Brosephus 7 Posted March 12, 2016 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. Share this post Link to post Share on other sites
lonequeso 1,921 Posted March 12, 2016 What am I working on? Umm... everything My game is a traditional turn based fantasy RPG. Swords 'n' magic 'n' dragons and the like. There are firearms. Gunpowder is starting to become used more often. The most technologically advanced region has begun an industrial revolution. The plot I'm keeping under wraps for now. The biggest focus of my game is giving the player a ton of freedom regarding skills and character classes. There s no skill tree though. I have a simple skill mastery system. All you have to do is use a skill in battle X times. In a very simple way, the characters grow based on the player's play style. I do have a full fledged Stat Point system. HP and MP still use curves, butevery other parameter increases when the player spends Ability Points that are gained on level up. I'm trying to have a diverse amount of equipment as well. There's 13 weapon types and 8 armor. There are a ton of classes. Before too long, the player will have a ten actors in their party. Every actor except the MC has 3 base classes. Each of those has a Tier 2 class. The MC remains the same class throughout. There's 55 classes total. The Tier 2 classes give higher passive stat bonuses and, of course, better skills. Most classes are available as soon as that actor is in the party, but some have to be unlocked. Skills that are mastered are part of the requirements to upgrade classes. However, mastered skills transfer over to any class the actor changes to. All of that diversity demands having some complexity in the battle system. I have a ton of states plus all the standard buffs. Coincidentally, the ten elements that RTP has are the ten I had planned to use before i even had the program. I use Yanfly's Ace Battle Engine and Party System both because it looks and feels better and I can allow the player to switch party members in and out of the active party. Aside from some of the first enemies in game, the battles are made to be tough. With all the skills and classes the player has at their disposal not to mention 10 party members, enemies must be diverse as well. I make full use of all the parameters Ace allows you to edit. I'm using Hime's Enemy Conditions to make them smarter too. You have to use strategy to be successful. Aside from gameplay, story is a big focus of mine. It's an RPG after all. I love developing characters and writing dialogue. All my actors are unique so they're a pretty diverse group. I go into some depth about the world and it's history. A lot of that is optional stuff the player can read by interacting with the many many bookshelves found in the game. The world itself is quite cliche. Typical alternate Earth complete with Heaven and Hell. I even gave them appropriately cliche names. Terra, Eden, and Hades. The game is a bit of a hybrid of linear and open story. Certain parts of story lend themselves better to one over the other. For example, the beginning of the game is very linear. That's because I wanted actors to join the party at specific points. It's far easier to keep things balanced that way. It opens a bit before long. There's plenty of opportunity to do main quests in a different order, and a decent amount of sidequests. Lastly, there's exploration. My overworld map is actually pretty small so there's not as much opportunity for exploration in it. Instead I make my towns pretty big and have enough hidden goodies and sidequests to make the player want to tlak to everyone and search everywhere. My dungeons typically have a god amount of hidden treasure as well. I lied. This is the last. Speaking of dungeons, I'm a huge fan of Legend of Zelda style dungeons. Puzzles. Lots of puzzles. Just wandering through endless tunnels facing random encounter after random encounter gets tedious. Puzzles break that monotony up. Sadly, many RPGs I've played have overly simplistic puzzles. To me that defeats the purpose of having them. I try to stay away from games rated E. Making a game that a six year old can pick up and complete requires things to be simplified a bit. Besides, game's with "mature content" are way more fun, am I right? That being said, I try to put some complexity and difficulty in my puzzles. Just like enemies, the puzzles get harder as you progress. If you encounter a simple one,you will almost always see a harder version later. See? Told ya I was working on everything. 2 Share this post Link to post Share on other sites
Rezanta 373 Posted March 12, 2016 I'm currently working on Scalvose: Dark Tides, which is a fantasy/adventure game. To start off, you start in a small fishing place called Zerl, in which you play as Will, the main character to start things off.Alright! Summaries! A nightmare for readers? don't know... The story starts when you meet Zek in Lek's casino. Right after his fateful encounter, you end up running into Thyrois and Deiroace, both of which talk about a large being being drawn by a large cluster of dark matter found on the third sun of Scalvose's solar system. To make things worse, you have to travel to many different locations, and eventually you're hunted down for being a god. I'll share the quotes, since they aren't going to really spoil anything. "So, Will, you decided to actually join me in the world of the living." "W-Wane?" "Don't worry. We've made it." "What happened to Xerian?" "Well... After he decided to help out with our dilemma, he vanished into thin air." The elements I mainly want to focus on are the turn-based combat and story of the game. There's hidden bosses riddled in the whole game, some definitely harder than others, and even if there's some dungeon crawling involved, there's always a reason. 1 Share this post Link to post Share on other sites
Guyver 65 Posted March 12, 2016 There's 55 classes total. How did you do your mage classes? Did you break them down into Fire Mage/Lightning Mage/etc? Share this post Link to post Share on other sites
