Robin
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  • How restrictive do people find RM's 50 character limit for choices?
    Robin
    Robin
    I'm planning on using it for dialogue options, like in adventure games. So the choices aren't single words, but sentences.
    Liak
    Liak
    Yep, I thought so. :) But you can always summarize the speech act, give choices like "Answer friendly/unfriendly" or use "..." if you run out of space. :)
    B.Ultimus
    B.Ultimus
    I've found it restrictive at times, especially when you are making games where there are huge strings of dialogue choices, likes you would see in Bioware games like Dragon Age/KOTOR.
    Is there a good rule of thumb for how long it takes to travel between town A and town B? Perhaps there isn't, as I find it varies a lot in games.
    Leinkreig
    Leinkreig
    You mean like how you have to go through a forest/path/etc. to get from one village to another manually? I've noticed that there's a lot of variance with it, but I often go for about 10-20 minutes gameplay time for each one (including battle time; no-one wants to be walking round an area for 20 minutes in a game I think). All-in-all, depends on what area it is. (Dungeon/forest/path/etc.)
    Lunarea
    Lunarea
    I don't think there's a set frame of time.


    If the area between towns A and B is a dungeon with a boss (like a forest, for example), it should take as long as a typical dungeon does.


    If the path between towns A and B is more about exploration and fighting monsters for levels/items/gold, it should take considerably less.
    ShinGamix
    ShinGamix
    Some games have a point to point that is instant that saves a lot of the time wasted.
    Still working on field ability ideas, and still trying to figure out what I need to do to make my weapon upgrade system worthy of inclusion. All ideas and comments are welcomed.
    Lunarea
    Lunarea
    How about combining the weapon upgrade with field abilities? :D
    Lunarea
    Lunarea
    I should probably illustrate ...


    Say a character's field skill is "Pocket Dimension Tent", which can be used once every 5 minutes and it gives the party access to a tent. There, they can rest (inn-style). A weapon upgrade could be something that reduces the wait time (can use skill every 3 minutes) or access to a secret vendor (maybe even different vendor type per weapon upgrade).
    Robin
    Robin
    The main reason is because I have a few field ability ideas already that don't relate well to weapons. That's a really interesting concept though.
    In addition to working on field abilities (still looking for ideas), I'm looking at my weapons system. Currently, all armor is bought/found, but weapons are upgradable. However, something about the weapon upgrade idea just isn't clicking.
    I'm putting some thought into having field abilities (skills you can use outside of battle), are there any that people can think of that they particularly like?
    Julien Brightside
    Julien Brightside
    Hole digging?


    Mind reading?
    bassfire
    bassfire
    Take a note out of Pokemon's book: Cut. Let there be shrubbery (not tiny little trees that someone could walk around lol) block paths to hidden chests.
    Robin
    Robin
    Yeah, I feel that's too reminiscent of Pokemon really.
    Valiance contains upgradable weapons, and then armor and accessories you can obtain. I'm wondering if people want to see helmets as well, of it weapon, armor, and two accessory slots is enough.
    Leinkreig
    Leinkreig
    I like seeing headgear as part of equipment, as it just gives some more option available.


