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  1. Mem

    RPG Maker MV Quest Editor

    Yes indeed. Currently working on a multiplayer system though.
  2. Hi there! For some time, I've been developing set of tools for RPG Maker MV, essentially the Quest Editor (not a wonder, cause title says the same). When I played with RPG Maker Engine for the first time, I've been surprised that such tool wasn't here yet, and decided it will be interesting try to create something like that and see if it will work out or not. So here it is. Flyfox.Quests & Quest Editor. Flyfox.Quests is a set of tools for RPG Maker MV. Its purpose is to help easily create complex quests and dialogues for your game. It includes plugin what you'll need to add to you game project and quest editor for creating your epic story with different choices and conditions. You'll need to follow 5 simple steps to get up and running: In you RPG Maker MV Project, mark events which will be participating in quests (this will require adding comment line). Those events will be your NPC's. Register Flyfox.js plugin with you game project and run game for the first time: this will generate all required metadata for Flyfox.Editor. Create new project in Editor and write you quest/quests. All NPC's marked in step (1) can participate. Export output file from Flyfox.Editor and place it in directory with your game. And... Done! Flyfox plugin will take care of everything else: tracking quests, saving game progress, displaying texts, choices, etc. You do not need to fill event pages or do some other work in RPG Maker MV Editor. Flyfox.Editor gives you easy to understand visual representation of your quest. It shows you "quest flow graph" (see screenshots) which is easy to edit and fill with data. Arrows points where player will go after making one or another choice. You can add new texts, choices, add different translations or variations based on choices players makes. And all of it – in one place. Also editor will show you unfilled fields or any logical errors. So here is some features: Simple and understandable quest graph. Ability to work with quests in one place. Your team's quest writer can now work as he/she wants using only Flyfox.Editor and nothing more. Great ability to customize you quest. Add any number of translations with couple mouse clicks, switch to any translation at any time. Change game flow based on player decisions with ease! Add parameters to your project and see how simple it is to write and manage different text variations. Comfortable UI interface to work with. Current version is 1.0b, which means many useful things are missing. Here is list of things I'd like to add: Customization of text/choice window via Flyfox.Editor. Automatic word wrap (Right now you can use external plugin for it or just break long lines into smaller ones). Variables and conditions. You will be able create global variables (for all NPC's to see) or local variables each quest or NPC. With this you can predefine some ranges and write text for echo one of them. Or add default 'fallback' text. For example, you can add global parameter 'hero anger' and set available choices or texts based on that. Or you can manage friendship between hero and different NPC's. There are unlimited possibilities. UI improvements. This includes not only updating visual design but also things that will improve usability. For example, hotkeys for working with lines and blocks (see tutorial about that), sorting lines with drag-and-drop, metrics and errors windows, additional navigation and more. Additional quest actions. We want to have ability do all sorts of things from our quests: give player reward, move, invoke custom script, set RPG Maker variable or trigger, invoke event pages, etc. For more information about available actions ("lines") see tutorial. Different ways to start quest. Right now you can start quest using default RPG Maker event action button ("Enter"). It will be good to have ways start quest while walking over quest NPC event, or when moving to certain distance from NPC or... You name it! "Multi-stages" (to learn more about stages, see tutorial). Thing is, right now to add NPC dialogue (interaction), you should add it to some quest stage. But what if you want to have same dialogue available for several stages, or even whole quest? Custom in-game quest progress window. Thing is, I would like to hear your opinion about it, like would such tool be useful in real-world projects, and if I should continue my work. I'm aware that you can't create complex cutscenes this way, though I've got some ideas about it (for example, defining cutscene in separate event, and then calling it from Flyfox. This way we'll be able separate quests & texts from events). The idea is to create tool that will be fun and easy to use, and also allowing rich capabilities. So I hope I'll get some nice feedback here AI Plugin There is another plugin I've been working on, but it's not quite finished. It's called Flyfox.AI and it's purpose is create enhanced AI. It will help you create immersive towns and villages living on their own: citizens walking and chatting and sleeping, traders selling their stuff and working in shop, waitresses serving customers, bandits robbing at night... This plugin was inspired by Skyrim AI system. Though it has many flaws, it still provides good immersion into game world. Most RPG Maker games don't have any of that. It's frustrating for me launch a game and see lifeless NPC, stuck forever in one place. Thing is, I've decided that i'll rather finish my work with Quest Editor before continuing work on AI plugin, but I also decided not remove any AI-related code from plugin yet, so if you'll see it, don't be afraid! (That code isn't so bad though) Downloads & Demos Here you can download Editor app (requires .Net Framework 4.5) and flyfox.js plugin. Flyfox.Editor 1.0b Flyfox JS plugin And here is "Getting started" tutorial
  3. First of all, before talking about character development, we should separate two aspects of it (at least): how we see that certain character, and (2) how this character appears in our game, how he/she connects with story. (I believe, that's what TC says in his second post). Of course, the second part is just an iceberg top, and allowing player to feel what there is much more in the depth is important part. As I say, rather "feel" it, cause not every player will be willing go and explore all the small parts of puzzle, but having that feeling of ''depth' is pretty cool. It adds unique atmosphere of "real life" to your game. You make a very good point that there should be some character development in place, but i think not many games goes as in your 1 example. It requires much more thinking (and not only on creator's part) and and not always as rewarding. There r different types of players, as I mentioned before, and developers usually try to target some average player from their auditory (or at least I think, in most cases they do). I believe, the most important part of character design is not just stuff character with some traits (tragedy - check, minor tragedy - check, happiness - check) but create consistent and good looking character. In reality, character created is tightly coupled with your story and I think you cannot work on one without another in mind (We are creating whole full game, after all, not just some glossary). So story should reveal important parts of your character and help create some internal connection with hero (right now i'm talking about main hero, bot in some parts this apples to other NPC's characters too). I remember how one interesting game developer said in her stream, that story you tell player should help him/her make right decision. For example, there is two races fairies and gnomes, and player presented with choice help one or another. If player doesn't know anything about them, he will likely just make his choice by random. But if you'll tell each story first, player will develop some connection with one or another, get some knowledge about them and based on that he will be able to make decision. For example, in this regard, such game as Life is Strange failed to present good backstory for one of final choices (save bay) and in reality all the game story leads us to another choice (save bae) But in most part yes, I agree with your examples Thing is it's much easy to concentrate on game story parts that player will go through anyway, and avoid some parts that likely will remain unexplored. That's why, for example, there is no many examples of "possible deaths" of main characters (who would want to spend large amount of time developing some story line, which player may not even play?)
  4. Mem


    Hi guys! For some time I'm learning how to deal with RPG Maker MV. Mostly interested in scripting and stuff. So I decided to join your friendly community and (maybe in some future) take part in some project, or something like that. Sorry for my bad english, its not my native language.