lonequeso 1,921 Posted March 12, 2016 More into roles. Damager, Healer, Supporter, Debilitator, Hybrid. Take the first magic user that joins you. His first class is Wizard. Pretty standard damager. Single and Multi-Target skills, and a MDF debuff are his early ones. The next is Seer. More of a Hybrid. He has one unique skill that allows him to evade all damage for 2 turns. He can protect the party from status ailments, and cause random ones to enemies. He has a couple damaging skills. Last is Trickster. Debilitator class. His focus is debuffs and status conditions. Creating balanced combat roles takes precedent over elements. Typically, each class will have at least two skills that deal different elemental damage. So far Wizard uses Wind and Thunder; Seer uses Ice and Water, Trickster uses Physical and Fire. I only made skills up to level 20 so far for every class. Each tier 1 class has 6 skills at that point. I haven't decided how many more I'm going to add for those. Share this post Link to post Share on other sites
Guyver 65 Posted March 12, 2016 (edited) More into roles. Damager, Healer, Supporter, Debilitator, Hybrid. Take the first magic user that joins you. His first class is Wizard. Pretty standard damager. Single and Multi-Target skills, and a MDF debuff are his early ones. The next is Seer. More of a Hybrid. He has one unique skill that allows him to evade all damage for 2 turns. He can protect the party from status ailments, and cause random ones to enemies. He has a couple damaging skills. Last is Trickster. Debilitator class. His focus is debuffs and status conditions. Creating balanced combat roles takes precedent over elements. Typically, each class will have at least two skills that deal different elemental damage. So far Wizard uses Wind and Thunder; Seer uses Ice and Water, Trickster uses Physical and Fire. I only made skills up to level 20 so far for every class. Each tier 1 class has 6 skills at that point. I haven't decided how many more I'm going to add for those. Ah, 55 classes seemed like a lot at first glance so I thought you might have broken down your mages because one of the easier classes to do that with. I was thinking of doing that with my game, but haven't taken the plunge because I'm horribly lazy and don't want to tweak all of them. I only have 48 classes in my game, 12 of which are monster only classes that they're locked to because of my monster arena sidequest. Right now I have the standard mage, who has a variety of elements at their disposal and the scholar who I turned into a less offensive based mage and more into a buff/debuffer for various parameters that no other class can touch. You need someone at level 35 with both mage and scholar to became a grand sorcerer who is pretty much the guy that rains hellfire down upon the enemy. I was debating on up the requirements for the grand sorcerer into several other mage subclasses that specialize in various elements but ehhhh. Since you shared your classes, I'll share some of my caster classes too. Cleric + scholar = Astrologer, which is loaded with gravity attacks and can deal severe damage to blinded foes as well as act as a sort of time mage with minor healing support. The shaman is a melee and magic hybrid class. They're pretty adept at countering status effects and giving allies a lot of elemental resistances. Their main attacks however are melee and magic based, which involve debuffing the enemy with an elemental debuff and following up with a vicious claw attack. For example, the enemy will receive the Darktouched debuff which reduces their dark resistance by 250% and then they'll be hit with Void Claw, dealing massive damage which removes the debuff after so only the shaman can use it. The necromancer bolsters high hp and uses their own health to cast skills, most of which inflict devastating status effects and can turn the battlefield into a graveyard that increases holy damage done. Bladedancer is a hybrid class with alternating battle auras, one of which being the magic striker. It gives them access to greatstaves and allows them to double cast magic. The alchemist uses items to create powerful magics in combat, while mostly offensive, it is the only class in the game that can use a mega elixer type skill besides the gambler. They can also use magics they've learned from the other caster classes to create quick, but volatile explosives for a less potent, but cheaper affect. Your trickster = a Saboteur for me. It requires a level 25 thief and strictly handles debuffs, but is a melee class soooooo... Blue mages are pretty obvious, they take the enemies powerful skills and turn their own power against them. I have quite a few interesting skills in the game that the blue mage can make use of. Edited March 12, 2016 by Guyver 1 Share this post Link to post Share on other sites
Lord Vectra 414 Posted March 12, 2016 (edited) What am I working on. I'm working on my first project, World of Chaos. There are four classes, some temporarily party members will have a different class; for example, Forest Knight. Genre The genre is an Action Role-Playing game. Story Story of my project is: 5 Heroes are chosen by the 9 Gods of the elements to slay the 5 enemies of order. Afterwards, the heroes come together to face off the great threat, King Magnificent, God of Chaos. It's a bit hard to explain but this isn't all the story has to offer. The series (World of Chaos is a series) focuses more on the individual heroes. This is what I mean: Every 6 games is one generation. 5 being each hero and the 6th which has all of them. Here's what I mean...Gen 1 = I - VIGen 2 = VII - XIIGen 3 = XIII - XVIIIGen 4 = XIX - XXIVand so on and so on.. Each of the 5 heroes has their own game who fight their opposing general. The 6th one is where all 5 join to fight the main evil. For example, the 1st generation...Hero > Opposing GeneralDreg > AppopalisisFalcon Murrine > King ShenCassandra > Magi Zao ZaoMenestra > DraculaCaptain Shard > BullAll 5 > King Magnificent(Chaos God) Elements I'm focusing on I'm focusing on quests and gameplay. I recently had to event loading screens because I started getting bugs and it started lagging on certain maps. As far as quests, It'll be bigger than I expected because the level difference between tiers is 10. Features Tiers - There are tiers for weapons, armors, enemies, and quests.Each tier, depending on object, shows the level of which the object is. Weapon.TierTier 1: Level 1 - 9Tier 2: Level 10 - 19; + 1 rune slot; +10% ATKTier 3: Level 20 - 29; + 2 rune slots; +20% ATKTier 4: 30 - 40; + 3 rune slots; +30% ATKSome weapons are pre-enchanted and, depending on the enchantment, you may lose a rune slot or gain one. I do a plus/negative formula to find out how many rune slots.x = # of Negative effectsy = # of Positive effectsz = # of