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I've started tinkering on RPGMaker again ever since I worked on this little pet project of mine. I was supposed to make a series of short stories set in an urban fantasy setting, and I had jotted down almost all of the stuff that I wanted to include in it. Lore, characters, affiliations, overall themes, and whatever plotlines that seemed crazy enough to work. And, somewhere along the way, I realized that I wasn't making a story pitch anymore, instead I think I've made enough for a freaking board game. 

 

Enough to base an entire world on. 

 

So, I decided to try making a game based on what I've established for my works. Nothing solid yet though. Just making a few choice locations, characters, and scenarios so far then see if I can use them for an actual game later. If anything, I want to make this game-project as open-ended as a wide open sandbox RPG, stressing on exploration and community-building in a world where making and keeping connections (similar to Persona 3's Social Linking) is the only way to get through.

 

I would also use it as an exercise in playing with, deconstructing, reconstructing, discussing, and lampshade-hanging several Eastern RPG tropes and mechanics that I've grown up with.

 

I can't promise anything concrete yet, but so far the game would involve a silent protagonist, a newcomer to the big city, integrating himself in the living, thriving metropolis as well as the magic community hidden in it. Also, there is no plot. I repeat, no goddamn plot. No world-ending event, no evil overlord, no demonic invasion. Nothing that would ever need the help of a "chosen one". There's just you, the city, and all the ways you could ruin it, rule over it, or leave it as is. 

 

In other words, you can cause all those things mentioned earlier if you want. 

 

 

I would also like to explore and use these certain mechanics in the game:

  • *A "mana pool"-system. Would work as a second form of currency, except that it would deplete until it fills your HP and MP bar to full. Can only be replenished by doing side jobs and missions with the magic community. 
  • *An equipment- and statbuff-based progression system where the player relies more on customizable buffs and weaponry instead of character classes and leveling up. The player uses the mana from said mana pool for this, as well as the next two mechanics. 
  • A "reputation/notoriety" meter that would gauge how much the player is well-known/loved/feared/respected in the magic community depending on your choice of behaviour and friends. You could gain or lose certain items and characters depending on how lawful/chaotic/whatever you are. > I think I can make this work using Events.
  • A magic "Favor" system connected to the previous one, in which you gain the favor of certain lower-myth creatures, fellow magic-users, and even God-like beings if you ever get the latter's unwanted attention to learn new forms of magic. > again, Events, and maybe some tinkering in the Item and Equipment pages.
  • *A "journal" option in the menu where we can keep track of events, past jobs, and connections. 
 

*I'd like some help from any of the programmers here in the RPGMaker forum if they can help whip up some of these marked mechanics like this for me. Thanks. 

 

I'm using this exercise as a way to work out a certain world view I've developed these past few months during my depression. I'm also hoping that this would also help me get me back on my feet again and help me deal with whatever life throws at me again. 

 

That's what I have in mind for my game as of this time. I'd love to hear some comments and critiques, if any :)

 

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This kind of reminds me of Assassin's Creed, minus the overall plot, of course. If you do strive for something like this, I'd hope that some parts at least have some story options in the smaller actions. You said there's options to destroy or rule the city, so if you're gonna give the player the option to do stuff that affects their notoriety and/or status in the city, it'd obviously have to have some kind of dialogue and character interaction to achieve those effects. If the character is just gonna start lighting things on fire or rescuing babies from trees, gameplay alone may not carry your audience through this game, if it seems like everything's just randomly slapped together with no clear purpose or goal.

 

If there's no overall 'main story', that would make sense, because it's clearly gonna be designed to be open-ended gameplay. But consider giving the NPCs and other interactive objects some life so the game isn't all 'press the space bar and see what happens'.

 

Also, asking for direct help for from Ruby programmers is likely not going to shake free many responses. Those who take the time and effort to learn scripting will somethings take requests in specific forums, but all in all, you're gonna have to hunt down already existing scripts for RPGVXA that will handle the mechanics you're lookin' at (pretty much same as everyone else). Trust me, with Ruby scipting, there's no such thing as 'whipping up' a custom script outta nowhere.

