RMMV Customizable Deuteragonists?

Frostorm

[]D[][]V[][]D aka "Staf00"
Veteran
Joined
Feb 22, 2016
Messages
1,626
Reaction score
1,195
First Language
English
Primarily Uses
RMMV
So I'm making a game that features a customizable, blank slate, build-your-own-class protagonist. However, there will be 2 other characters, for a total party size of 3. So my question is, should these other 2 units be just as customizable as the protag or should I give them preset skills to learn and a stat growth curve (instead of stat allocation like the protag). All 3 characters would still be able to customize equipment of course. I'm just referring to skills & stats... Basically, should side characters feature a high degree of customization as well?
 
Last edited:

Mewgles

Veteran
Veteran
Joined
Jul 24, 2020
Messages
85
Reaction score
89
First Language
German
Primarily Uses
RMMZ
It's probably easier for the player and also for you to balance if you give the other two characters preset stats and skills. Otherwise you might risk running the player into situations he cannot solve depending on how your game works.
 

KRS

Veteran
Veteran
Joined
May 4, 2016
Messages
70
Reaction score
42
First Language
English
Primarily Uses
A way around that is to have a few predetermined builds for each of your secondary characters that they can switch between, maybe in combat, in menu or at a save spot. While your main character remains fully customisable.
 

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,316
Reaction score
537
First Language
indonesian
A way around that is to have a few predetermined builds for each of your secondary characters that they can switch between, maybe in combat, in menu or at a save spot. While your main character remains fully customisable.
i agree with this method...

also making all character fully customizeable also make the character lose their uniqueness.
all feel like the same character... :D.
 

Frostorm

[]D[][]V[][]D aka "Staf00"
Veteran
Joined
Feb 22, 2016
Messages
1,626
Reaction score
1,195
First Language
English
Primarily Uses
RMMV
I just thought of a compromise/alternative. I could leave the customization available for other 2 party members but have a few points already pre-spent to guide them towards a certain build/role. For example, you find the 1st side character at lv2 and she would, therefore, has 2 points already pre-spent: 1 point in Cryomancy (skill tree w/ Frost skills) & 1 point in Hydromancy (a healing focused skill tree). These 2 trees also happen to complement each other both thematically and mechanically. Then you might get the 2nd side character (aka ur 3rd party member) at lv6, so he would have 6 points already spent. He would be built more as a tank or some kind of melee unit. Thoughts?

The player would be able to build off of the points already spent, encouraging them to build the side characters towards a certain role but retain the freedom of fine-tuning the build as they see fit.
 

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,316
Reaction score
537
First Language
indonesian
I just thought of a compromise/alternative. I could leave the customization available for other 2 party members but have a few points already pre-spent to guide them towards a certain build/role. For example, you find the 1st side character at lv2 and she would, therefore, has 2 points already pre-spent: 1 point in Cryomancy (skill tree w/ Frost skills) & 1 point in Hydromancy (a healing focused skill tree). These 2 trees also happen to complement each other both thematically and mechanically. Then you might get the 2nd side character (aka ur 3rd party member) at lv6, so he would have 6 points already spent. He would be built more as a tank or some kind of melee unit. Thoughts?

The player would be able to build off of the points already spent, encouraging them to build the side characters towards a certain role but retain the freedom of fine-tuning the build as they see fit.
honestly... i don't like that option... but that's my own opinion though...
because if we can customize the character... having prespent 2 points in a skill is kinda a pain if i want to use other build... for example let's say i want to specialize in fire magic... but the cyromancy and hydromancy are not complimented with that new build i'm going to.

for example in Etrian Mystery Dungeon... we can recruit a character inside the dungeon... and they usually already X level... and the point already spent... mostly i would recruit them only if they equip some good gear... strip the gear... and dismiss the character (or reset the character skill point). :D.

also... do your game have 'reset' build option? if yes... will those 2 spent point also given back for the character to reallocate or not?
 