rune slots (+ or -) x - y = zArmor.TierArmors are pre-enchanted and can not be enchanted. They follow the same rules as weapons when it comes to enchantments. Armors go by DEF bonuses rather than ATK bonuses. The percentage and levels are the same for both weapon and armor.Runes/Weapon UpgradesThe strength of the pre-enchanted equipment also plays a part in how many rune slots you have left. Rune are used to enchant or upgrade your weapons.Enemy.TierTier 1 = Level 1 - 9Tier 2 = Level 10 - 19; +10% Stat BonusTier 3 = 20 - 29; +20% Stat BonusTier 4 = 30 - 40; +30% Stat BonusQuest.TierTier 1 = Level 1 - 9; any equipmentTier 2 = Level 10 - 19; any equipmentTier 3 = Level 20 - 29; Tier 2 or higher equipmentTier 4 = Level 30 - 39; Tier 3 or higher equipmentTier 5 = Level 40+; Tier 4 EquipmentYou'll be notified of the quest's tier if it is higher than Tier 1. This is to show what equipment you should have before entering. If you don't, you'll have a difficult time beating it.Cooldown/Warmup SystemAll skills have cooldown but not all have warmup. Currently, only a few have warmup. A skill's cooldown depends on it's original MP cost. Some skills, like heal, has a higher cooldown than some. This is so you can't spam a spell or skill over and over.Heroic MissionsHeroic missions are similar to "Test of Valor" missions in Ninja Gaiden II. If your level is equal to or greater than the required level, you may enter. Once you start the mission, your skills will be tested. If you pass, you get stat bonuses and, on some missions, you get more. The tiers of Heroic Missions are the same as Quest Tiers.Skill DiversityIn the World of Chaos demo, I've been told, by a friend, that the skills of the actors are too similar. I will assure you that they are diverse but it was so early in the game so you wouldn't have seen it. The diversity starts at level 9, the level you become after you finish with the first boss in the game. After that, you'll see a difference in the skills they learn. It get's really interesting once you reach level 25 (can't tell you what or I would be giving you spoilers). Quest SystemAs specified before, they are tiers. Your quest journal will, instead, give you the recommended level rather than the Tier. It used to tell you tiers but the level difference between Tiers were too big (10 level difference) so it shows you level instead.Achievements SystemI recently added an Achievement system for those who would like that.Crafting SystemYou can now craft things but only certain things (which you have to buy the recipe). I've added Granite, a high defensive metal, and I added something called Izukrum which is used by the Orcs. A recipe you learn near the beginning is Long-Edge, a long katana with a longer handle than most and has a crystal at the end of the handle (which determines it's attack element). Can only be used by Battle-Mages (the main character). You must be level 26 to equip it so you have it but it'll be a long time before you're able to use it.Random LootBy my game being open-world, I made a random loot system. The type of chest determines what equipment you will get. Wooden Chests gives you the basic items (HP, MP potion) along with junk items (wolf fur, burnt book, etc.) A chest will always give you 2 items so your chances are a bit higher if you want or need something specific.Encyclopedia (isn't new but wasn't specified before)You have an encyclopedia of armors, weapons, items, and skills. This, in a way, tells you how much you have explored. I say in a way because some items aren't in the encyclopedia such as Quest Items.Equipment TypesI have added a few new equipment types that work as adjectives.As was specified in "World of Chaos Progress and Plans II", there is a tier system for armors, weapons, and items. There are sub-types like Equipment Sets, Legendary, and Legendary Artifact.Equipment sets are more common yet you need the entire set or else it's just another armor.Legendary equipment is rarer; they are called Legendary because they have more enchantments than the max of most weapons at that level.Legendary Artifacts are one-of-a-kind items. Those are items where, the one you get, is going to be the ONLY one you get. Legendary Artifacts are like Legendary but they receive an EXTRA enchantment.Full Screen OptionalBefore entering the title screen, you are asked if you want it full screen. When Full Screen, there is a REALLY SMALL delay but it goes away once the game starts.Loading SystemDue to this feature, there are NO MORE BUGS in the game! I found out that the program was getting glitches because it was trying to process a ton of things at once.I had to event loading screens because I had too many parallel process common events. I found that this would also be a great way to show lore for you to read it while you're waiting. Loading Screen only pops up on certain maps that needs time to load.Integer Slip DMGPercentages were doing way too much damage, especially against bosses. As a result, I was able to find a script that allowed me to use an integer which made things a lot easier for me.Victory AftermathI'm using Yanfly's Aftermath script; I'm mainly using it so you can see your EXP bar rather than having to go to the status to see. Though, it is cool to see how your stats change from one level to the next.AutosaveI have it set where it only saves on transfer. Meaning, you will still have to save but don't worry, I'm not going to have a Tank Boss drop from the sky out of nowhere with no warning.Change Equip During BattleYou can now change your equipment during battle. It won't cost a turn but there is a 2 turn cooldown before you can switch again. This is a good feature to use against enemies who weaknesses you're trying to find or enemies (like Revenants) who can vary in elements (Earth Revenant, Fire Revenant, etc.) Really useful against bosses who change their element mid-battle.Inventory SystemEach weapon has a weight that is specified by a formula I created. The current formula for the party's inventory is (Level * 100). It may vary later on but that's the current formula.Storage SystemWorks well with the inventory system. If you must put something away (due to lack of room), you can put it in a storage (in your house) to avoid having to destroy it."Junk" skillThis is a level 1 skill you'll see (can remember which category). You basically destroy items by using this but you get 25% of it's value back. Sell Only Shops are similar but give 50% back. Difficulty SystemWe all know how these work; you pick a difficulty and roll with it.Here are the difficulties:Normal: No ChangeApprentice: +10% Enemy stats and EXP, - 10% GoldMan of Bravery: +20% Enemy stats and EXP, - 20% GoldMan of Valor: +30% Enemy stats and EXP, -30% GoldMan of the Ten: +40% Enemy stats and EXP, -40% GoldTrue Chosen Savior: +50% Enemy stats and EXP, -50% Gold Edited March 16, 2016 by Vectra 2 Share this post Link to post Share on other sites
