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Hi everyone, I am unsure if this is in the right section, sorry if it isn't! Anyway, I am looking for ideas for puzzles in my RMMV project. I keep using the same old "find switches, move the rock, etc" puzzles and they're getting old fast, but I don't have any other ideas. What are some puzzles you guys like to use?
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Last Updated: 4/30/2020 This library is meant so you post ideas about enemies, armors, weapons, actors, etc, and I will update this Library once a week. If you you see a category that the library is lacking, let me know. You can comment your ideas and then I will copy & paste them into our Library. Important Note: If you have a different version of what is already up here, you can still put it down and I'll still save it. Custom Class Rules Custom Classes Custom Skills Custom Weapons Rules Custom Weapons Custom Armor Rules Custom Armor Custom Items Custom States Custom Race Rules Custom Races Custom Enemy Rules Custom Enemies Custom Story Rules Custom Stories
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The Job System on my (Dream) Game [35% Complete]
MASTER7ZERO7 posted a topic in Theory and Development
Since the first post I made 'failed', let's restart this all over again. The game I imagined it to be (at least,) has a job system wherein characters are able to have jobs / roles the player assigned them to have. There are some restrictions however, like gender preferences and / or if the character has their own preferences for a job that fits them. I imagined the system to have a level system, something to define the current proficiency of the character on that particular job. The levels are shown down below: Lvl | Category 1 Starter 2 Rookie 3 Junior Apprentice 4 Senior Apprentice 5 Professional 6 Star Professional* 7 Master Oh by the way, here are the following jobs: Freelancer Warrior* —> Knight —> Paladin | |-> Dark Knight | |-> Rune Knight |-> Lancer —> Dragoon |-> Samurai —> Shogun |-> Berserker Thief —> Ninja —> Assassin |-> Hunter —> Treasure Hunter Archer —> Hunter —> Treasure Hunter |-> Ranger Scholar-> White Mage -> Priest -> | ArchPriest |-> Black Mage -> Conjurer -> | Necromancer |-> Rune Mage —> Elementalist |-> Geomancer |-> Astrologist Bard Dancer Beast Tamer Mime Summoner I'll be listing the ff: jobs' abilities some time later. As I mentioned in the first post, I'll need some recommendations about skills, whether it be buffing or nerfing them (tho I don't have any experience with coding or formulae) revolving around a specific job. But we're gonna skip the stats for now. The jobs are listed down below, together with the assigned skills to them: (Note: I'll just post the Fighter-type, Assassin-type and the Tank-type jobs' skillsets, for now...) — Knight •Shield Charge •Shield Bash •Sword Thrust — Paladin •Sacred Cross •Cleanse — Dark Knight No Skillset — Lancer - Dragoon job tree •Spear Dive •Spear Throw •Spear Stab •Spear Swipe •Rising Spear •Lance Charge •Lance Barrage •Lance Drop — Samurai - Shogun* job tree •Baku (Restraint) •Jinsoku (Swift) •Tsunagari (Link) •Saegiru (Block) •Fū (Seal) •Tsuki (Lunge) •Iai Strike •Shi (Death) •Handan (Judgement) •Kowareru (Break) •Zan (Rend) •Shokei (Execution) •Zangeki (Slash) — Berserker No Skillset yet — Rune Knight • Spellblade • Rune Enchantment: (any of the ff:**) Fira / Thundara / Hydrora / Stonera / Aerora / Blizzara —Thief - Ninja - Assassin •Steal / Mug •Hide •Back Attack •Sneak Attack •Trick Attack •Stealth Attack —Ninja-exclusive •Katon* (Fire) •Suiton* (Water) •Raiton* (Thunder) •Doton* (Earth) •Fujin* (Air) •Hyōton* (Ice) •In* (Shadow) —Assassin-exclusive •Assassinate •Conceal •Stun Clap * Not sure if the translation is accurate or fitting for the intended skill Feel free to post some recommendations or suggestions for the ff: job, as well as their skillsets and abilities. P.S. Keep safe from the coronavirus, wash ur hands and be healthy- 1 reply
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Alternate Casting Systems (The OP Mage Problem)
