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lonequeso

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lonequeso last won the day on February 8

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About lonequeso

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    One cheese to rule them all!
  • Birthday 05/14/1985

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    lonequeso@hotmail.com

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    Chicago, IL

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  1. Too many skill choices?

    I'd say probably 20-30. It depends on how long the game is, how unique the skills are, and how they're acquired and organized. 100 seems pretty steep even if the player can ever unlock a fraction of them in a single play through. With 100 skills, some are bound to be redundant. You don't need three different Fire spells with similar damage and targeting. You also don't need skills that become obsolete as the player levels and gains better ones. Good scaling with the damage formula and skill cost can allow those early skills to still be effective. Less power, but still can do enough damage e to be worth it as well as having a lower cost. Perfect for those situations where the player needs to manage skill points as well as when the job can be done with a bullet instead of a nuclear missile. That scaling alone will make it unnecessary to have a multitude of skills. There is such a thing as too much micromanagement. Having little wrinkles in skill effects and targeting can be useful, but at some point you just end of with a bunch of skills that are basically the same, and there's really no clear tactical advantage between them. If you're using a skill tree ,newer RPG players may also become frustrated when they realize they've wasted skill points on a clone. Finally, how cluttered are the menus going to be? Say there's 100 skills per actor, and the player can only ever access 50 of them through a single playthrough. So far it sounds like you have just two menus. That's 25 skills in each. That's seems like it'd be overwhelming for a lot of people. I love RPGs for the strategies and customization, but realistically, I'm only using a handful of those based on my play style and everything else is just clutter. I was actually playing a game like that. One of the actors had a Blue Mage type skill where she could learn both other party members and monster skills. Her skill menus are pretty cluttered and I usually only use a handful of those skills. Adding more menus can make things too complex, too. It's very wishy washy with that many skills, and, again, you probably could get by with a lot less of them.
  2. Hello again (i got banned?!?)

    Welcome back! That is a weird one. What worries me is that if some glitch in the system caused this, then it may have happened to others. Maybe we really have 1,000,000 active members, but no one can get on. Hopefully whatever is causing this will be resolved.
  3. I was checking out various MV plugins, and Ooo... Yanfly's stuff alone will allow me to do almost everything I want to do with my game. 

     

    Now I need to figure out what the level cap will be and how many abilities each tree will contain. I want it to be impossible for the player to unlock every skill so they have to put some thought into how they spend Sklll Points.

     

    Yay...math...:unsure:

    1. Perang Cemen

      Perang Cemen

      I don't really like to say YAY! to math for some reason...

      But it's ok as long as there no Value stuff. yay! math!  just 1+1 = 11 yay! (Why 1+1 = 11? because I'm crazy! yay!)

      Spoiler

      Value = Valore(The Brave One), But also how Perang Cemen usually refers to himself.

      Me in math class...

      "First, 7 is assigned as the value of x"

      In my mind I was seven x, I said "me" 7 times.

      "Next, 50 is assigned as the value of y"

      In my mind I was seven x but at same time I was fifty y, I said "me" 57 times.

      "And then the value of z is 2/5 of y"

      My mind overflowing and Ah! Arrrrrrrgh!

       

    2. lonequeso

      lonequeso

      You are indeed crazy. That's why I like you ^_^ 

      1+1 = banana, btw. Everyone knows that!