Rikifive 3,411 Posted March 12, 2016 What I'm working on isn't interesting I think. ( ͡° ͜ʖ ͡°) But... What are you working on? On a ponified game. What genre is your project? Local Multiplayer Semi-Rogue-like (not 100% sure though) Musical Kid Friendly Turn Based RPG What is your project's story? Well... it's all about a unicorn who studies the Magic of Friendship. Okay that's enough of that! ( ͡° ͜ʖ ͡°) What elements of your game are you focusing on? Mainly on local multiplayer ~ to make it extremely enjoyable when playing with a friend ~ single player will work as well! I'll be focusing on recreating the story of the show and turning it into an RPG ~ I plan to put tons of minigames as well. What I'm focusing on most, is to make it as much non-defaultish (RTPish) looking as possible. What features and scripts will you be implementing? - LOCAL COOP!!!!!!!!!!!!! You'll be totally able to play that game with your best friend!! =3 You'll be able to toggle singleplayer/local coop modes in mid-game in save points, so that you'll not get stuck when somebody decides to not play the game with you anymore ~ ~ and also everybody can join you anytime! =3 - Many hours of gameplay due to amount of minigames and side-things to do (~20-40+++) (as an example for side things I could refer to things like 'Gummi-Ships' in Kingdom Hearts~) - Writing TONS of minigames for you and your best friend! =3 ~ ranging from some silly games ~ through sidescrolling ~ to arkanoid/dancing type minigames (Playing them will grant some minor bonuses like items and will generally count to the game's % of completion by unlocking BONUS stuff like art/music ~ more minigames?) (All minigames can be played alone or with a friend through co-op or perhaps additionally versus mode) - Skill allocating system ~ to balance things That means no walls of skills in battles - you have to prepare a good set of skills for battles. There also will be many passive skills, that can boost your stats at cost of skill slots - Each character will mainly have their own unique skills ~ type~element of damage etc. CHARACTER: MAIN TYPES OF SKILLS: FOCUSES ON: Twilight Sparkle Magic Elemental damage / resisting magic damage Rainbow Dash Physical and Weather Physical and wind/water/thunder element ~ speed Pinkie Pie Physical ~ Songs Physical-random damage / (de)buffing songs~ Applejack Physical Physical damage / resisting physical damage Rarity Jewels / (de)Buffs Jewels dealing physical or elemental damage / some (de)buffs Fluttershy Pets / Healing / (de)buffs Summoning animals to deal damage / healing / granting (de)buffs - I plan to make a nice visually-good-looking Skill Tree system, where you'll be able to learn skills for Skill Points got after battles along with the EXP. - I also plan to make a nice visually-good-looking crafting script, where you'll be able to throw ingredients into a cauldron and brew potions and stuff. She will know more about this: =3 - The game will have everything explained ~ each skill will deal % of damage, that will be displayed on the status screen along with many other details to let the player know about them. Resistances and other details are on the 2nd page; (Wind Icon is WIP and will be changed) Character information is on the 3rd page. - CUSTOM MENUS OF COURSE! - menus compatible with local-coop mode Instead of 'Selectable Windows' there are cursors, that player(s) can use to navigate through most of the menus. Some of the menus however, like 'Items' or 'Equipment' will have the default selection windows to avoid mess when both players would click stuff randomly. The player, who clicks the command icon and gets to the another scene takes the control of the selections in the called scene. Of course both players can call the menu screen. (The hoof cursors represents the active party members ~ changing the 1st and 2nd active party member will change the color of the hooves as well) - Extremely detailed custom-made encyclopedia I'll make a book, where players will be able to browse through all the base details of the game, to list of enemies, states descriptions and many other things to help understand something when having any doubts. The encyclopedia will have tons of pages, where the players will be able to browse through them. The pages will be unlocking along with the game's progress. There will be also Table of Contents on the first page, where the players will be able to click with the cursor on the thing to 'jump' to the page, where the information can be found. - and probably many more to come (exploding with ideas, but I'll decide which ones will be needed, because there's no point in throwing unnecessary features) ~ Okay that was fascinating, wasn't it? ( ͡ᵔ ͜ʖ ͡ᵔ ) 4 Share this post Link to post Share on other sites
Shiggy 630 Posted March 12, 2016 I hate polishing , that 's why I don't make actual games but try to participate in a lot of game jams. In between I do a lot of scriptsRight now , I have two big projects going on , one is some sort of action skills in battle à la Paper Mario where you have to mash a button to deal more damage for example The second one is coding animations for the player battler sprites in Riki game 2 Share this post Link to post Share on other sites
lonequeso 1,921 Posted March 12, 2016 @Guyver- I have a Necromancer too! I just wish I was better at drawing and animating so his summons actually summon something. So far he has two. Summon Skeleton which just deals damage to a single target. SUmmon Zombie spews Miasma. It deals Dark damage to all enemies with a chance to Poison. @Riki- Wowsers! No wonder your progress bar never comes up! That's a ton of content. I love the idea of Co-op. I didn't even consider multiplayer in a RPG Maker game. I like that you have a ton of minigames. I'm sure they will make the game more enjoyable. Just don't focus too much on those before the actual game is done. Finish the essentials first. @Shiggy- You've already made a ton of scripts for me. Everytime I post a script request, you're the one who replies. Thank you for that. You're helping Riki as well. I have no doubt that you could at least write an awesome engine for a game. Have you dabbled into other aspects of game design? 1 Share this post Link to post Share on other sites
