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lonequeso

Game Idea!

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I don't have enough fleshed out to officially submit it so it will live here for now.

 

Untitled Project

 

Theme:

The game’s heroes will essentially a four-piece rock band. Balance and unity will be key themes in both the story and gameplay. I haven’t decided on the time period yet. It’d be fun to put in a more modern setting as so many RM games are more the Middle Age era. It would be a bit more relevant seeing as Rock and Roll didn’t exist back then. Also, there’s the whole dying planet thing, but more on that later.

Engine:

Ace or MV depending on which is best suited. Preferably MV due to better graphics. Being an RM game, really the combat system and story are all that matter. I have no coding skills whatsoever so I am very much at the mercy of the core system and any scripts/plug ins that are available.

Combat System:

Turn based/Front view. I’d love a side view system with a front and back row, but I doubt I could find enough assets to do everything I would without being able to code anything myself. It will be your typical max and active party of four members. I plan on having 8 elements with each actor having skills and magic for 2 elements apiece.

           

Stats:

 

I haven’t decided if the game if going to strictly feature the default parameters for character stats. I’ll need to browse around and see what types of custom stat systems are out there and see if I feel any would be a better fit than the default. Every character will be able to use both MP and TP skills.

One feature I really want to work out is with the TP skills. Instead of each actor having their own TP meter, I want it to be shared with the entire party. This is because I’m trying to push the concept of all four party members needed to be in harmony. Well balanced classes and skills will achieve this naturally. The problem with that is a feel that players won’t connect with the harmony theme because class and skill balance can be found in any halfway decent RPG. The party shared TP meter will allow an actor to build the gauge not necessarily for themselves, but their allies. The player will have to carefully choose who and when a TP skill should be used. All default methods of TP gain will be in play: Taking damage; using Attack and Guard options.

Hopefully, I can find a way to achieve this feature. One other pitfall is going to be a particular state I want. The Fear state nullifies TP gain. Hopefully, I can find not only a script/plug in to create party shared TP meter, but one that will allow for a passive regen that can factor in how many actors have Fear applied. Seems like a tall order so we’ll see. Enemy parties will also have a shared TP meter. All the same parameters apply. It will also be visible to the player. This way if the player sees the enemy TP meter beginning to get high, they will know that there is an increased likelihood  of a powerful TP skill being used by the enemy.

 

Elements:

·         Fire

·         Ice

·         Lightning

·         Wind

·         Nature

·         Entropy

·         Physical- Physical attacks with no elemental affinity (ATK Stat)

·         Ethereal- Magical Attacks with no elemental affinity (MAT Stat)

 

Weakness and resistances will be fairly simple:

 

·         States/Buff/Debuff chance: Immune; 50%; 100% (normal); 200%

·         Elements: Absorb; Immune; 50%, 100%; 150%

I feel double damage is a bit too high for Elements and would make battles too easy and overly focused on exploiting element types. I want most of the focus on States and Buffs. There is deeper strategy with those especially States. I’m not sure how many there will be overall. I plan on getting very creative with Skills so there will likely be a lot.

 

 

 

 

 

States:

 

·         Stun- Cannot perform next action

·         Paralyze- Cannot move for 2-4 turns

·         Poison- Lose 5% MHP per turn

·         Bleed- Lose 8% MHP each turn for 3-5 turns

·         Doom- Death after 5 turns

·         KO (insta-Death skills- Applies Death State to target

·         Sleep- Cannot move for 2-3 turns, MEV/EVA -100%, CEV -50% Damage always removes

·         Blind- HIT/EVA -50% Lasts 5 turns

·         Silence- Cannot use MP skills for 5 turns

·         Charm- Attacks allies. Damage has 50% chance to remove

·         Confuse- Can only user basic Attack skill. Attacks random targets including self. Damage has 50% chance to remove

·         Fear- All Cooldowns +3; Party Limit -10 (per afflicted)

·         Fatigue- -10% MP per turn; turns into Sleep after 5 turns

·         Shock- ATK/DEF -25% (stacks with debuffs); turns into Paralyze after 5 turns

·         Chill- MAT/MDF -25% (stacks with debuffs); turns to Paralyze after 5 turns

·         Burn- -5% MHP per turn

·         Cover- Protects allies with low HP

·         HP Regen- Recover 5% MHP per turn for 5 turns

·         MP Regen- Recover 5% MMP per turn for 5 turns

·         TP Regen- Party TP will always regen +5% per turn unless afflicted with Fear. Certain skills can stack another 5% regen on top of this.