  4. Game Idea!

    I added/changed a bunch of stuff to the main post. Two big things are: Weapons In the game, all instruments are banned so it’s not like the player can just go to a weapon shop and purchase their goods. There are several possibilities for how the player requires weapons. · Black Market- Each town conveniently has a black market arms dealer where the player can procure weapons. Functionally no different than a typical shop. · No new weapons. Each actor has the same weapon from beginning to end. There are a couple ways this could work o Weapons are just placeholders. The weapons don’t increase any parameters at all. Increasing actor stats is the only way to get stronger. o Weapons level up with the actors. Each weapon gets progressively more powerful as the game progresses. This opens up the possibility of weapons and not just actor acquiring stat points on level up. · Crafting- The player can craft new weapons with materials found throughout the game. Armor I’m leaning toward a more simplified armor system. I want the focus of character building to be in the stat and skill point systems. The party is going to resemble a four-piece rock band. More or less, they are simply equipped with their instruments. In lieu of head and body armor, the actors will instead have accessories. The game’s equipment slots will simply be: Weapon, Accessory, Accessory. Accessories be more centered around granting passive boosts than increasing raw stats. These pieces can be anything from T-shirts, bandanas, sunglasses, and even items like glow sticks and guitar picks (exclusive to guitarist/bassist of course). Ex: Skull Shirt- When the wearer is hit by a Normal attack, there is a 10% chance the attacker will have Fear applied to them. Glow Sticks- Raises the wearer’s TRG rate 25%, but also increases EVA/MEV/CEV by 10%. Party shared TP One feature I really want to work out is with the TP skills. Instead of each actor having their own TP meter, I want it to be shared with the entire party. This is because I’m trying to push the concept of all four party members needed to be in harmony. Well balanced classes and skills will achieve this naturally. The problem with that is a feel that players won’t connect with the harmony theme because class and skill balance can be found in any halfway decent RPG. The party shared TP meter will allow an actor to build the gauge not necessarily for themselves, but their allies. The player will have to carefully choose who and when a TP skill should be used. All default methods of TP gain will be in play: Taking damage; using Attack and Guard options. Hopefully, I can find a way to achieve this feature. One other pitfall is going to be a particular state I want. The Fear state nullifies TP gain. Hopefully, I can find not only a script/plug in to create party shared TP meter, but one that will allow for a passive regen that can factor in how many actors have Fear applied. Seems like a tall order so we’ll see. Enemy parties will also have a shared TP meter. All the same parameters apply. It will also be visible to the player. This way if the player sees the enemy TP meter beginning to get high, they will know that there is an increased likelihood of a powerful TP skill being used by the enemy,
  5. Game Idea!

    I'll hold off on the title until the story is fleshed out more. I do like Eternal Requiem though. Pretty sure Band of Heroes is already taken. Sounds super familiar.
  6. I've had an idea for a game for a while, and have finally begun writing out the details.

    1. Perang Cemen

      Perang Cemen

      Looking forward for it.

       