Rikifive 3,411 Posted March 12, 2016 @lone Yup, each thing requires me to design, create graphics and script that, so even a silly menu takes some time. =P Local Co-op for the win! =3 ~ It's extremely difficult to find some normal RPG with local co-op, so that's why I decided to make one by myself. I'll be totally shreking that game with my brother! ( ͡° ͜ʖ ͡°) ... Though the only thing that worries me is the fact, that I'll be knowing everything about the game (since I'm making it), so element of surprise and discovering stuff will be nulled, which may decrease the fun ~ at least my brother will be still gasping on nice items/skills that he'll get. First I'll make the most important menus, then I'll be making the minigames along with the main story's progress adding content from time to time ~ but everything will take forever, especially the battle system, because I don't even have idea how to approach this ~ sometimes I think that making the most-possibly-simple front view battle system would solve the problems. =P ~ However, thanks to Shiggy I may be able to jump over that hurdle... (also imagine how many graphical resources I'll need to make and how much time I'll need to spend on the skill animations =P) The amount of work that is before me is really colossal and sometimes I'm worried, that I'll simply not be able to handle this ~ that project definitely went too serious*, but it's too late to give up. * at first it was supposed to be a quick silly pony game (the very old screenshots of that game explain everything), but when I've learned some stuff here and there, then I'm trying to recreate everything and make it 'perfect'. I'll be totally proud when I'll be able to bring fun to the little ones! (and perhaps even somebody else) Making RPG's is extremely difficult. =P Good luck to everybody with their projects! ^^ Share this post Link to post Share on other sites
Azmor 4 Posted March 13, 2016 I'm currently working on an typical RPG where the player has to gather companions, fulfill quests, bring seperated factions together, to fight the evil. There is a major plot twist at the end which leads to the second game. The main focus of this game is to bring good and evil close together and let the border of white & black disappear. It will feature ... - a day and night system by using events. (Sleep switches either to day or night) - a flexible worldmap that will change through the players actions. - crafting. - player & companion houses (which will expand through: sharing earnings / quests / decisions) - Teleport Stations - One on One Arena (because of story) - No save through menu / aka. savepoints - Teleport Stations - Responding sprites that will change with your equipment (This will be time consuming) - Parallax Maps / New Tilesets - Perhaps an After-End Gameplay: Creating your own guild, killing all these overpowered bosses which you had no time for, gather resources to construct your base, after-marriage life with wife - Perhaps a New Game+ Feature - Perhaps mounts 2 Share this post Link to post Share on other sites
lonequeso 1,921 Posted March 13, 2016 (edited) @Riki- And here I thought I had a colossal workload. @Azmor- I like the idea of the world changing as a result of the player's decisions. It's always fun to play around with different options and see what the consequences are. I actually have an idea for a game like that, but that will have to wait until this one os done. And if I decide to make it in RPG Maker. I'd really rather make it in 3D, but I lack a ton of skills and resources to do that. Edited March 13, 2016 by lonequeso 1 Share this post Link to post Share on other sites
Tsarmina 2,612 Posted March 13, 2016 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. A....a short summary? :c *looks up at Riki's colossal post* A short summary? ._. (Jk! Love you Riki! <3) ~~~~~~~~ What are you working on? Sugar Sweet! Link is in my signature. (And like, everywhere else that I frequent, it seems....) What genre is your project? Short fantasy/adventure/culinary??? XDD Probably more kawaii than it ought to be! What is your project's story? A very clumsy enchantress and her arch-nemesis accidentally get trapped in the Sugar Realm, a mysterious land made of food, and are forced to cooperate to find their way out. What elements of your game are you focusing on? -STORY- All games that I write are plot-centered, whether or not I intend them to be XD It's bound to be a good story, so hang on for the ride. c: I don't know how emotional it will be, but the sheer adorableness might be able to make you cry XD -AESTHETIC- I'm an artist and I can't help it, hehe~ Whether it's character art or mapping or menu design, I can promise it'll be amazing eye candy. You have been warned. -BATTLE SYSTEM- This one is proving by far the hardest for me....since I'm extremely unknowledgeable about battle systems, I really want SS to have a well-executed and strategy-focused battle system, not just brainless button mashing. Of course, I still have to figure this out TT_TT What features and scripts will you be implementing? -ART ON STEROIDS- Aesthetic. See above. XD -ANIMATION- By this I mean like, drawn, animated cutscenes. It'll be like sitting back for a little bit to enjoy a couple minutes of anime before jumping back into the interactive gameplay. Just another way to show how "close" the game should be to you, and also to see the characters as moving, breathing people rather than just little pixelated sprites on a 544x416 screen. Here's a short (and unfinished for the sake of anticipation) example~ -SMALL BUT BIG GAME- SS is going to be super short by game standards....unless you don't want it to be..... While it will feature a linear storyline, the linearity will be full of branches for you to explore to your heart's content. Besides that ability, the game will be highly customised in every possible way, making it a small package full to bursting with all sorts of fascinating content to go and figure out. c: -SPECIALTY BATTLES- A lot of things fall under this category, including no screw-you-over game-overs, no random encounters, power pip