·         Rooster- All stats except MHP/MMP -50% can only use basic Attack skill

·         Death- Character can no longer act and won’t giant EXP at battle end. If all actors are dead, Game Over. If all enemies are dead, victory.

 

 

Fun, very long side note: Going with the whole music theme, all the skills will be the names of songs. No artist will be given. It will be interesting to see how many references people get. I’ve tinkered with a bunch in my head (and a certain forum game that some super awesome guy made). I’ve found that damage skills work best simply based on song title and everything else works better going for the theme or message of songs. EX:

Attack Skill: Symphony of Destruction- Deals Dark Damage to all enemies

State Skill:    Blinded in Chains- Applies Blind and Paralyze to a single target

 

I also plan on having passive states. I’m leaning toward each actor starting with one and then gaining a second at a certain threshold. I’m not sure how to get the system to do that, but I’ll cross that bridge later. Or burn it if it’s not feasible. Unlocking the passive state brings me to next feature:

 

Skill Trees!

I’m big on customization so why not give the player some freedom whilst building their characters? As I mentioned before, each actor will have three elements. I want to have each character have three skills trees, each focused on a single element. They will be actual trees not telephone poles offering a couple choices within each element. I really hope there’s a script/plugin that can handle all that. The final tier of skills would be the passive bonus. Once unlocked, the player can change it at will. I ‘m leaning toward having two choices per element. The player will only ever be able to use one of the two in that element tree so they do need to choose carefully.

Ex of Passive Skill:

Poison Girl- When this character is hit by a Physical attack there’s a 10% chance the attacker will be Poisoned.

 

Stat Points:

The customization extends to the player deciding how to power up their characters. I’m going to look into scripts/plugins for adding custom stats as well. I’m not sure exactly what stats will be featured or how they will be applied i.e. Dexterity affecting Critical Hit chance.

 

Weapons/Gear/Items: No idea really on the first two as far as functionality. For now, refer to the Character section for the theme of the weapons. Items I’ve decided to make into song titles as well. I can say without and ounce of shame that this is soley because I want Antidote to be Pennyroyal Tea. Don’t judge me!

 

 

 

Prologue:

Before getting into the characters this is a good place to go a little deeper into the theme. The reason the evil, oppressive government banned music is two-fold and the (reason they give the citizens is complete bullshit.) First off, music is a powerful source of hope and inspiration. You don’t want citizen-slaves having hope or ambition. They are far more complacent without. Other art forms are allowed, but strictly controlled by the government which leads up reason number two.

This is the real reason- the truth behind the truth if you will-. Magic exists in this world, and music just so happens to be a really great conduit. Mages of old could channel very powerful magics through singing and playing instruments. Magic equals power so naturally those in power want it all for themselves. Music was banned several generations ago without instruments serving as a conduit, mankind’s connection with magic has nearly been completely severed. The only mages left are those that can tap into the power of their own voice, but with singing outlawed they cannot hone their skills and their abilities are quite limited. Those rare few that show real promise tend to disappear…

Magic isn’t just some intangible force. It is the ebb and flow of the planet’s energy. At some point the player will learn that the world had very Creationist beginning. Deity’s (or Gods) created the planet and soon after created man to be it caretaker. We were gifted with the power not only to sing, but use also instruments to tap into the elements themselves and ensure the planet remains balanced. Somewhere along the way, mankind lost its way. Our creators were regarded as myths, fairy tales, and after faith was lost, lots of bad shit happened leading up to the present situation. Oh, and by the way the planet is dying.

With the caretakers no longer taking care the planet’s lifeforce has begun to fade. The real tragedy is no one even knows this is happening outside of the highest government ranks. Their arrogance and desperate need to stay in power cause them to turn a blind eye to the crisis at hand. All the while the citizens remain oblivious and docile. For now, the government is able to keep the people fed, and that’s enough to keep them from revolting. It’s only a matter of time before food becomes scarce. You’d think people in power would be good, but no. They refuse to change even when the writing is on the wall. If something doesn’t change soon, all life will die. By the time those in power try to fix it or the people rise up, it will be too little too late. If only the world had heroes…

Despite all the above gloom and doom, the game is actually going to be pretty lighthearted. This is because the heroes entrusted with saving the planet are total jackasses. So, without further ado:

 

Characters!