  7. Game Idea!

    I don't have enough fleshed out to officially submit it so it will live here for now. Untitled Project Untitled Project Theme: The game’s heroes will essentially a four-piece rock band. Balance and unity will be key themes in both the story and gameplay. I haven’t decided on the time period yet. It’d be fun to put in a more modern setting as so many RM games are more the Middle Age era. It would be a bit more relevant seeing as Rock and Roll didn’t exist back then. Also, there’s the whole dying planet thing, but more on that later. Engine: Ace or MV depending on which is best suited. Preferably MV due to better graphics. Being an RM game, really the combat system and story are all that matter. I have no coding skills whatsoever so I am very much at the mercy of the core system and any scripts/plug ins that are available. Combat System: Turn based/Front view. I’d love a side view system with a front and back row, but I doubt I could find enough assets to do everything I would without being able to code anything myself. It will be your typical max and active party of four members. I plan on having 8 elements with each actor having skills and magic for 2 elements apiece. Stats: I haven’t decided if the game if going to strictly feature the default parameters for character stats. I’ll need to browse around and see what types of custom stat systems are out there and see if I feel any would be a better fit than the default. Every character will be able to use both MP and TP skills. One feature I really want to work out is with the TP skills. Instead of each actor having their own TP meter, I want it to be shared with the entire party. This is because I’m trying to push the concept of all four party members needed to be in harmony. Well balanced classes and skills will achieve this naturally. The problem with that is a feel that players won’t connect with the harmony theme because class and skill balance can be found in any halfway decent RPG. The party shared TP meter will allow an actor to build the gauge not necessarily for themselves, but their allies. The player will have to carefully choose who and when a TP skill should be used. All default methods of TP gain will be in play: Taking damage; using Attack and Guard options. Hopefully, I can find a way to achieve this feature. One other pitfall is going to be a particular state I want. The Fear state nullifies TP gain. Hopefully, I can find not only a script/plug in to create party shared TP meter, but one that will allow for a passive regen that can factor in how many actors have Fear applied. Seems like a tall order so we’ll see. Enemy parties will also have a shared TP meter. All the same parameters apply. It will also be visible to the player. This way if the player sees the enemy TP meter beginning to get high, they will know that there is an increased likelihood of a powerful TP skill being used by the enemy, Elements: · Fire · Ice · Lightning · Wind · Nature · Entropy · Physical- Physical attacks with no elemental affinity (ATK Stat) · Ethereal- Magical Attacks with no elemental affinity (MAT Stat) Weakness and resistances will be fairly simple: · States/Buff/Debuff chance: Immune; 50%; 100% (normal); 200% · Elements: Absorb; Immune; 50%, 100%; 150% I feel double damage is a bit too high for Elements and would make battles too easy and overly focused on exploiting element types. I want most of the focus on States and Buffs. There is deeper strategy with those especially States. I’m not sure how many there will be overall. I plan on getting very creative with Skills so there will likely be a lot. States: · Stun- Cannot move for 1-2 turns · Paralyze- Cannot move for 3-4 turns · Poison- Lose 5% MHP per turn · Bleed- Lose 8% MHP each turn for 3-5 turns · Doom- Death after 5 turns · KO (insta-Death skills- Applies Death State to target · Sleep- Cannot move for 2-3 turns, MEV/EVA -100%, CEV -50% Damage always removes · Blind- HIT/EVA -50% Lasts 5 turns · Charm- Attacks allies. Damage has 50% chance to remove · Confuse- Can only user basic Attack skill. Attacks random targets including self. Damage has 50% chance to remove · Fear- Nullifies TP regen · Fatigue- -10% MP; turns into Sleep after 5 turns · Shock- ATK/DEF -25% (stacks with debuffs); turns into Paralyze after 5 turns · Chill- MAT/MDF -25% (stacks with debuffs); turns to Paralyze after 5 turns · Burn- -5% MHP per turn · Cover- Protects allies with low HP · HP Regen- Recover 5% MHP per turn for 5 turns · MP Regen- Recover 5% MMP per turn for 5 turns · TP Regen- Party TP will always regen +5% per turn unless afflicted with Fear. Certain skills can stack another 5% regen on top of this. · Rooster- All stats except MHP/MMP -50% can only use basic Attack skill · Death- Character can no longer act and won’t giant EXP at battle end. If all actors are dead, Game Over. If all enemies are dead, victory. Fun, very long side note: Going with the whole music theme, all the skills will be the names of songs. No artist will be given. It will be interesting to see how many references people get. I’ve tinkered with a bunch in my head (and a certain forum game that some super awesome guy made). I’ve found that damage skills work best simply based on song title and everything else works better going for the theme or message of songs. EX: Attack Skill: Symphony of Destruction- Deals Dark Damage to all enemies State Skill: Blinded in Chains- Applies Blind and Paralyze to a single target I also plan on having passive states. I’m leaning toward each actor starting with one and then gaining a second at a certain threshold. I’m not sure how to get the system to do that, but I’ll cross that bridge later. Or burn it if it’s not feasible. Unlocking the passive state brings me to next feature: Skill Trees! I’m big on customization so why not give the player some freedom whilst building their characters? As I mentioned before, each actor will have three elements. I want to have each character have three skills trees, each focused on a single element. They will be actual trees not telephone poles offering a couple choices within each element. I really hope there’s a script/plugin that can handle all that. The final tier of skills would be the passive bonus. Once unlocked, the player can change it at will. I ‘m leaning toward having two choices per element. The player will only ever be able to use one of the two in that element tree so they do need to choose carefully. Ex of Passive Skill: Poison Girl- When this character is hit by a Physical attack there’s a 10% chance the attacker will be Poisoned. Stat Points: The customization extends to the player deciding how to power up their characters. I’m going to look into scripts/plugins for adding custom stats as well. I’m not sure exactly what stats will be featured or how they will be applied i.e. Dexterity affecting Critical Hit chance. Weapons/Gear/Items: Weapons In the game, all instruments are banned so it’s not like the player can just go to a weapon shop and purchase their goods. There are several possibilities for how the player requires weapons. · Black Market- Each town conveniently has a black market arms dealer where the player can procure weapons. Functionally no different than a typical shop. · No new weapons- Each actor has the same weapon from beginning to end. There are a couple ways this could work o Weapons are just placeholders. The weapons don’t increase any parameters at all. Increasing actor stats is the only way to get stronger. o Weapons level up with the actors. Each weapon gets progressively more powerful as the game progresses. This opens up the possibility of weapons and not just actor acquiring stat points on level up. · Crafting- The player can craft new weapons with materials found throughout the game. Armor I’m leaning toward a more simplified armor system. I want the focus of character building to be in the stat and skill point systems. The party is going to resemble a four-piece rock band. More or less, they are simply equipped with