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Aslanemperor

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Aslanemperor last won the day on November 15

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About Aslanemperor

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    Male
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    Southeast USA
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    Music, games, reading, great stories, Pen and paper RPGs

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    Writer

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  1. 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: 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!!!!! So, here is what I've thought of that I'd be interested in seeing: ~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. ~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. ~A romance/relationship system that allows you to make friends that will open up opportunities for special quests and classes. ~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! ~Fully customizable character appearance with the option to use a built in avatar maker or upload a custom picture for your fighter. 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!
  2. Aslanemperor

    What if the NPCs were the main characters of the game...

    Actually, I was inspired by several sources. Firstly, the "NPCs" series by Drew Hayes (a great read!), which is based on a group of NPCs who must pretend to be heroes to protect their village from the wrath of a fickle king. Most recently, a scene from "Lawmage Academy" inspired me (Such a great game, which I'm super excited to see develop!), in which the main characters (you) loot a few chests and are later seen by the villagers as thieves. Funny enough, it wasn't until after I finished the post and was doing some dishes and contemplating the idea that Free Guy came to mind, though I think the premise is only passingly similar. I love the idea you put forward! It's cool how there are so many ways to approach this!
  3. Okay, so I just finished a mission in another game I played. When I went to open a chest, the NPC complained, but ultimately my character wasn't even given the option to say "Oh, I didn't know that this was yours," and give the money back. This got some gears working, and I started to think: Is this an example of how this character thinks? Do they, because they're adventurers, assume that the silly little NPC isn't important enough to keep their goods? What if we started our story in a typical village with a main character who is a town guard or some such. He's been saving up his pay to propose, and the adventurers walk into his house, open his chest and straight up steal his gold. He doesn't know what to do! They're all high level adventurers off to literally save the world! I can think of lots of ways this story could develop well! Does this sound like a game you'd want to play? Do you think it'd be worth putting up a recruitment thread? How would you categorize player classes for NPCs who are supposed to be naturally weaker than the heroes? I've got a few thoughts, but I wanted to put this forward as a fun thought exercise before I start trying to really dedicate myself to working on a game.
  4. It's amazing how much things drag along when you're working on a game.  I think I've made this one just a tiny bit more complex, and it's making a huge difference in how long it's taking me to finish each little piece.  Me procrastinating is also not helping!  I have only just finished the beginning part of the beginning.  I now have to finish my work on the credits, and put together a little cut-scene followed by the game's first battle.  I need to figure out how to do a properly scripted battle, though, since the purpose of this battle is to introduce player's to Jack's unique, high speed combat skills.  My biggest worry is that the first time I tried a scripted battle it resulted in the game I made going into an unpassable loop.  Hopefully I can do better this time around!

    1. Kayzee

      Kayzee

      I know what you mean, I often find it tough to work on my game too!

  5. Today I'm contemplating my battle system because I'm working on weapons.  There are a few questions weighing on my mind:

    1.  How many upgrades should each player have for weapons?  The game isn't going to be long, so I can't imagine that it would make sense coming up with some vast array of incremental upgrades.  I know that I want each player to have a "special" weapon made just for them, and their starting weapons.  I feel like if I don't have at least one upgraded weapon, people won't be happy.

    2.  What should I do about damage calculations?  In my first game, I screwed this up big time.  In the beginning, players were one-shotted.  In the end, bosses I expected to be extra hard were total pushovers.  I really want this game to represent an improvement in my game development skills.  

    3.  The big one:  How do I make the battle FEEL like a wild west shoot out with the current battle system?  I have a few little ideas, but it's really not fully fleshed out, yet.  Some things I've managed to figure out are that my gunslinger should be focusing on the number of bullets being put into the air.  My Sniper should be high powered, precise, but slow.  My mage should...  well...  be a mage?  I'm not sure how my Ranger will work though.  His shotgun is great for crowd controlling weak enemies, but I want to develop skills that make him special so that players don't feel like he's dead weight in the party.  In the storyline, he's supposed to be on par in terms of combat skill with the gunslinger, so he should be at least as useful in a fight.  Is being able to crowd control enemies enough to set him apart?

    1. Show previous comments  3 more
    2. PhoenixSoul

      PhoenixSoul

      Essentially, one takes equipment to be improved, the appropriate materials, to the appropriate machina (in TES there are a few), and use it to upgrade the quality of the equipment. Each quality upgrade will thus, increase the base damage/armor rating and also, the base value of the equipment. Of course, in TES, there was a limit to how well and often equipment could be upgraded, based on the Smithing skill, and relevant boosts applied.