The player’s party consists of four members throughout the entirety of the game. They are childhood friends from the starting town, Hanover. They are as close to family as one can be without being blood related. More so, this group of friends represents a fourpiece band. One of those bands that survives the test of time and overcome every challenge that comes their way. Friends, family, comrades, brothers and sisters. They are all of these.

Actor 1:

Name: Cory

Class: Singer: Normal attacks are based on MAT stat. Nature and Ethereal elements.

Bio: Kindhearted, but bullheaded and quick to anger. He prefers to solve his problems with force whether it be fists or just yelling really really loud. He has an abrasive personality, but once you get past that steel exterior you will find him to be incredibly caring, compassionate, and fiercely loyal. He is the type pf person that will take a bullet for you without hesitation.

           

Actor 2:

Name: Brian

Class: Guitarist: Normal attacks are based on ATK stat. Lightning and Wind elements

Bio: No one will ever say he lacks confidence. He is fearless and often cavalier when confronted with just about any problem. He loves to dress flashy and be the center of attention. His intense bravado usually backfires, and people don’t take him seriously. He can often hear people talking and snickering behind his back yet he is determined to walk his own path and do it in style.

 

Actor 3

Name: Melissa

Class: Bassist: Normal attacks are based on ATK stat. Ice and Entropy elements

Bio: Most people think she’s a total weirdo, her friends included. Maybe it has something to do with her fascination with death. She is a poster child for emo chicks everywhere. She has naturally pale skin, dark black hair, and dark, liquored eyes. She loves to dress in black and has a very dark, often morose sense of humor. Once you get past the weirdness, she is one of the most kind and compassionate people you’ll ever meet. She cares deeply about her friends, but good luck getting her to admit it.

 

Actor 4:

Name: Dave

Class: Drummer: Normal attacks are based on MAT stat. Fire and Physical elements

Bio: He doesn’t talk much. Most things don’t interest him enough to bother. His indifference makes cats blush. He always seems distant and unengaged. Just another face in the crowd, but every so often he’ll catch you off guard with a deep insight just when you think he has you completely tuned out. Even his friends don’t really know exactly what his interests are. Except for pizza. He loves pizza.

 

Weapons:

The party will equip their respective instrument as their weapon. For simplicity’s sake, the Singer’s microphones are instruments. I’m still deciding exactly how the weapon system will work. In the game, all instruments are banned so it’s not like the player can just go to a weapon shop and purchase their goods. There are several possibilities for how the player requires weapons.

 

·         Black Market- Each town conveniently has a black market arms dealer where the player can procure weapons. Functionally no different than a typical shop.

·         No new weapons. Each actor has the same weapon from beginning to end. There are a couple ways this could work

o   Weapons are just placeholders. The weapons don’t increase any parameters at all. Increasing actor stats is the only way to get stronger.

o   Weapons level up with the actors. Each weapon gets progressively more powerful as the game progresses. This opens up the possibility of weapons and not just actor acquiring stat points on level up.

·         Crafting- The player can craft new weapons with materials found throughout the game.

 

Now bear in mind that these people have never seen an instrument in their lives let alone know how to play one. All will be explained very early in the game. There will probably be a short prologue giving an intentionally vague exposition of the aforementioned gloominess. After that, the game will open with our four friends enjoying some spelunking. One of them slips and slides and tumbles into a chamber no one knew existed. Right smack in the middle of the room are four wooden chests. Inside them the friends find their first weapons.

From the players perspective, they will see the characters in a more or less square room. The top wall will feature a large boulder that even a novice player will easily figure out there’s a door behind. One of the friends even brings up the fact that there’s probably a secret passage there only for the others to make them feel dumb because that’s what friends are for! “Why would there be a secret passage? We already found the treasure, derrr.”

The friends proceed to try to play the instruments and sing into the mic. Naturally, they are absolutely horrendous. Then the room shakes and that boulder moves revealing a hidden passage. Who knew?! Upon passing through, the friends find themselves a very ancient looking temple. A deity appears before them and gives them the whole saving the world spiel. She also grants them some desperately needed musical talent because…. Yikes. Her power has waned and she doesn’t have much to work with (which she isn’t shy about at all), but gives them enough power to channel some basic magic thus creating your Level 1 Heroes.

 

 

Levels:

 

The level design will be very much like Legend of Zelda in concept. The main objective is restoring power to each of the world’s deities. There will be one deity representing each of the eight elements. Each has it’s own temple that used to be a sacred sites, but are now overrun by monsters. Each temple has a boss and defeating it restores that element’s strength. Those are the eight main levels, but there will likely be other areas to explore and complete as well. Once all eight elemental deities are restored, they will pour their power into their Queen. This is the deity the player encounters in the very beginning of the game. The final level will be the Queen’s temple.