 

I know there's a good/evil script out there that would work for your notoriety system. In fact, I think I downloaded it at one point. I'll take some time later today to see if I can blow the dust off it and trace down it's author for crediting purposes.

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this would be an exciting game to play. i'll stay in the loop.

 

as erayachi mentioned a moment ago, asking community scripters for their assistance generally like you have may not play out to your satisfaction unless those members can align your needs with their own. again, as erayachi mentioned, i'm an entry level scripter, so i may be interesting in helping to develop scripts for the game...IF there is a show of continuity in the project and i don't feel it is a waste of my time. let's see where this goes.

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I like the idea. (Sorta sounds like Sims, but more complicated and less of a business/take-care-of-your-person game.) But I think there should be at least a tiny starter plot. Nothing fancy, no epic storyline, but maybe just something for the player to base the character's self on. Still, the idea is very cool....:)

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I know there's a good/evil script out there that would work for your notoriety system. In fact, I think I downloaded it at one point. I'll take some time later today to see if I can blow the dust off it and trace down it's author for crediting purposes.

 

Thanks. Much appreciate it if you do :)

 

 

Also, asking for direct help for from Ruby programmers is likely not going to shake free many responses. Those who take the time and effort to learn scripting will somethings take requests in specific forums, but all in all, you're gonna have to hunt down already existing scripts for RPGVXA that will handle the mechanics you're lookin' at (pretty much same as everyone else). Trust me, with Ruby scipting, there's no such thing as 'whipping up' a custom script outta nowhere.

 

Point taken. I guess I was expecting a little too much there, but was worth a shot. I'm rubbish at anything that involves numbers and programming.

 

 

This kind of reminds me of Assassin's Creed, minus the overall plot, of course. If you do strive for something like this, I'd hope that some parts at least have some story options in the smaller actions. You said there's options to destroy or rule the city, so if you're gonna give the player the option to do stuff that affects their notoriety and/or status in the city, it'd obviously have to have some kind of dialogue and character interaction to achieve those effects. If the character is just gonna start lighting things on fire or rescuing babies from trees, gameplay alone may not carry your audience through this game, if it seems like everything's just randomly slapped together with no clear purpose or goal.

 

If there's no overall 'main story', that would make sense, because it's clearly gonna be designed to be open-ended gameplay. But consider giving the NPCs and other interactive objects some life so the game isn't all 'press the space bar and see what happens'.

 

Dialogue and character interaction are exactly what I have in mind for this game. It also ties in with the Notoriety system I want to apply because, whether the player likes it or not, he will attract the attention of the Powers That Be of the city and his actions and behavior will determine which one of them would include him in their operations and who else would want to get rid of him altogether. 

 

In short, a whole cast of characters, plenty of sidequests, and tons of branching dialogue...

Edited by Cope

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Just a thought, but since others have already mentioned the need for some kind of scenario; however minor, how about making a branching story revolving around the player.  I mean sure you wouldn't make a story that constantly follows you around, not for your game.  Still, what about the occasional break in the action that includes a recap of what the player has done, as well as tidbits about such things as how those actions have affected the people and the world.  I think it would be a long process to write all of those messages considering the many possibilities you've brought to light already, but it might work if you can recruit a couple of writers to assist you.

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Just a thought, but since others have already mentioned the need for some kind of scenario; however minor, how about making a branching story revolving around the player.  

 

Already on it. I'm approaching the story in a series of arcs, each with a central conflict with different groups trying to achieve the same thing, and it's choosing who to side with and how the objective is achieved that will determine which flags are raised. 

 

I'm currently working on the "Pilot" arc, or rather the introduction part, where the MC is being shown the ropes on surviving in the city. 

 

Still, what about the occasional break in the action that includes a recap of what the player has done, as well as tidbits about such things as how those actions have affected the people and the world.

 

I'm tweaking something like that using Events, all the while making sure that the different scenarios and their lasting effects don't overlap with each other.

 

I think it would be a long process to write all of those messages considering the many possibilities you've brought to light already, but it might work if you can recruit a couple of writers to assist you.

 

Hmmm... Good idea. I'll whip up an outline for a couple of arcs I want to explore with and will try your suggestion soon, but in the meantime I'm still designing a few maps. Will get back to you on that soon. Thanks. 

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