody of the stoic, near-silent hero on a traditional quest to save the world. Weapons are baseball bats. An all-rounding character who learns many different kinds of skills. Noise: Also a parody of a commonly used character, an overly energetic, nearly nauseatingly optomistic girl. Fights with umbrellas, the very existance of which is idiotic in the game's world. Is the black-mage kind of character. Dusty: A cat. Claws stuff to death. A buffer/healer character. There are a few others, but these are the only definite ones. Any suggestions, input, criticisms, praises, or whatever, I will be thankful for.
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Completely Optional Random Battles?
dylanmc12 replied to OneLegend's topic in Theory and Development
It's doable. Like a switch that lets monsters out of their cages. But really, I hate random encounters, because whenever they're done, 90% of the time, the average battle occurs ever 10 or so steps. Pokemon, Breath of Fire, Megami Tensei, and several games made on RPG Maker are offenders. But yeah, this is perfectly doable. Just look at Cthulu Saves the World and Breath of Death 7. It has a similiar system (there are so many random encounters per area, and if you fight them all, then they won't happen, but can still be initiated from the menu) -
Thank you very much. It wasn't quite what I'm looking for, but you've helped a ton. What I'm looking for exactly is one that can be used anywhere, and when exiting the vehicle, it will disapear.
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I'm pretty sure the Majin Tensei games.. or what the Giten Tokyo Mokushira game? I don't know, MegaTen has so many spin-offs. It was one of those two series; they had top-down battles and dungeons. The sprites were actually very well animated and very good. I'd use hose for reference, if you're having difficuly. But judging from what you've done so far, you're clearly not. Good luck.
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When I first started writing, and I hadn't actually gotten much experience, I found I wrote painfully cheesy crap. Now, I've greatly improved (I hope) and I can write something without being ashamed of myself.
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The stat-grinding method has been done well. Runescape, Quest for Glory, some other Final Fantasy games... the list goes on. While it's untraditional, it's still a good idea. If the stats raising don't conflict with each other. And if it can't easily be abused. Both of which FF2 fails with bleak colours.
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Endurance health idea / idea feedback
dylanmc12 replied to Blindga's topic in Theory and Development
Seems cool. But, question: will frailer characters (The traditional black mage, bowswoman, ect) have limited energy, or lowered mutipliers when actually consuming the food? And you know what'd be fun? If you had a bullemic member in your party. I think that would make it a lot more interesting. Or the opposite, a character who had a hearty appetite. It'd be a risk over reward like system. -
With a front view, it'd be awkward to show characters doing whatever, like Phantasy Star. And those animations looked really.. rough. With a side view, it's easier to show what exactly is happening, so that a left out textbox and then suddenly half of their party getting wiped out doesn't confuse the hell out of the player. I personally prefer an isometric view, really. But they're quire rare on here, but definitely possible.
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Things and Story Types You Find in an RPG
dylanmc12 replied to TBWCS's topic in Theory and Development
I think most of these are present in the Ultima series (this being the series where you become Space Ace and then proceed to kill an evil wizard then his crazy ex-girlfriend and apprentice with a Phazer Gun you stole from Jesus Christ). Especially the major character death. In one of them... 5, I think, if you get caught, then you have the pleasure of watching each of your party members get brutalised by the big bad so that you'll tell him a code. Cool list. -
Everything up to player choice.
dylanmc12 replied to Atmas_Sylphen's topic in Theory and Development
The most customisation I can do is stat choices, party members, classes, and storyline branches. This seems.. amitious, to say the least. And the thought of actually making it myself gives me a headache. -
I think an Alice in Wonderland game would be interesting. Like the Wizard of Oz game they made for the DS. it's like Dragon Quest, except it's a huge dungeon crawler with a story more complex than "kill this dude because he's bad". That, and I'm interested to see how the game would translate into RPG terms. If it actually contained battles (Ie, what roles the characters will take - I'm particuarly interesting in the Cheshire Cat, and what the Magic and skills would be) then it could be very interesting. Still, you'd need to put your own twist on the story (Alice was actually an alien spy sent to decide the fate of her twisted mental creation, Wonderful, and decide whether or not to replace it with the current reality. Or something as crazy) because the story's been done again and again.
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The Mother games setup. Protagonist's the healer, the girl's the mage, the shy guy/sidekick is the item guy, and the last character, who varies, has some sort of special ability that only he can use. Just all long as they're all useful in a way. If the Item Guy's damage output isn't nearly as devestating as the Healer's special attack that is present in 2 and 3, then the Item Guy's use will be diminished, and he'll just end up using all of his turns hitting the enemy with his bat or whatever until it stops moving. Mother is also very good at making every character important. Ness is too slow, Paula is too frail, Jeff is too weak, and Poo is the only one whose stats are well rounded. So they're all very useful.
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Is this type of character OP?
dylanmc12 replied to MurgianSwordsman's topic in Theory and Development
Give him skills that increase his TGR (Target likelyhood) that also skyrocket his defense. So, while the enemies are focusing attacks on him, make him use AoE healing spells to keep everything's health and conditions in check. That would be an interesting character to play with, and other than the Mother games, it's not been done too much.