 

Basic Story Outline:

 

            This is how the story will tie into the above. Those in power are hording magic for themselves to consolidate their power. However, they do not truly understand the true power and nature of magic. It is merely a weapon for them. They do not believe the stories of old. The tales of how magic is the world’s lifeforce. Even as the world around them decays they refuse to believe. Refuse to change. They are desperately trying to hold on to the power that took centuries to gain. All of them except one.

            One man fully understands magic’s role in the world. His goal? Absorb enough elemental energy into himself that he ascends to godhood. From there, he will recreate the world in his image. I haven’t decided (or really thought about) what his specific motivation is. The game is intended to be lighthearted, so it will probably be something ridiculous. I don’t think he will be pulling the strings regarding the elemental temples. More so the beneficiary. He stands to gain from the heroes restoring the deities’ power. More magical energy for him. Most likely, he won’t reveal himself until near the end of the story as he swoops in after the heroes have done all the dirty work for him. 

 

 

 

 

 

 

 

 

Edited by lonequeso

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15 hours ago, lonequeso said:

Untitled Project

If you ask me about title, I'll answer with these:

Band of Heroes

Last Lamento

Divas Wars

Eternal Requiem

The Pendelum

Death Rhapsody

(and many more)

 

If you ask me about something else just say so, I'll answer if I can.

If you don't like it then just ignore it.

(I love to share idea y'know):lol:

 

Edited by Perang Cemen

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I added/changed a bunch of stuff to the main post. Two big things are:

 

Weapons

 

In the game, all instruments are banned so it’s not like the player can just go to a weapon shop and purchase their goods. There are several possibilities for how the player requires weapons.

 

·         Black Market- Each town conveniently has a black market arms dealer where the player can procure weapons. Functionally no different than a typical shop.

·         No new weapons. Each actor has the same weapon from beginning to end. There are a couple ways this could work

o   Weapons are just placeholders. The weapons don’t increase any parameters at all. Increasing actor stats is the only way to get stronger.

o   Weapons level up with the actors. Each weapon gets progressively more powerful as the game progresses. This opens up the possibility of weapons and not just actor acquiring stat points on level up.

·         Crafting- The player can craft new weapons with materials found throughout the game.

 

 

Armor

 

I’m leaning toward a more simplified armor system. I want the focus of character building to be in the stat and skill point systems. The party is going to resemble a four-piece rock band. More or less, they are simply equipped with their instruments. In lieu of head and body armor, the actors will instead have accessories. The game’s equipment slots will simply be: Weapon, Accessory, Accessory. Accessories be more centered around granting passive boosts than increasing raw stats. These pieces can be anything from T-shirts, bandanas, sunglasses, and even items like glow sticks and guitar picks (exclusive to guitarist/bassist of course).

            Ex: Skull Shirt- When the wearer is hit by a Normal attack, there is a 10% chance the attacker will have Fear applied to them.

            Glow Sticks- Raises the wearer’s TRG rate 25%, but also increases EVA/MEV/CEV by 10%.

 

 

Party shared TP

 

 

One feature I really want to work out is with the TP skills. Instead of each actor having their own TP meter, I want it to be shared with the entire party. This is because I’m trying to push the concept of all four party members needed to be in harmony. Well balanced classes and skills will achieve this naturally. The problem with that is a feel that players won’t connect with the harmony theme because class and skill balance can be found in any halfway decent RPG. The party shared TP meter will allow an actor to build the gauge not necessarily for themselves, but their allies. The player will have to carefully choose who and when a TP skill should be used. All default methods of TP gain will be in play: Taking damage; using Attack and Guard options.

 

Hopefully, I can find a way to achieve this feature. One other pitfall is going to be a particular state I want. The Fear state nullifies TP gain. Hopefully, I can find not only a script/plug in to create party shared TP meter, but one that will allow for a passive regen that can factor in how many actors have Fear applied. Seems like a tall order so we’ll see. Enemy parties will also have a shared TP meter. All the same parameters apply. It will also be visible to the player. This way if the player sees the enemy TP meter beginning to get high, they will know that there is an increased likelihood  of a powerful TP skill being used by the enemy,

 

 

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I added in some details on the characters. Pretty basic so far, but a solid foundation. 

