I set up around twenty basic consumables in my test project. My basic healing potion restores X% + Y hp (still adjusting it). I always hated when potions become obsolete in RPGs so I decided to go with a scaling amount.
I thought of a good way to use the large 256x256 icons from indie icon packs - present them as pictures of items in their descriptions rather than using them as list icons, or maybe BOTH. There's loss of quality when shrinking them down to list icon size (32x32) but with this I can make more aesthetic use of their art's greater detail at full size.
This week, I've picked out title screen BGM, character theme BGM, battle themes, victory ME, and BGM for starting location in my (recently decided) first game. I think I'll also test out some sprites this weekend.
Holy crap the original release of Final Fantasy II was a hot mess. Knowing the story behind it makes it even more of a hot mess. Not the FF IV that was sold as FF II in the west, but the actual FF II. The bugs and the unbalanced skill system made mechanics a big fail in the gameplay.
I did a test of transferring the player between maps with event proximity detection. Works like a charm using only a single event for each side of the map. This could save a lot of time for cutscenes and extending the world map.
I've made a rudimentary prototype map for the first game with the MV RTP overworld tiling. I'm probably going to photoshop the crap out of it for parallax, but the prototype has given me new ideas about how I want to place dungeons in the game.
The main character for the first game was originally going to become a member of the party in the third game but I'm probably changing him to an important NPC instead. That brings the third game's total ensemble roster down to nine with one optional secret character.
I figured out a few vital elements to the (new) first game's story last night, including how it touches upon important lore that will be prominent in the (now) series of three games. I should be able to start building it next month as I finish up some income-related projects.
I've found myself easily bored with low variety equipment selections in small indie RPGs that I've played. I think that the more variety there is, the better. Extra points for items that come with special stories or require fun quests to obtain.
I picked up For The King in a Humble Bundle sale, and one mechanic that stuck out to me was a physical change to the world map when finishing a side quest. That got me thinking about special map-effect rewards for certain side quests in my game.
I'm sure this question's been asked before, but I can't find an answer: is there any way to run the Steam version of RPGMaker *without* being logged into Steam? It's a frustrating extra step sometimes.