    3. Aslanemperor

      Aslanemperor

      That sounds like something for a much longer game than the one I'm making.  This isn't supposed to be a long, drawn out game, just a few hours of gameplay with a pretty straight forward storyline.  That's one of the difficulties with deciding how I want to do this.  Do I even want an upgrade to sell in a shop, or just give the characters a basic gun, and their "special" weapon?

    4. PhoenixSoul

      PhoenixSoul

      Hmmm...
      One could also go with a weapon-based damage formula (thinking along the lines of games like Adventure Quest and such)...
      13-21 Metal

  6. Aslanemperor

    Looking for Team Writer

    Sorry this took so long. Apparently you replied just after I got really sick. I've been in bed recovering for the past few days and am only just now able to sit upright for longer than a minute without the room spinning! Yay for recovery! (also, I can have my tea back... I love my tea... I missed it...) I'm okay with messaging either way. If you don't care about the discussion being public, that's fine. If I'm writing stuff for your game specifically, it's probably going to come down to sending messages eventually, though. Either way, whatever makes you comfortable!
  7. Aslanemperor

    Looking for a Dev team. (RPGMV)

    I'm a little confused. Mother and Earthbound are the same series, but Undertale is VERY different than those games...
  8. I'm wondering today, where does everyone find these adult sprites for RPG Maker?  I'm pretty sure they're not all custom built, especially since I see a lot of them that are identical in several games.  Even when they're custom, they're usually only slightly different than others:  The main character involved in the fun, for instance.  Any information about this would be really cool.

    1. Show previous comments  1 more
    2. PhoenixSoul

      PhoenixSoul

      Looseleaf? That's immediately what comes to mind.

    3. Aslanemperor

      Aslanemperor

      Doesn't looseleaf have a very distinctive style though?  Just a little taller than standard.  Maybe I didn't notice because everything was done in that style?

    4. That One NPC

      That One NPC

      Loose Leafs are the ones I'm working on for you, and that I showed you. They are all more or less custom made dating back to their origin as a modular (compiled part by part) sprite building website. I make my own using the library file someone ripped before the site died. Sheets of generic Loose Leaf builds may exist, and many devs did deploy them because of modern scaling logic, general modern gamer appeal, a character aesthetic that departs from the RTP, as well as, well, modular design, lol. ^_^

      I  can no longer locate the source where I got my LL asset folder.

       

      But the other tall sprite style that's out there isn't modular, but has many sheets in circulation are also by Mack, and are known as Mack style sprites.

      The sprites I make for you are also Mack's work, just modified a lil by me. You can research Mack sprites easily and should find results. The main difference with Macks is the slight rotation of their side-to-side frames. They angle a bit toward the camera, where-as chibis and LLs face true east or west. This makes Mack sprites a bit less appealing for games with 8-way movement because when walking north west or north east, they will still face a bit to the south west or south east.

  9. Aslanemperor

    Jack's Revenge -A Wild West RPG-

    I love it! Great work! I can hardly wait to see the rest!
  10. I've checked out your site, but while it has plenty of samples, there's no mention of the cost of any of your services. As for the sound, it's VERY retro, which is great for people looking for that sound, but is that the extent of what you can do? Do you work with other instruments besides synth and piano?
  11. Aslanemperor

    Hello Everyone!

    Welcome! I've got VX Ace as well. Lots of resources and tutorials on this site!
  12. Aslanemperor

    Jack's Revenge -A Wild West RPG-

    Can I ask a minor change? He should only have the scales on one side of his face and no facial hair. He's 1/16 dragon, and the markings on his face are actually the bits of scales that come through. Still pretty darn good, though!
  13. Apparently my current bug is trying to see just how many free resources I can get compiled for the community!  I hope that I can get others on board.

  14. Aslanemperor

    Classical compositions

    Hey, so there are a ton of classical compositions which are in the public domain. A lot of these would make such amazing songs for games but I haven't seen anyone making a compilation for commercial use in games. Several of these, including things like Bach's Toccata and Fugue would make such great resources. If you're a musician and would be willing to post your own looped version for the games on the site, that would be so amazing!
  15. Aslanemperor

    Western character sets needed

    For further freebie discussion, I have set up a thread here.
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