their instruments. In lieu of head and body armor, the actors will instead have accessories. The game’s equipment slots will simply be: Weapon, Accessory, Accessory. Accessories be more centered around granting passive boosts than increasing raw stats. These pieces can be anything from T-shirts, bandanas, sunglasses, and even items like glow sticks and guitar picks (exclusive to guitarist/bassist of course). Ex: Skull Shirt- When the wearer is hit by a Normal attack, there is a 10% chance the attacker will have Fear applied to them. Glow Sticks- Raises the wearer’s TRG rate 25%, but also increases EVA/MEV/CEV by 10%. Items I’ve decided to make into song titles as well. I can say without and ounce of shame that this is soley because I want Antidote to be Pennyroyal Tea. Don’t judge me! Prologue: Before getting into the characters this is a good place to go a little deeper into the theme. The reason the evil, oppressive government banned music is two-fold and the (reason they give the citizens is complete bullshit.) First off, music is a powerful source of hope and inspiration. You don’t want citizen-slaves having hope or ambition. They are far more complacent without. Other art forms are allowed, but strictly controlled by the government which leads up reason number two. This is the real reason- the truth behind the truth if you will-. Magic exists in this world, and music just so happens to be a really great conduit. Mages of old could channel very powerful magics through singing and playing instruments. Magic equals power so naturally those in power want it all for themselves. Music was banned several generations ago without instruments serving as a conduit, mankind’s connection with magic has nearly been completely severed. The only mages left are those that can tap into the power of their own voice, but with singing outlawed they cannot hone their skills and their abilities are quite limited. Those rare few that show real promise tend to disappear… Magic isn’t just some intangible force. It is the ebb and flow of the planet’s energy. At some point the player will learn that the world had very Creationist beginning. Deity’s (or Gods) created the planet and soon after created man to be it caretaker. We were gifted with the power not only to sing, but use also instruments to tap into the elements themselves and ensure the planet remains balanced. Somewhere along the way, mankind lost it’s way. Our creators were regarded as myths, fairy tales, and after faith was lost, lots of bad shit happened leading up to the present situation. Oh, and by the way the planet is dying. With the caretakers no longer taking care the planet’s lifeforce has begun to fade. The real tragedy is no one even knows this is happening outside of the highest government ranks. Their arrogance and desperate need to stay in power cause them to turn a blind eye to the crisis at hand. All the while the citizens remain oblivious and docile. For now, the government is able to keep the people fed, and that’s enough to keep them from revolting. It’s only a matter of time before food becomes scarce. You’d think people in power would be good, but no. They refuse to change even when the writing is on the wall. If something doesn’t change soon, all life will die. By the time those in power try to fix it or the people rise up, it will be too little too late. If only the world had heroes… Despite all the above gloom and doom, the game is actually going to be pretty lighthearted. This is because the heroes entrusted with saving the planet are total jackasses. So, without further ado: Characters! Well… sort of. Right now, I just have some basic ideas. The party will essentially be a four-piece band or the rock/metal persuasion. Those are my favorite genres. There will be no main character. All four members are of equal worth and importance throughout the game. The classes will be: Singer, Guitarist, Bassist, Drummer. All instruments will be electric. No need to plug them into an amp. Magic is the amp! There will probably be a set of acoustic instruments as well. Their weapons will be instruments as well as microphones for the singer. Now bear in mind that these people have never seen an instrument in their lives let alone know how to play one. All will be explained very early in the game. There will probably be a short prologue giving an intentionally vague exposition of the aforementioned gloominess. After that, the game will open with four friends enjoying some spelunking. One of them slips and slides and tumbles into a chamber no one knew existed. Right smack in the middle of the room are four wooden chests. Inside them the friends find their first weapons. From the players perspective, they will see the characters in a more or less square room. The top wall will feature a large boulder that even a novice player will easily figure out there’s a door behind. One of the friends even brings up the fact that there’s probably a secret passage there only for the others to make them feel dumb because that’s what friends are for! “Why would there be a secret passage? We already found the treasure, derrr.” The friends proceed to try to play the instruments and sing into the mic. Naturally, they are absolutely horrendous. Then the room shakes and that boulder moves revealing a hidden passage. Who knew?! Upon passing through, the friends find themselves a very ancient looking temple. A deity appears before them and gives them the whole saving the world spiel. She also grants them some desperately needed musical talent because…. Yikes. Her power has waned and she doesn’t have much to work with (which she isn’t shy about at all), but gives them enough power to channel some basic magic thus creating your Initial Level Party Members. Character Classes/Elements Singer: Normal attacks are based on MAT stat. Nature and Ethereal elements Guitarist: Normal attacks are based on ATK stat.Lightning and Wind elements Bassist: Normal attacks are based on ATK stat. Ice and Entropy elements Drummer: Normal attacks are based on MAT stat. Fire and Physical elements Levels: The level design will be very much like Legend of Zelda in concept. The main objective is restoring power to each of the world’s deities. There will be one deity representing each of the eight elements. Each has it’s own temple that used to be a sacred sites, but are now overrun by monsters. Each temple has a boss and defeating it restores that element’s strength. Those are the eight main levels, but there will likely be other areas to explore and complete as well. Once all eight elemental deities are restored, they will pour their power into their Queen. This is the deity the player encounters in the very beginning of the game. The final level will be the Queen’s temple. Basic Story Outline: This is how the story will tie into the above. Those in power are hording magic for themselves to consolidate their power. However, they do not truly understand the true power and nature of magic. It is merely a weapon for them. They do not believe the stories of old. The tales of how magic is the world’s lifeforce. Even as the world around them decays they refuse to believe. Refuse to change. They are desperately trying to hold on to the power that took centuries to gain. All of them except one. One man fully understands magic’s role in the world. His goal? Absorb enough elemental energy into himself that he ascends to godhood. From there, he will recreate the world in his image. I haven’t decided (or really thought about) what his specific motivation is. The game is intended to be lighthearted, so it will probably be something ridiculous. I don’t think he will be pulling the strings regarding the elemental temples. More so the beneficiary. He stands to gain from the heroes restoring the deities’ power. More magical energy for him. Most likely, he won’t reveal himself until near the end of the story as he swoops in after the heroes have done all the dirty work for him.
  8. ***Paging Dr. Plague.   Paging Dr. Plague***

