- Joined
- May 28, 2013
- Messages
- 3
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- First Language
- English
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Let me set the scene for you.
The room is dark, but the ebony veil is not impossible to pier through. You can see the room around you, barrels and crates stacked up against the wall emitting a stench of rot and barren cupboards. On the far side you see a large wooden door with what looks like a electric lock, four glowing zeros feel like eyes staring at you and accusing. Between your slumped form and the timber portal lies a small object emitting the sound of static. Reaching forward to pick it up your hand accidentally presses a button and the static cuts out. Realizing what the object is you put the handheld radio up to your mouth and speak.
"Hello?"
In another room, this one is a bedroom covered in years of dust and cobweb, your word awakens another lone victim. He looks for the source of the sound and finds another radio similar in design to yours. He pushes the button and speaks into the microphone.
"Is someone there?"
So the basic design is simple. The whole experience is built around the radio (representing the real world Ventrilo, Mumble, or Skype call) bringing two people together in order to survive in a strange place. Of course they aren't really playing together, that capability is either beyond RPGMaker VX Ace or would be a pain to create. Instead the two would pass information back and forth through the radio / voice call in order to solve puzzles, exchange passwords, give directions, or anything else. Usually under duress as monsters begin to populate the facility.
However, greed can come into the equation as both parties are tempted by an unknown figure that also speaks to them. Give him this code instead of that, maybe I'll give you some healing items. Send her this way instead of that way and maybe you'll get a weapon to defend yourself with. Sacrifice your companion and maybe I'll grant you freedom.
That's one way I've been thinking of adding the ability to have another player's actions impact your gameplay, as crude as it is. What would be your suggestions on such a concept? It's just an idea I've been toying around with, rather half-baked if anything, but I've not seen it done before and I figured it would be food for thought.
The room is dark, but the ebony veil is not impossible to pier through. You can see the room around you, barrels and crates stacked up against the wall emitting a stench of rot and barren cupboards. On the far side you see a large wooden door with what looks like a electric lock, four glowing zeros feel like eyes staring at you and accusing. Between your slumped form and the timber portal lies a small object emitting the sound of static. Reaching forward to pick it up your hand accidentally presses a button and the static cuts out. Realizing what the object is you put the handheld radio up to your mouth and speak.
"Hello?"
In another room, this one is a bedroom covered in years of dust and cobweb, your word awakens another lone victim. He looks for the source of the sound and finds another radio similar in design to yours. He pushes the button and speaks into the microphone.
"Is someone there?"
So the basic design is simple. The whole experience is built around the radio (representing the real world Ventrilo, Mumble, or Skype call) bringing two people together in order to survive in a strange place. Of course they aren't really playing together, that capability is either beyond RPGMaker VX Ace or would be a pain to create. Instead the two would pass information back and forth through the radio / voice call in order to solve puzzles, exchange passwords, give directions, or anything else. Usually under duress as monsters begin to populate the facility.
However, greed can come into the equation as both parties are tempted by an unknown figure that also speaks to them. Give him this code instead of that, maybe I'll give you some healing items. Send her this way instead of that way and maybe you'll get a weapon to defend yourself with. Sacrifice your companion and maybe I'll grant you freedom.
That's one way I've been thinking of adding the ability to have another player's actions impact your gameplay, as crude as it is. What would be your suggestions on such a concept? It's just an idea I've been toying around with, rather half-baked if anything, but I've not seen it done before and I figured it would be food for thought.

