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nijineko

Member
  • Content count

    6
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About nijineko

  • Rank
    Two strange quarks short of a graviton

Profile Information

  • Location
    Sol 3: Terra
  • Interests
    Creation

RPG Maker Information

  • RM Skill -
    Writer
  1. My current project is to recreate an homage version of a very old ASCII rogue-like as a mobile game. The maps from this game consists of walls, doors, secret doors, and openings. The maps also featured one-time fog of war (once explored, always revealed). In rooms, one could find things like stairs, traps (pits, shafts, energy, teleport, guaranteed monster encounters), and various magical effects (darkness, anti-magic, illusions). Based on the combination of these things, one could also find hallways and large rooms. I have started creating a whole map for this game, only to find myself asking some questions. Here is a list: Should I design a whole map, or create a unit by unit map (where a unit = rooms and hallways). If I choose unit-by-unit, can I reuse these rooms yet still keep track of where they are in the big-picture map? If I choose unit-by-unit, can I add and remove unique features via some method (global events?) to prevent visual repetition? How can I best emulate the special features of traps and magical effects on the map level? How should I best pull off the fog-of-war (any good plugins out there that are play-tested and recommended?) How can I include a "create-your-own-character" mechanism in the game? (Both visually and mechanically) How can I include mini-games? How can I include crafting? Today's post focuses on questions 1, 2, & 3 only. Future posts will cover other questions. What experiences and suggestions does everyone have in this area? I'm looking for opinions, ideas, and brainstorming; though if you have technical details of how-to, while that is most welcome, it is not expected at this point.
  2. My current project is to recreate an homage version of a very old ASCII rogue-like as a mobile game. The maps from this game consists of walls, doors, secret doors, and openings. The maps also featured one-time fog of war (once explored, always revealed). In rooms, one could find things like stairs, traps (pits, shafts, energy, teleport, guaranteed monster encounters), and various magical effects (darkness, anti-magic, illusions). Based on the combination of these things, one could also find hallways and large rooms. I have started creating a whole map for this game, only to find myself asking some questions. Here is a list: Should I design a whole map, or create a unit by unit map (where a unit = rooms and hallways). If I choose unit-by-unit, can I reuse these rooms yet still keep track of where they are in the big-picture map? If I choose unit-by-unit, can I add and remove unique features via some method (global events?) to prevent visual repetition? How can I best emulate the special features of traps and magical effects on the map level? How should I best pull off the fog-of-war (any good plugins out there that are play-tested and recommended?) How can I include a "create-your-own-character" mechanism in the game? (Both visually and mechanically) How can I include mini-games? How can I include crafting? Today's post focuses on questions 1, 2, & 3 only. Future posts will cover other questions. What experiences and suggestions does everyone have in this area? I'm looking for opinions, ideas, and brainstorming; though if you have technical details of how-to, while that is most welcome, it is not expected at this point.
  3. Greetings

    lol. I'm tempted to swat you on your cutie-mark. =P But I shall forebear.
  4. Greetings

    I always preferred prides over herds, but hey, I can be flexible. ^^
  5. Greetings

    Greetings, all. New to RPGMaker in general, and MV specifically. Current project: recreating an old 1982 CP/M roguelike using MV.
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