That One NPC posted a topic in Theory and Development
I have a somewhat unique problem, and it requires an explanation. Since 2011, I have been developing a Final Fantasy tribute story. This is my pride and joy as a storyteller, but it wasn’t created as an rpg. Since my late return to RM, I’ve begun to seriously consider adapting this to a non-commercial JRPG. This comes with a plethora of technical issues and hiccups that need to be reconciled. One of the major hiccups being Casius Magnus. Cas is a Black Mage from my verse. They don’t toss magic around in cheap, or use it as a weapon at the drop of a dime. It’s a power given to mortals by the Gods, and the Black Mage people recognize and respect this. It is a very rare, extreme occasion that any Black Mage casts a spell. (This is done so magic never becomes some cheap parlor trick.) After centuries of ancient warfare with Odinspawn, the Black Mage people migrated to the most savage, uninhabitable part of the world. Rather than depend on magic to solve their problems, they developed proficient martial arts used to disarm and counter foes. Now for my story, this worked just fine. Cas always shows a great deal of restraint so his OP nature never became a visible problem. If anything, he ended up being the guardian angel of the group. Now for JRPG format…this is a serious problem. The story and characters are so developed, it’s hard to just hack and slash at them, changing things to suit the needs of the format - I’d sooner not make the game if that’s what it comes to. I have thought about several solutions to this conundrum: Nurf his physical power (which essentially makes him like any other mage, and takes away from his people’s backstory and culture.) Nurf his Magic (same results just reversed) Adjust spell ‘learning curve’ Adjust Max MP curve Use his spells like a ‘limit break’ feature, only being accessible when his health reaches a certain %, or the HP of party members Or make the top shelf spells only available when his HP is at a certain % Needless to say, I can’t reconcile the nature of the character with the rpg format. I would have to toss everything about my Back Mages out the window and make them like any other we’ve seen before. -
So I'm in the story where my character has to train up to lvl 10, then he can unlock a quest. So he goes to a Training Island where many battlers go as well. So, my question is: What kind of atmosphere should the map be like and what kind of challenges(e.g. Battlers, Monsters, etc) should he face? If you can help me out with this, I would really appreciate it. Thanks in Advance, W.M.K Game: Land of Calgwin™ Beta 0.2b Link: https://wmk.itch.io/land-of-calgwin-beta
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Hi! I want to make a skill that "captures an enemy" (lowers enemy's defense and magic defense while stunning them for three turns) but in returns, stuns the user in the process in a "Capturing state" (Prevents from attacking), but has a chance to lose the state if attacked, and if the user loses his state, so does the enemy and vice versa. I tried to do it in the damage formula, but it is not working, is there a way to do this?
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Hey there! Whats up? I just want some suggestions about races, i'm making a game where the races are all anthropomorphic animals, but i need ideas about the races and the skills. This game is going to be an ABS dungeon/puzzle based, the player will have some tools to get through them, but i want to give the races some unique abilities. I will put some examples for you too know what type of skills i'm looking for. The Frog Skill 1 - Jump to higher places, over rifts and cliffs Skill 2 - Take items and enemies with its tounge, use it as a rope to reach to the other place when jumping is not good enough. The Wolf Skill 1 - Night vision Skill 2 - Call pack (other wolves to help him in battle) The Rat Skill 1 - Crawl to a hole in the wall to reach secret places. Skill 2 - Sneak attack! I hope you can give me some usefull ideas.