    Just my opinion, though.
    Robin
    Robin
    Yeah, I've implemented Helmets. I think they will work well.
    I've had the idea of monsters dropping tokens (Fire Token, Water Token, Mystical Token), instead of items, which then can be exchanged for different packages of items from merchants. Good idea, bad idea, thoughts?
    Archeia
    Archeia
    I will steal this *steals*
    Travatar
    Travatar
    That sounds pretty cool. It actually gives me a good idea for a simplified crafting system too...
    omen613
    omen613
    I have something like this in my game... for there is no money and everything from merchants has to be "Purchased" with spoils you find in the wilds...so yes this is a good idea if done correctly
    I'm working on the second draft on Valiance's classes' skillsets, and things are really coming together. Many of the classes have their own cool mechanics that I'm really excited about.
    To prevent feature creep in Valiance, my new motto is "save it for the sequel".
    Lunarea
    Lunarea
    That's something I remind myself to do, as well. It's far too easy to get excited about a new concept/idea/feature and want to add it right away. But more doesn't always equal better. :)
    Solistra
    Solistra
    Blasphemy! This is RPG Maker, for God's sake. :p
    I feel the most difficult part of finishing Valiance will be obtaining/creating animated side view monsters/battlers.
    Created a Valiance thread in Early Project Feedback. It's light on the details, as I don't want to overwhelm any readers. The focus of the thread is really on the story, characters, and world, rather than the gameplay. I would appreciate anyone that checked it out!
    At some point I should probably create a recruitment thread, but if any artists out there are interested in what they've heard about Valiance, feel free to send me a message.
    I'm using a level cap of 40 in Valiance. I want to allow players to level up if something's a challenge, but I want there to be a limit on the advantage they can get from doing so. Considering this is in place, is it okay for stat growth to be linear?
    Reynard Frost
    Reynard Frost
    Instead of asking for permission, you should play through and see if it feels cheap or feels solid.
    Robin
    Robin
    Yeah, as levelling covers the entire game, I won't be able to figure it out for some time. So I guess I just want to see if sounds okay for the time being.
    Zeramae
    Zeramae
    There are a handful of games that end in the 40s, a lot of the dragon warrior/quests come to mind, but their leveling takes time. It all depends on how fast players level up. Even if they can level at a modest rate, 40 might be pushing it as everyone would hit max level before the game ended.
    Upon level up, I want to show stat increases like this (http://i.imgur.com/o4pnd.png). However, each character can change between 3 classes out of battle, and these 3 classes have separate (but similar stats). I want to have this simple display (of the active class’ changes), so should I simply allow the player to press a key to see the changes of their other classes?
    Robin
    Robin
    It would be more simple to level up the active class only. However, I don't want the player to have to level up each class.
    Leinkreig
    Leinkreig
    Ah, I get what you mean now. It's a pretty good idea!
    Robin
    Robin
    I guess so long as the menu is clear, it'll still be simple.
    Trying to work out all the specifics of a Mix/Combine Item skill. It's quite involved, but once it's done, it should mean I have a much more complete item list.
    Robin
    Robin
    Considering making it clear that you choose a "primary" and "secondary" item to be combined, to show the player that the second item essentially enhances the first's effect. Might make the whole thing simpler.
    I've divided the development of Valiance into a series of separate aims (original tiles, original sprites, an OST, animated battle sprites, character art, lore, maps, the database), which are all further split down into smaller achievable goals.
    Evan G.
    Just make sure you don't lose sight of the fact that they form one product. Everything should be consistent and all of the resources should complement each other to accomplish the project's goal. I look forward to your project's completion.
    We've tracked 25 RPG Maker games (or games using RPG Maker graphics) on Greenlight now. 14 of them have since been removed (or temporarily hidden) by the game's developer.
    Lorenze
    Lorenze
    *weeps in a corner*
    Evan G.
    I'm shocked that there are even 11 of them left, given the recent turn of events. Out of concern, how many RPG Maker games are on there that don't use the RTP?
    Robin
    Robin
    No-one has kept track of that.
    It's official! There are at least 10 RPG Maker projects (or projects using RM graphics) on Steam Greenlight!
    Confederacy
    Confederacy
    That's nothing to be excited about.
    Robin
    Robin
    Four have been removed so far.
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I guess the concept of friendship has changed :") Today I saw a very quiet boy getting bullied by his 'friends' because he wasn't talking. They made a circle and made him sit in the middle and were nagging him saying hey talk, sing a song, do this tongue twister etc. etc. And I could totally see the discomfort in the boy's face. Glad I don't have 'friends' lmao
Music is my life, getting noticed for it is the best compliment I can get. So thanks to those who expressed interest :)
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I've noticed that the website has changed a lot since I left in August last year...
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