mod slots and set weapons (instead of having more and more weapons, armours, and accessories to collect to power up your characters). Branched class system offers you two different (and pun-named) classes for each playable characters, which requires you to balance out your party and think about how you're going to play a battle to your strengths. -MINIGAMES AND PUZZLES GALORE- Most of them are probably going to be food-related XD Besides the battle system, there'll also be times you periodically have to draw on another set of wits of intellect to reason your way through a challenge. Minigames are less intense and more for enjoyment. They'll just be a way to relaxing or having fun during downtime periods in the game. Puzzles will usually be one-time barriers to game progress and require some deeper thinking and probably lots of trial and error--but never hard enough that you'll ragequit because of them. -IMMERSION AND RELATIONSHIPS- Choice plays a pivotal role in SS. You can choose to invest in your relationships with other party members (not necessarily romantically), reach out to further your connection with some pivotal NPCs, or integrate into society and befriend the neighbors to unlock some milestones and rewards. -CRAFTING SYSTEM- The kinks haven't been fully worked out yet, but I'm planning on having a crafting-and-cooking system that'll be necessary for combining some of the items you'll no doubt end up collecting in your inventory. c: Cheers! 5 Share this post Link to post Share on other sites
Rikifive 3,411 Posted March 14, 2016 @Tsarie Your wall of text isn't that short neither! ( ͡° ͜ʖ ͡°) . . . And Vectra has even bigger one. ( ͡° ͜ʖ ͡°) Share this post Link to post Share on other sites
KainLightsworn 63 Posted March 14, 2016 (edited) My project? Hoo boy. This is definitely going to be a wall of text for me, but I will TRY WITH ALL MY MIGHT to be brief. WHAT I'M DOING: Ad Lucem! My baby project is linked in my signature. The poor forum topic hasn't been updated in a while, but life was eating a lot of my time and I sort of stalled for a bit. That will be changed very soon! GENRE: Turn-Based Quasi-Medieval RPG (Mostly JRPG-styled, but with some WRPG elements) PROJECT'S STORY: Eachann Kimball, a young squire, is on the verge of taking his trials of knighthood in the kingdom of Angelorum. For his trial, he is assigned a mission by the king to investigate the Grand Paladins, the guardians of the Sacred Chalice. The Sacred Chalice is the focal point and relic for the world's primary religion, Bastianism, and is considered to be the source of all light and goodness in the world. The investigation... doesn't go quite as planned. And that's all I can say without spoiling the heck out of everything. ELEMENTS FOCUSED ON: STORY. Story in all caps for me. I actually wrote this game's basic default plotline out as a novel, and have since created many branches and diversions from it so the experience of the story can be unique to each player. CHARACTER INTERACTIONS. These are the most important things in a game, in my opinion. If you don't care about the characters, you aren't going to enjoy the game, even if the gameplay is fun and entertaining. The main characters and villains have been honed for well over five years now, and are still being refined even as I go through writing the game. GAMEPLAY AND STORY INTEGRATION. I like finding ways in which to integrate the gameplay and the story. I love playing classic RPG tropes with a more realistic bent. So don't expect to be able to farm/grind countless enemies to get JUST the drops/gold you want. Or to be able to just waltz in and buy anything if your party has run afoul of the law in an area. Or to have limitless cash you can drop on all the items you want. Money has to be carefully spent and not wasted. Decisions in battle must be considered carefully, and connections between party members will be forged through battle as well as story decisions. WHAT FEATURES AND SCRIPTS ARE IMPLEMENTED? -Evented Day/Night/Time system which will prove important to events in-game. You can potentially get a game over if you don't mind your clock. -Gameplay based on cooperation between characters. Each character has special on-map and in-dungeon bonuses that can only be used when they are in the active party. Additionally, the vast majority of the skills in my game are Cross Artes- attacks created when two characters use compatible attacks and pair up against a common foe. -Crafting system based on items recovered in the wild and from monsters. (Might have to add recipes into this in order to prevent some weird bugs from happening with my current setup) -Relationship/Approval meter. Your party members will react to Eachann based on the decisions he makes. Who he ends up with romantically, and even who remains in the party, can depend heavily on how the party members are treated. To this end, there will be a special campground set up where you can rest and chat up the rest of the party. -Voice Acting! For the moment, it's primarily used in battles, but I hope to be able to have the game fully or partially voiced at some future date. -Self-drawn artwork. I am determined to improve my art abilities by drawing the face sets, cutscene drawings, etc myself. -SELF-COMPOSED ORIGINAL SCORE. This is the primary reason why my updates for the game take forever and a day, because I try to compose all the music for a chunk of the game before I start mapping, eventing, etc. So yeah, that about covers it. Edited March 14, 2016 by KainLightsworn 1 Share this post Link to post Share on other sites