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Hey, you can call me Ryoji and been a RPGMAKER since last year. ( still a noob )So I am making a game with still no title. So the plot goes on like the hero's group along with the hero went to kill the demon lord they were about to kill it but it was a surprise there were 7 demon generals without there knowledge all of them dies... and the world was plunge to the demon's control. After 5 years... some part of the world had coexistant with the demons and nondemons and a girl had the hero's bloodline fell inlove with a demon... and had a son named Ren. So yeah you get it hehehhee. It is up to the player;s decision to let the humanity take over and let the demon side go rampant. So uhmmm I'm done with making the intro about introducing the world and all but I need help in making the scenese... So I wanted like how will I conjoin the simultaneously appearance of the 7 demon generals after the demon lord called them like a flashing simultaneous or a teleporting animation simultaneously.... what commands, event progression will i use? Also need idea about plot development. Need Helpp!!!!!!!!!!!!!!!!!!!!! I'm open to suggestionsssssssssssss and assistanceeeee.
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So, What are you working on? What genre is your project? What is your project's story? What elements of your game are you focusing on? What features and scripts will you be implementing? Post a short summary below.
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Hello you lovely people! Soooo, I have a mind that goes in 50 directions at once. I'll be thinking about new eventing systems for my roleplay one second, then how much I love this cookie I'm eating the next (it's delicious by the way, so be jealous, very jealous. <3). If there's one thing I hate about my thought process, though, it's that I'll lose track of what I was thinking about before I went off track and not be able to remember it. I'm going to use this thread to (kind of) store my ideas and concepts as I make them. I'll also be including any current progress and/or roadblocks I've run into in the design process. Anything I feel is worthy to throw in here is open for critique, suggestions, questions, and open source usage/testing. (Donations in the form of hugs, kisses, and anything delicious are are always welcome though ) If I post any completed concepts, feel free to ask for a more in-depth explanation, or even a tutorial on how to make the idea/system work properly, and I'll do my best to help. I'll even throw in a free hug if you're really needing a confidence booster <3 By the by, the by, these ideas are almost solely based around eventing. I have no scripting knowledge whatsoever, but if any of these ideas require a script to my knowledge, I will try to include it in the description. Theories (Any ideas I haven't delved into yet I'll post here. This is where I'm still picking out the ingredients, so to speak.) Dynamic Maps Works-in-Progress (This section is for stuffs currently in development. I have the ingredients, but I still need to come up with the right recipes and put them into practice. ) Line of Sight/Stealth System Active Battle System Trial Stage (This is for ideas that are ready for testing and minor balancing/tweaks. Perfecting the recipe, taste testing, etc. ) (None yet, but feel free to check back later for progress updates!) Finished Product (All completed ideas here. The cookies are hot, right out of the oven, and ready for munching! Just don't forget the milk ) Distance and Direction System
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Greetings everyone ! The matter of this topic is that , I've been recently giving myself to parallax mapping . As it may be a little hard to render , I do consent that gives out a lot more smoothly . So here are my two questions : First : Would you still play a game and think it is good-looking even though it isn't parallax mapping ( imagining that the creator of the video game still spent a lot of time making those maps so they would look attractive anyway.) Second : Here is my two very first mapping , therefore I wish for your opinions and advices . Please , keep in mind that these are first attempts . (Normally , there are also little fairy-like particles that are smoothly flickering to give some depth but I could not include them .) [The first map (entitled "Chrysalum Cove") is meant to be a gloomy and remote cove/cave that yet inspires enchantement and captivation. I do not have much story about it yet but it is supposed to keep hidden a ressourceful slash ancient tree . The second one [no name yet] is meant to be a nature , ancient-looking forest slash ruin's entrance . ] EDIT : I just noticed that there is a blue-shaded square near the lower part of the first map , please do not mind it . I do not even know why it is even here since it isn't on the original file . I am looking forward for your replies ! Thank you .
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I have stats that I'm not using. These are the stats. HP - Used for health MP - Used for MP Atk - used for attack Defense - Used for defense AGI - Speed Mat - Unused MDF - Unused Luk - Don't want to use Is there anything I can use MAT and MDF for? For example, another game MAT is skill strength and MDF is special strength and ATK is weapon strength. On the game I'm currently making, I don't know what to use MAT and MDF for. It doesn't matter that much but I like to use all stats(except for luck).