 

Characters

 

The player’s party consists of four members throughout the entirety of the game. They are childhood friends from the starting town, Hanover. They are as close to family as one can be without being blood related. More so, this group of friends represents a four piece band. One of those bands that survives the test of time and overcome every challenge that comes their way. Friends, family, comrades, brothers, and sisters. They are all of these.

 

Actor 1:

Name: Cory

Class: Singer: Normal attacks are based on MAT stat. Nature and Ethereal elements.

Bio: Kindhearted, but bullheaded and quick to anger. He prefers to solve his problems with force whether it be fists or just yelling really really loud. He has an abrasive personality, but once you get past that steel exterior you will find him to be incredibly caring, compassionate, and fiercely loyal. He is the type pf person that will take a bullet for you without hesitation.

           

Actor 2:

Name: Brian

Class: Guitarist: Normal attacks are based on ATK stat. Lightning and Wind elements

Bio: No one will ever say he lacks confidence. He is fearless and often cavalier when confronted with just about any problem. He loves to dress flashy and be the center of attention. His intense bravado usually backfires, and people don’t take him seriously. He can often hear people talking and snickering behind his back yet he is determined to walk his own path and do it in style.

 

Actor 3

Name: Melissa

Class: Bassist: Normal attacks are based on ATK stat. Ice and Entropy elements

Bio: Most people think she’s a total weirdo, her friends included. Maybe it has something to do with her fascination with death. She is a poster child for emo chicks everywhere. She has naturally pale skin, dark black hair, and dark, liquored eyes. She loves to dress in black and has a very dark, often morose sense of humor. Once you get past the weirdness, she is one of the most kind and compassionate people you’ll ever meet. She cares deeply about her friends, but good luck getting her to admit it.

 

Actor 4:

Name: Dave

Class: Drummer: Normal attacks are based on MAT stat. Fire and Physical elements

Bio: He doesn’t talk much. Most things don’t interest him enough to bother. His indifference makes cats blush. He always seems distant and unengaged. Just another face in the crowd, but every so often he’ll catch you off guard with a deep insight just when you think he has you completely tuned out. Even his friends don’t really know exactly what his interests are. Except for pizza. He loves pizza.

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I just discovered this thread.


I love the plot. It goes through all the JRPG tropes I like while still being unique.


I would make the weapons stay the same, but gain more stats or change names /appearance as you progress through the main quest.
Thematically, I like the idea of the weapons being old artifacts that regain their power through the game.
Mechanically, I like guaranteed power increases.
 

Also I made an ace script for party tp a while back.
https://www.rpgmakercentral.com/topic/37825-party-tp/?tab=comments#comment-264743

 

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Thanks, Shiggy! This one is going to be developed in MV. I browsed around, and there's plug ins that will be able to do everything I want. Yanfly has a unique Party Limit script that I'm going to use in place of TP. Same concept as I laid out, different method. 

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I'm really liking the idea! Very interesting concept and I'd like to see this develop. I'd like to throw in a suggestion that might help reinforce your idea of "harmony".  Short rant incoming.

 

Since each party member has a specific set of elements attached to them it would make sense each person has more importance during different battles.

Players might prefer to use the Drummer's Fire on enemies that are weak to fire.  But perhaps his attacks don't hit for as much damage as everyone else.

Music sets a mood, so let's say there is a "Mood" system during your battles.

 

Basically Mood is a set of multipliers that would influence the power of attacks charged with a certain element.  These multipliers could be changed through the use of skills.

So let's say you want to boost the Fire mood to increase the Drummer's damage. Perhaps the Guitarist's Wind attacks boost the multiplier for Fire skills.

So you could have your Guitarist use a Wind Skill to set the Mood for your Drummer so he can unleash a stronger attack.  Some skills could also lower the mood of an element to help weaken enemy attacks.  This way a clever player could find a way for everyone to play a role in a strategy.

Enemy's weak to Lightning? Use Entropy skill to boost Nature, Nature to boost Fire, then use Fire to boost Lightning. This creates an enhanced combo of attacks instead of simply type-matching for the enemy's elemental weakness.

 

This can create a dynamic system where players who learn the system and can learn to manipulate even the most difficult fights. It also creates an avenue for players to try different skill combos to maximize damage.

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Interesting idea, but far more complex than I want to make things especially considering I have zero talent for scripting. I'm not trying to shift paradigms here. I just want to make something fun to play. The Party Meter and basic battle system do what you're describing anyway though it doesn't drive theme home as much.Well balanced skills and classes naturally create harmony. 

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