Whiona 310 Posted March 15, 2016 (edited) Ahh man, I love topics like this. It's really fun and motivational to see what everybody else is up to! @Lonequeso: I think that your skill mastery system sounds interesting. I like it when games allow you to upgrade the skills that you use the most often. Sounds like you're putting a lot of work into your class system as well. @Rikifive: The hooves in the menu changing colour depending on your party is such a cute detail. @Vectra: Does your autosave feature replace the manual save, or does your project have both? I really love it when games have both, so that would be a great feature to have. I'm not so much a fan of autosaving when it replaces manual saving entirely. @Tsarmina: Well, you already know that I'm a big fan of your project, so I won't repeat myself too much. But I will say kudos again for that wonderful piece of animation. Your game is truly going to be a work of art. @KainLightsworn: I love seeing gameplay and story integration - it's something that I'm implementing on in my own project. Good luck with composing your own score! I'm sure that all the hard work will be worth it. What are you working on? My current project is called Jubilee Royale. There's a link to its Showroom topic in my signature, if anybody is interested! What genre is your project? Story-wise, it falls under fantasy, romance, comedy, drama, and adventure. Gameplay-wise, it's a turn-based RPG. What is your project's story? Jubilee Royale follows the story of Cybil, a 19-year-old princess of Lyndith whose kingdom’s capital is attacked by a mysterious cult. Their leader, Cassius Dromir, transports the Lyndish capital to an alternate plane of reality using unrecognizable magic. Cybil escapes his spell and finds herself stuck in the real world, where nobody recognizes her as a princess and Lyndith was supposedly never formed - all of the other towns in her kingdom are treated as independent city-states. One of the few people who comes to believe her story is the blacksmith’s apprentice Vera, who is obsessed with the idea of taking Dromir down. Along with six other party members, Cybil and Vera must restore Lyndith back to normal and stop Dromir from achieving his goals, whatever they might be. What elements of your game are you focusing on? If I had to pick the top three elements that I am putting the most care and attention into, it would be character development, artwork, and keeping the gameplay strategic and fair. More on each of those things below! What features and scripts will you be implementing? Dynamic characters: JR's linear story has a strong focus on character development and interaction. Relationships are very important, whether they're romantic, platonic, familial, or antagonistic. Because of the influences that they have on each other, all eight party members wind up as different people than they were at the start of their journey. Visual appeal: All party members and major NPCs have original waist-up portraits drawn by me. I am also parallax mapping as much of the game as I reasonably can, so that the maps are a bit more detailed and natural-looking. Strategic battles: Battles are designed to require a little more thought without being straight-up evil. The battle system is turn-based rather than active-time, so you'll have plenty of time to think over your moves. Party members cover a wide variety of battle roles to suit different strategies and playstyles. Enemy encounters are fewer in number, but tougher to win - no pushover enemies every ten steps. Co-op attacks: When two party members become closer friends, either through the main storyline or by viewing optional conversations, they can unlock special TP-based attacks called Team Techniques. These attacks are more powerful than regular attacks, and are designed to give you an edge in tough battles. They also give you one more thing to consider when choosing your party - which characters' Team Techniques would be most useful to you in the battles ahead? Equipment and potion crafting: It would be pretty silly not to have these features with a blacksmith's apprentice and a wizard in the party. Both characters need the proper ingredients to craft, but the smithing system incorporates a skill level, whereas the brewing system requires recipes. Potions can be brewed in just about any combat-free area, but in order to craft equipment, you'll need access to a local blacksmith's forge and anvil. Access can be gained by either paying the blacksmith, or knocking them out cold and using their tools for free! (There are obviously consequences to the latter choice.) Optional conversations: I haven't actually announced this feature in the Showroom topic yet, but I'm working on what's called the Downtime system. Essentially, there are special tiles scattered throughout the world that the player can interact with to play out a short conversation between two characters. Downtime is designed to give more insight into characters' relationships at certain points in the story, especially for characters who don't get to interact much in the main storyline. This is an optional feature meant for players who are interested in learning more about the party members - you can completely ignore it if you just want to get on with the game. However, some characters can unlock new Team Techniques if you view enough conversations between them, so players who take the time to seek them out will be rewarded. Edited March 15, 2016 by Whiona 4 Share this post Link to post Share on other sites
lonequeso 1,921 Posted March 15, 2016 Yay for strategic battles! I love it when fighting is actually a challenge. I like the idea of the relationship system tying into combo attacks. I actually had the exact same idea, but decided that I have enough going on. (Plus I was a total newb with the program and didn't realize it was possible ) Oh well, as cool as that would have been, it might have been too much. I also have a very simple crafting system for two characters. No equipment. One crafts potions and the other one time use battle items. I'm debating whether to actually add a script. I've done it entirely through Common Events. I did need Yanfly's Extra Drops script though. I need to change something up because the two crafting classes appear during battles even though they are exclusively field skills. Yanfly has a scrip for custom menus that I've been eyeing. I don't know how to script custom windows though. Our games seem to have a lot of parallels. Stop stealing my ideas! One that I don't have is the downtime feature. I'm actually playing a game that has a downtime system. It's really basic and superficial in that particular game. I'm pretty sure there aren't any wrong dialogue choices. I'm not even sure what the "trust" meter does. I haven't noticed any changes r seen any passive bonuses. Like yours, it was an optional way to learn about the main characters. I hope yours is a more complete. Your game sounds really interesting. It sounds like a pretty big project too. Hopefully, it won't take too long for you to finish it. I wanna play it now so hurry up! 1 Share this post Link to post Share on other sites