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Hello, i am thinking about making a pet game which let player upload their pet status on my host server, and then when a player declare a battle, system will pick a random profile from the server and generate a clone pet base on it. Battle is automatically, player can watch only. How do you guys think? I make this game for fun only, player can upload their own picture as profile picture too Currently i am stuck at rising pet system, any help is welcome (Game balance, eggs' hatching time, pets' life time, food, pets' attributes...)
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Okay so here's the situation. I got rpg maker vx ace because i wanted to start making a really good rpg. However my idea of a good story and what your idea of a good story is are two completely different things. I need a story but not just any story an epic story. One driven and created by the community of people who want to play this game. So im here to see what you guys have as ideas. Characters, Beginning plot, Bosses, Mechanics anything and everything. I mean i could make the usual save the princess from mister meany or save the world from very bad guy. But i want something complex something worth spending 16 to 24 hours of your life or more to play i need twists i need everything good. But i don't know whats intriguing you guys do. So tell me what you find intriguing so i can make it a reality.
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Okay, so I want to take on a second game, soley because of the fact that I can't work on Angry Gay Makeup Exam because it's a For Fun pet project between me and a friend and he got upset that I was doing too much work? So I gave him the job of mapping so I get long breaks before I have to do things. That being said I really want to do a Magical Girl themed RPG and I had a character sitting around and decided to build a story around her. [No Title Yet] Story (Warning, Alot of things don't have names yet, so I'll put them in quotes) Characters Gameplay Setting/Feel But yeah critiques, ideas, thing you'd wanna see, etc, is this idea even worthwhile? Please tell me.
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So yeah, Maki here! I've been liking Ainu for quite some time (They even became my topic of presentation in the Final Practical Exam for the last semester of high school!), and I'm thinking of making a game (mainly) based on their mythology. This is a small, casual project, and since I'm bad with staying in a project and a great procrastinator, I'm not even sure if this project would actually finish. I still need some feedback and comments though, since my life force is filled by absorbing the mental energy from them those usually help me lift my spirit and learn more. Most of the resources are from the RTP though, so don't expect many fancy custom arts XP Strafe of Spirits Overview: Strafe of Spirits is an adventure RPG where the player traverse around a world based on the Ainu (and a bit of Japanese) mythology. The player will control a girl archer named Pirka in a quest to find the answer behind a strange happening in her world, while helping people and non-people along the way. Ainu? The Ainu are an indigenous people mainly found in Northern Japan. It is widely believed that they were more widespread in earlier times, but were pushed back up north when the wave of people from China resides in mainland Japan. It took a very, very long time however, for Ainu to gain acceptance officially as Japan's indigenous. After times of forced-assimilation, the Ainu finally gain official status in 2008. Ainu has quite different... Stuff from mainstream Japan that makes them unique; the culture, language and even portion of their physical appearance can rather easily be recognized. In video games, one example of Ainu culture getting attention is Ookami. There are many references of Ainu culture in that game. As for physical game, the Gusto and Ritual Beast archetype of Yu-Gi-Oh! is based on Ainu. Too bad much of the TCG translation butchered the lore. Oh, well... The Story: Gameplay: Characters! So I think that's it for now! I'll add more later, I'm too sleepy now I started to write Harry Potter in flawless Latin instead. Constructive feedback and comments are always welcome~
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Twelve-year-old Peter is living happily with his parents and older siblings. They're not perfect, but he, like any child, believes nothing can break their family apart. Until a dreary rainy day comes by... Cooped up inside the house bored and with nobody to play with, Peter tries get his family together to play some games. However, he accidentally discovers his parents arguing, accusing each other and finally, threatening to divorce. Peter decides not to let that happen and sets off to find something that would remind them of their love for each other. While searching for that precious something, Peter finds a door into another world (think Coraline). This world mirrors his own, but the people who live there are alternate versions of his own family. (e.g. Mom is strict, cynical, and terrible at cooking, Parallel Mom is childish, but is a pro in the kitchen) This Parallel family is going through problems of their own, and spending time with them might help Peter figure out how to deal with the fighting back home. ~ So the above is a quick summary of Home, a visual novel idea I've had for awhile. However I've hit a bit of a block and I was wondering if I could get some feedback or suggestions that I could use to build up on. I really want to focus on the relationships between Peter and the Parallel family and have that reflect on his own family. I want to include up to three endings depending on dialogue choices and actions taken, but... I was also thinking, the "precious something" mentioned above would be a special picture (a wedding photo, perhaps?) that was torn up and hidden all over the house. When you find all the pieces, it would unlock the best ending where the parents stay together and mend their differences. So, any ideas?
