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Okay so basically ive started this topic to know what people think of the cyberpunk genre , what they like and expect from it and ofcourse ideas that could be implemented in a cyberpunk game :3 To those of you who dont know what cyberpunk is: In my opinion this genre is pretty rare and it becomes much rarer when it comes to rpgmaker as it deviates from the norm. So to keep things short i would love to hear what people prefer in cyberpunk games :3 I'd also love to hear ideas/theories/opinions etc that people would want in a cyberpunk game ^^. Also feel free to talk about anything related to the genre as well as it sparks more ideas.
Every RPG with active skills has a method of learning them. Some games you just learn them as you go. Sometimes you can level up your skills to improve them. Some games have a Skill Tree and Skill Points. The list can go on and on, but today, that is exactly what I want. I am currently developing a game, but I am unhappy with how my characters learn skills. I'd like you, the community's help to expand my mind and see what exactly I could do about this. I also hope that this thread will help others too. If this thread can document 10s or even 100s of ways character growth/skills can be managed, then I will be extremely pleased. Moving along. I have given Job Points (currency that buys skills essentially) the most thought, however it encounters a common problem that most skill management systems encounter. In the end, grinding is the solution to getting many skills, or at least certain skills when you really need them. This isn't really a problem for a lot of games, but I am aiming for a goal here. It's enough that grinding will level up your character, and the stat improvements that occur are enough to help make something easier that the player was having a hard time with. However, I don't think skills should follow this trend. At the same time though, I don't believe that the skill learning system should be something that irritates the player because of the restrictions placed upon it. The last thing a game should to is legitimately frustrate the player. What can I do to make a player rely more on their acquired skills, both in game, and from player experience, than just grind when they can't beat something on their first couple of attempts?
Overlord posted a topic in Theory and DevelopmentSo I have a baseline for a game I've been kind of working on here lately. And I have the very very cliche story written out. And since I suck at a good story and suck at pretty much all creativity I was looking for some creative people here on the forums to help me out a bit with my game's story. All I need are some suggestions to make the story seem better for the players. This can change stuff can change at a moments notice, so just be wary of that. The Story Our story basically begins with a huge tournament that is held every 10 years. The tournament consists of 50 different floors the teams have to go through. Teams consist of 4 people each. In order to complete a level the team has to defeat the monsters that are sent to them in order to proceed to the next level. The tournament has a limit of 100 teams that can enter each tournament. (So spots are limited.) The teams are determined by having them compete against various monsters as an audition while being observed by 3 of the proctors that are there. If 2 out of 3 proctors pass them, they are entered into the tournament. Once 100 teams have been passed. Those teams are tested once more in a dungeon where only 10 teams are estimated to pass out of those 100. (So its a 10% survival rate on average.) Once the teams enter that dungeon they cannot leave. The only way they can leave is by completing it. They either pass, or they die during the dungeon. Once that has happened, the remaining teams are sent to stage 3 of testing where they are tested in various ways until there are only 5 teams remaining. Once the 5 teams have been chosen, they are sent through the 50 floors of the real challenge. At every 10th floor, a guardian exists. In order to proceed to the next tier that team must defeat the guardian. Once they have, they gain access to the next tier of challenges. After all 50 have been completed by a single team. They gain access to the secret 3 floors of the tournament. These 3 floors consist of the strongest monsters ever to have been seen so far. They have been specially bred for fighting and killing through years of research. on floor 53, the true challenge begins, the team must defeat a monster so strong, that even the gods have chosen to keep an eye on it because of its power. Even though it is guarded by some of the strongest humans that exist, there's always the chance it could break loose. The prize for defeating it in combat, is a magic lamp that will grant one wish to the winning team. After the magic lamp has been used, it returns to its true form the evil demon bred for combat, that awaits the team at the end of the tournament. Known as Tiamat, the Demon Lord (Still not sure of that name.). This Demon Lord was bound to the lamp by a powerful genie years ago while it was still young. It seems to be immortal however, due to the fact that once killed it turns into a wish granting lamp. UPDATE I: The characters are one of those teams and they must compete in the 53 floor dungeon. (The game starts after they have already passed the exam and the 100 teams have been weeded down to 5.) UPDATE II: Changed Destroyers name to Tiamat. UPDATE III: Each of the 10 floors of the dungeon, are held in different locations with different themes. Upon beating the guardian of the tower, he will give you the location to the next tower where the next 10 floors are held. My game also takes place on floating islands where the only way to travel between them is via the powered magic circles that teleports the user to the island across from the teleporter. The 3 secret floors are held in an underground area separate from the other 5 towers. Each tower also has unique puzzles, enemies, etc... Exclusive to that tower. UPDATE IV: Added some lore background to Tiamat. That's all I have for now. I would love some any suggestions/feedback for this. Thank you for your time!
The Big RMVXA.Net Community Game Okay so this is an idea I have been playing around with for a while and someone mentioned it in a status earlier tonight and reminded me about posted this, so I have figured it would be a good idea for everyone on the community to chip in together and make a huge community game together. I believe we have attempted something similar before but with a lack of interest so I decided we should probably try again and try to give a bit more gusto than those previous attempt's, I mean we have some of the best people in the rmvxa community right here, People who can make events looks like work's of art, people who can make script's look like they were created by someone from the future, people who can make map's look like they were literally painted and were meant to absorb you into the world in it's most literal form. So why not work together and have a brainstorming session? Work on what could be one of the biggest ever game's and best ever game's to be created using Enterbrain's wonderful tool. So what I reckon we need is the following and here is the plan I think:- ==> Brainstorming session for story writer's (What happened in the community game world, was it a huge event that could/would change the course of history entirely, was it the death of a king/queen that sent the kingdom into turmoil and a mercenary took over etc.). ==> Once the foundation is in place we need to discuss memorable features in the game world, Such as monolithic temple's, giant arena's, cities made of gold (literally haha). ==> Then comes the design stage, What scripts will we need? What sort of menu do we want to use? What special features if any do we want in the game? Do we want a normal battle engine or an ABS or SBS etc., Will the game be fully voice acted? ==> Then comes the huge part, The design stage, Mapping, eventing, tutorial section for first time rpg player's, Voice actor's collecting and saying their line's, custom music being created etc., Game website being created to display our game to the world. ==> Then comes the part were we run an Alpha Test to ensure that everything is running smoothly and make sure everything in the game so far make's sense, Does it have the correct feel, is it hitting that niche appeal we were aiming for, does it suite the demographic we want to please? Is this game still a viable option, Bug reports, Fixing any known bugs and error's etc. ==> Design Stage 2, The 2nd stage in the design element doing the same as we were before but with a much clearer direction than in stage 1, Once the foundation is set in stone it should bring everything together nicely. ==> Beta Testing, Fixing any bugs found during Beta, Releasing info to the public that our community game will be launching soon, advertising, website updates, replying to consumer email's etc. ==> Initial Product Release, 1st stage of the game release process, This is the most crucial section as a game will either soar high and ride on the wings of an angel or fall flat on it's face. ==> Patch time, Release a patch to fix any problems that the player's find post release. Estimated Completion Time:- 18 months ~ 36 Month's Non/Commercial: TBD So what does everyone think? Is it viable? Is it a good idea? Should we produce a community game so fantastic it's records will resonate through history like a chariot on fire :oD Post your comments below and let me know what you think :oD