Frostorm

[]D[][]V[][]D aka "Staf00"
Veteran
Joined
Feb 22, 2016
Messages
1,626
Reaction score
1,195
First Language
English
Primarily Uses
RMMV
also... do your game have 'reset' build option? if yes... will those 2 spent point also given back for the character to reallocate or not?
Yes, a reset feature would be available (though I haven't decided when/where yet). The pre-spent points would also be refunded, so the side character would basically get a clean slate.

honestly... i don't like that option... but that's my own opinion though...
because if we can customize the character... having prespent 2 points in a skill is kinda a pain if i want to use other build... for example let's say i want to specialize in fire magic... but the cyromancy and hydromancy are not complimented with that new build i'm going to.
I admit, this would be an issue...
 

estriole

Veteran
Veteran
Joined
Jun 27, 2012
Messages
1,316
Reaction score
537
First Language
indonesian
Yes, a reset feature would be available (though I haven't decided when/where yet). The pre-spent points would also be refunded, so the side character would basically get a clean slate.
Then if the spent point refunded... the earlier concept making them already spent it earlier... will lost it's value...

for the middle ground... how about both fully customizeable... BUT... each character have "some unique skill" that other character cannot learn... for example your character A can learn...
'Frost Blood' skill. which add 25% damage for each Frost skill. which other character cannot learn...
while character B can learn 'Curse Touch' which add curse state to normal attack. which other character cannot learn... you could also add some lore like character A is descendant of the Ice Queen and character B is an ancient mummy sealed in certain dungeon that the main character save. for example...
this is for making the customizeable character did not lost their identity making them the same character with different sprite :D.
 

Frostorm

[]D[][]V[][]D aka "Staf00"
Veteran
Joined
Feb 22, 2016
Messages
1,626
Reaction score
1,195
First Language
English
Primarily Uses
RMMV
Hmm, yes I could definitely give them unique bonuses or racial passives or something, thx! Do you guys think the reset feature should be always available/accessible (perhaps at a cost) or perhaps only once the player reaches mid/late game?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,430
Reaction score
7,711
First Language
German
Primarily Uses
RMMV
It's basically a style choice and where you want to place your work.

Most of the JRPGs go the route of fixed characters because this allows them to customize the story for the characters involved and simplifies balancing.
A lot of the WRPGs (especially early ones) give full party specialization to the player, usually four characters to be build completely by the player. In a lot of ways this is an artefact of the Pen-and-Paper RPGs where each player of the group designs his/her own character. This makes the balancing a bit more work and makes the connection with the story less strong, but it does allow for the player to challenge himself to find better builds or to make the adventure with a certain group as a challenge.

The balancing of the second way does not need to be perfect however because it is implied in that type of games that an uneven balancing does increase the challenge and contrary to casual gaming the player is NOT expected to win in case of bad balancing decisions (or be prevented from making decisions that will lose the game)

As said above it's a style choice - do you want to challenge the player or do you want them to follow a story?
 

Dororo

Gespenst MKII pilot
Veteran
Joined
May 24, 2020
Messages
264
Reaction score
921
First Language
Italian
Primarily Uses
RMMV
In the end, whatever you'll do to make the thing more and more customizable, the meta gameplay will end to turn your characters into a broaden given class.
The concept of class and specialization is 50 years old and layered of continual tweaks and playtests, and that 'cause it just work fine with the actual goal of the whole thing: managing HP.
So, it's better if you'll go with the fixed "class" type, and maybe give just two way of optional boosts (like the two main weapons/skill trees of DQXI). Specialize into sword or into magic, or a mixed thing?

I'm very more concerned for a full customizable main character. I mean, I've seen it just in dungeon crawlers. The most slightly unfair grow pick can destroy your character life, but you can start again quickly. In a plot driven game that would be very detrimental.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,456
Members
137,821
Latest member
Capterson
Top