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This is basically logic planning because I for one, am not too sure HOW to plan this out. I'd really appreciate any help in how this can go around. So I have this game idea for a while now that revolves around three playable characters for a horror/fantasy genre. Now each character has advantages and disadvantages but also have different perspectives in how they see the world: basically one sees colors differently while the other two see normally but one of them is deaf (I've YET to figure out how this can be implemented like visual sound waves or what). Like monkey sees no evil, speak no evil, hear no evil. I've read that switching characters can be done with changing the lead actor but I'm wondering if perspectives can be switched too. Basically like switching to the char who sees color differently while change the world's background according to that (basically parallax mapping for that). Oh and depending which character is chosen, they can use their abilities up front. Is that possible and...how? I'm not too sure I know the answer to that myself. Oh, and this will not have turn-based battles. The switching of characters and their advantages will happen in like real time(?) of the game. I don't even know if I explain this while... :/ If I'm not clear, please let me know, Edit: Btw I want to really limit scripting if possible, even though I can expect this idea to be too challenging for one person-cough. And if this will be impossible or hard, then I won't try this idea. If it can, then I'll talk more about this idea I'm trying.
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so i need help with my game like ideas for mini games and story as i got this name of player zack weapon apple watch (i wanted something dumb) story some evil (i dont know what yet) is taking over disney world and only zack can stop it i need more ideas
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Hello, my name is Cheynise and well, I'm new to this whole thing (not the engine btw, I've been practicing here and there with it). I'd like to discuss on logics and directions on certain gameplay elements and if they can be integrated with or without a script. I'm working on a demo game that once I get down to the main mechanics, I can go straight to designing 2 game ideas I have: one being a survival simulator, which is a little like Lone Survivor (though not entirely with invisible gauges), and a dating sim but with stats. I've not gotten down the whole list of what mechanics I need to discuss but as I progress on my demo, I'll ask more in this forum. If this demo comes out good, I'll showcase to everyone so they can use it as reference. I won't be jumping onto my ideas so soon until I fully know I can do these steps on this demo. 1st major mechanic is time progression but not by seconds, minutes or hours. Basically both ideas I have do have a similar approach to some life sim games like Persona, Dandelion, etc - time being divided into periods and each period can only be progressed after completing a number of events or action points I guess. There is a calendar involved and a deadline (like Persona, you have only one year) but time does not progress like a clock. I've tried looking at how to do this but I'm not too sure if I'm on the right track and most tutorials revolve around time ticking by. If anyone can help me out, that would be great. Doesn't have to be just finding tutorials, can also be discussing logic if this sort of thing can be done with the events and such (though I'm wondering how events can be reset when a new day comes in game but still keep items/stats untouched). Thank you for taking your time. Here's how my demo will be looking btw. It's simple right now, with collision included. Bleh. (click to enlarge)
