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So I was thinking about an old project that I had worked on and trying to remember why I stopped. It was called Temptation Seed. I realized as I looked at it that I'd done a lot of work on the game, but that I had stopped because I couldn't figure out how to implement certain systems that I've since learned how to do (it mostly just required the use of common variables which I wasn't great at using before another project that forced me to learn fast). I'm wanting to update it to MZ because it's just easier in so many ways, but the task is daunting! It's probably gonna take me hours to redo everything! That being said, I think it can be done and done well!
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I think I should start including a new character in my games: Buck Zerogo. He's a freedom fighter. This is funny, but only if you know what the true cost of freedom is.
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I'm having to remind myself that I don't need to make maps that will never be used. Building a massive "school" for the beginning of my game. Part of this are fake dungeons for practical exams. The thing is, the players will only be entering one of them. Here I am freaking out about how much time it's going to take to build 6 separate biome bases for dungeons. But five of those just need someone to stand in front and say "this classroom is being used by another group." Simple answers... Sometimes they're the hardest to come by!
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I get what you're saying, but in terms of storyline the dungeons aren't "real" dungeons. They're testing areas for students in the school who are being trained as a sort of military brand of adventurer. There are treasure chests, but they only contain tokens to be turned in at the end for a higher grade. There WILL be a ton of optional dungeons. Particularly, I plan on having at least two characters who learn their best skills through exploration (a martial artist who needs to find special teachers and a Wizard who has to study ancient tablets to learn powerful spells). There will also be dungeons for the best weapons. Of course, I am still working on a ton of foundational things, which is why I haven't made an actual post about it in the games in progress forum.
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Martial arts is one f my things, and I have put a great deal of thought into how one can be used over many decades. I'm sure you have many great ideas, but I also have some of my own you just don't see often because they come out of trying to one in every single RPG I've ever tried to make, more or less.
I strongly suggest creating discipline trees similar to magic, within your martial arts system, and skill sets. I suggest using stances within each discipline to alter the nature of the characters stats for that battle via making these stances unique status states. So a Then you can create scenarios such as knock skills where his or her stance is disturbed. Things like sleep or other status' might break their stance as well.
An example of how you can picture this is, in real martial arts, certain stances generate more offense, defense, speed, or chance to block or avoid, even improve countering windows or control range. These things can be represented and used to the player's advantage to strategically use their monks so-called mastery and control of martial combat.
Each tree would have its own stance set emphasizing that discipline's strengths, but also being balanced enough that those who miss some Masters aren't let feeling somehow broken. If you use something akin to this, you should make their first and primary discipline pretty well balanced for general purposes, to make sure those who don't grind Mastery don't hate the character.
It may be possible to change the available skills you can use depending on the stance you are in, or from your basic stance. This will improve the strategy of using your monk in battle much more, particularly if you spend time balancing each stance. For example a tanking stance shouldn't let you use certain offensive skills.
Some great things to learn might be Chi skills, but Chi forms would be awesome things to unlock for them that are like legendary skills, and legendary feats within the canon of the game world. Something the masters keep mentioning to you early on, and you come to find are possible to obtain and use.
Examples would be:
Form of the Monkey
Form of the Crane
Form of the Mantis
Form of the Eagle
Form of the Tiger
Form of the Dragon (Elite form that has more than one perk)This type of thing. Some ideas for perks beyond the obvious buffing are things that end up helping your allies and complimenting their areas of expertise, like somehow supporting the mage, or fellow warrior.
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I like the idea, but I think that may be a bit ambitious for my rather modest skills. I believe I'm pretty proficient with the events system, but I'm still a total newbie with installing and using Scripts and Plugins. I have zero coding knowledge. I have a project I'm planning for far in the future that would make use of ideas like this, but that project would probably require a team to complete and it would require for me to learn a lot more.
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Well. Just put in a ticket for an error I've been getting. I thought it was only for one thing, but apparently it's for viewing any thread. Forgive me if you've asked a question and I can't help.
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Just to be sure, you have filled the "Contact Us" form at the bottom, correct?
As for the lack of automated reply, out of curiosity I tested it on the other forums™ I'm a member of staff to see if anything pops out there, but apparently it just is like this. There was no automated reply informing about successful ticket submission, so I guess it's normal.
What I fear is the possibility, that no one replies to these, so if that would happen to be true, I'd contact the lead admin to ask what could be done with this. Should you get a reply, please notify me about this, if that wouldn't be a problem of course.
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Here's a thought: A boss that has infinite transformations which are procedurally generated. Player has to pay attention to dialogue to figure out that there is a way to stop them from transforming for a time so that they can finish them off. Each time the boss gets low it says "This isn't even my final form!" What's even more fun is that eventually such a boss will spawn some challenges to see how many bosses one can get through before finally dying.