     

    ...  ... ... I had something to follow that with... ...

     

    ... ... damnit

    1. Show previous comments  2 more
    2. Plague Docteur

      Plague Docteur

      Yes! It just got here today!

      And as much as I'd like to make you feel special by saying that was the reason I put the mask on, it wasn't. LOL I was being goofy and put the mask and the hat on when the coat got here and I tried it on. Took a pic to send to my husband. Noticed your post and was all "I just so happen to have the perfect photo for such an occasion. Post."

    3. lonequeso

      lonequeso

      meh. Close enough :D Next time you take a photo like that I need you to do me a favor. Move the Joker over just a little bit more so half his face is n the shot. It would be so much creepier! ^_^

    4. Plague Docteur

      Plague Docteur

      Hahahaha! Will do!

  9. Tip of the day: You can tune a piano, but you can't tuna fish!

    1. Tarq

      Tarq

      You can tune a fish. Haven't you heard of a bass? :3

    2. Takeo212

      Takeo212

      You learn something everyday. Wasn't aware Piano's can be tuned. I prefer keyboards anyway.

    3. lonequeso

      lonequeso

      @PhoenixSoul

      @Kayzee

      Both of you are on my Ignored list. Kayzee, you already know this so why you're commenting on my status is baffling. Since there's no option to simply block someone (which is retarded) I have to just delete your comments the old fashioned way. Blocking with extra steps. Don't bother posting comments on my profile as they will simply be deleted. 

  10. oh hi

    Hii!
  11. Rumor has it another Fable game is in the works. Ooo....

     

    1. PhoenixSoul

      PhoenixSoul

      I've yet to have the privilege of playing any of the Fable games, so...

  12. Make-A-"Wish" Foundation

    Wish granted! The character limit is now 10. Unfortunately while changing this somehow a game killing fatal glitch gets accidentally coded in. Now the game crashes within the first 5 minutes of playtime. I wish we could have alcohol at work like the office next door. Lucky sons of... *grumble* *grumble*...
  13. Which number is the most disagreeable? 

     



    Nein! :lol:

    1. Tarq

      Tarq

      Well, seven ate nien. While nien was a bit of a curmudgeon I think cannibalism's pretty disagreeable.

    2. Guyver

      Guyver

      I thought it was the number in my bank account, I disagree with it being so low.

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