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Okay, I have/need ten active skills for each of my protagonists. But my problem is developing enemy skills to make fights challenging. Would it be good to clone the skills the actors have? Can you suggest some unique enemy skills? Rules: 1) Enemy and ally SP and TP start at 0 in every battle. So everyone starts from scratch. Growth depends on max SP and TP. 2) Battles are set in MOG's ATB System, with ATB Gain set to Fomar's ATB system. So AGI doesn't affect the gauge too much. 3) Only a few status ailments exist in this game (I could expand but still trying to fine-tune things with scripts): Bleeding deals damage per turn and stacks up to 7 times. Each stack adds 2% MaxHP damage. Stupid disables use of all skills. Items can still be used (because any idiot can eat a chocolate bar or drink beer) Feeble halves all basic stats. Slow halves your ATB gauge. Can be healed with Haste or waiting it out. Combo Set-Up makes you vulnerable for the next hit (damage taken). Stun stuns targets, halting their ATB gauge for a set time.. 4) Base maximum active skills are six slots for all actors. Enemies have roughly unlimited slots but I wan to limit it slightly. Here is a list of the character skillsets: Do you want me to delve into each character's skills for a better grasp? let me know so I can edit it accordingly. My enemies are set in a ten-level dungeon, so they get harder as you go up. Their skills so far include stunning allies, halting their ATB gauge, substantial stat growth, and Defensive debuffs. Enemy Skills: So yeah, I need help mostly with enemy skills but please suggest what you think might help. I would appreciate it. Got most of the battle system prepped and ready to go and am working on the maps. I hope you guys can share your thoughts and ideas.
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So is this type of battle do-able? Your character versus someone with an argument. The opponent will basically barrage you with their argument and at certain times, you can choose an item (Evidence or Profile) and counter it. If you get it wrong, a 'strike' is dealt to you. Certain number of wrong answers and you lose. Need more explaining or is this good?
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Heloooo everybody! Do you want to see what is my own favorite characters like? Do you want to see how cool, strong, special my own made character are? Yes, i do want to see yours! So, for the love of RPG game! Let us show our own made great characters, everybody!! ########################################### But we must give them a same form. Also,they must have balance to each others. We don't want a super strong, unbeatable, ridiculous character here. 1) Each character CAN'T have more than 2 skills and less than 1 skill. a, The #1 skill is called S-A : it's usually used for harming, dealing damage, cursing, attacking enemies (optional) b, The #2 skill is called S-B : it's usually used for healing, boosting, defending ... sometime dealing damage, give states too (optional) c, Skill S-A can be only used by Leader and skill S-B can be only used by Supporter (those are the position we're going to assign to them before each battles) ########################################### Here is sample and the first one: Appearance: Name: Sermin Tristis Element: Dark Profile: (Optional) Had been sealed and hidden at bottom of The Dead's River in the Hell. Some how she has been released and therefor, now she is on a long journey for seeking who did that to her. ATK: 250 | DEF: 100 | MAT: 140 | DMG: 95 Rage-S: 1 (Rage speed: The amount adds to raging stat every 0.5 second. When the raging bar full at 100, characters can cast their S-A/ S-B skill) AVD: 30% (Chance to avoid attacks) SPD: 6 (Speed, who has higher speed takes the first turn) LUK: 20 (Luck, Adding some random bonuses) S-A: Fierce Tornaldo (19 hits) > Cut enemy at crazy speed in berserk state, +25% Hit chance / +5% Crit chance The last strike lift enemy up about 1,5m (give supporter the chance for sequent attacks) > 115% * a.atk * 19 + random (luk / 3) - b.def * 19 S-B: The Dead's Aura > Create a shield which can absorb max of 1000 DMG (both of physical & magical attacks) on the Leader Last for 5s, 20% give Curse state on Enemy's Leader ######################################################## How about it eh
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So I have been thinking up ways of making the battles in my game unique but then I thought I won't be the one playing this game you guys will so what are your opinions on a good battle and what makes it memorable? Is it the strategy involved? The needing to grind to destroy your enemy with OP attacks? I want to make it interesting so please, if you have any thoughts tell me ^~^ From your very own Apple Seed, Knighterius.
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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.
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