Lord Vectra 414 Posted March 15, 2016 (edited) @Whiona, it does not replace manual save but autosave only appears on transfers. I might give the choice of "reality" mode where you can play through the game but you cannot manual save and autosave happens so often that, if u mess up, u just messed up. Might be a bit too harsh tho. Edited March 15, 2016 by Vectra 1 Share this post Link to post Share on other sites
Whiona 310 Posted March 15, 2016 (edited) @Lonequeso: The Team Technique system actually turned out to be a lot easier to do than I thought it would be - the most difficult thing was figuring out how the co-op skill script worked. I agree that it's best not to have too many features, though. I definitely don't have the time to make a complicated class-changing system like yours! It's best to focus on a few cool features and make them as polished as you can. LOL, you caught me red-handed! Nah, just kidding. But if there are a lot of similarities between our games, then I'd definitely be interested in playing yours! And yeah, I realize that my project is pretty ambitious. That's why I have that quote in my signature - it's actually more to motivate me than to motivate other members. There are a lot of features that I wanted to have in the beginning (ex. branching storyline, lots of sidequests) but I had to cut back. I would like to release this thing sometime in the next decade, after all... EDIT: To clarify about the Downtime system, there is actually no trust meter or anything like that involved. There are no choices, either - you simply watch a short cutscene that gives greater insight into the two characters. That's why I decided to make the feature optional, since there isn't really much of a "gameplay" element to it. It's there to add to the story. There's no relationship system, either; that's another one of those features I had initially wanted and then cut. I do hope that the relationships between the characters will be interesting regardless! I've tried my best to really show how they change one another over the course of the story. @Vectra: I think that as long as you made reality mode optional, then that wouldn't be a problem. I certainly wouldn't pick it, but other people do like the challenge. Look at the recent Fire Emblem games, for example - even though you can turn off permadeath, many players choose to leave it on anyway because it makes their choices in battle matter more. Edited March 15, 2016 by Whiona 1 Share this post Link to post Share on other sites
+ Chaosian 617 Posted March 15, 2016 So much for short summaries. 3 Share this post Link to post Share on other sites
Rikifive 3,411 Posted March 15, 2016 @lonequeso That's a lot of classes ~ It seems, that stuff will be pretty customizable in your game. ^^ ~ I can imagine myself wondering and comparing stuff for hours as always ~ =P @Vectra You have some nice features there ~ I was wondering on making most of them in my game as well ~ but I guess I'll wait and see if something will be needed before trying to implement anything. ~ Anyway everything sounds interesting! @Azmor YAY! for save points! (I dislike save-anywhere feature, but of course on the other hoof- the save points must be conveniently placed ^^) ~ Though I don't mind save anywhere in some short games, where you just want to rush through it without caring about preparing yourself for battles, thinking about strategies (because the risk of dying and its punishment is almost 'nulled') etc.. @Tsarie I can imagine character/enemies' skills like "Chocolate Blast" (AoE; slows down enemies) or "Waffle Drop" (refererce to Waffle Roof xD) (Single or [AoE if waffle is colossal] ~ dealing phys dmg skill) xD ~ I guess your project focuses mainly on your Art ~ so that's a most important feature in your game. ^^ @KainLightsworn Voice acting and original music? ~ That's really interesting! ~ These features will make the experience pretty unique. ^^ @Whiona Custom artwork is always nice ~ It can be even 'terrible' for me, but at least unique-not default. =3 ~But I saw some of your art and it definitely will be cute and absolutely great! ^^ Team Techniques sounds really interesting I must admit ~ that's a nice feature that will be nicely working with the game's story and events. Hehe~ Thankies! =3 3 Share this post Link to post Share on other sites
Rezanta 373 Posted March 15, 2016 Meh. I really want under the table... Or at least I didn't describe well enough. Anywhom, I did decide to add a relationship thing, which gives the choice of seeing each individual character story, like Raiu, Lek, Xerian, and others. I put a little twist to Will and Xerian (if you venture far enough into their background). You also get to unlock Xerian :3 Share this post Link to post Share on other sites
lonequeso 1,921 Posted March 15, 2016 @Choasin- Short summaries be damned! Walls of text are what's hip and trendy right now. Get with the program @Rezanta- Relationships systems are a fun little extra. Does yours have meter or is it done simple through dialogue choices or is it like Whiona's and one through optional cutscenes? Or all of the above? Share this post Link to post Share on other sites
Rezanta 373 Posted March 15, 2016 Well, Ion, I did this through variables. Since Scalvose: Dark Tides only has six main characters, and four unlockable characters, I didn't think I'd need a plug-in. As for cut scenes, I'm drawing Raiu in her Angel Dragon form, which is the picture in the background as she explains her whole reasoning behind how she acts to each character. There's twenty tries to max affection (highest you need is 15 pts. I'll give Lek and Will's first tidbit of the first chance to increase their relationship. Lek:"So, how are you and Crimson getting along?" Player is presented with two choices. Choice A: Tell Him: Will: "We had our first home-improv moment! She wanted to fix the hole in her roof for once." From there, Lek makes a push pun that I screwed up on, but decided to keep. Going this route will boost Will's and Lek's RP by 1. Choice B will do nothing except Lek give perantal advice to Will, which takes the advice as an insult. Choice C just ends the scene, and also does nothing. Regardless of what you pick, the event will change into a normal story line event after attempting to up feelings. For when you know there's some way to up relationship; the rooms you enter that disallow you to open the menu are prime spots, excluding Xerian. (His is through the section when you get stuck with him through court.) 1 Share this post Link to post Share on other sites