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Hey guys, I was thinking about it, and I think a dating sim would be easy to implement in RPG Maker.
I was wondering if other people cared to share mechanics or brainstorm new ideas for mechanics for a dating sim in RPG Maker.
I am new to the community, but I figure this genre is common in RPG Maker games, if so, could someone PM me links to examples (preferably F2P ones) of finished RPG Maker games that are dating sims? I say PM because I feel like it would make this thread off topic for the game mechanics forum, unless a moderator thinks posting examples would be okay.
I was wondering if other people cared to share mechanics or brainstorm new ideas for mechanics for a dating sim in RPG Maker.
- We could rename the existing stats to remove unnecessary stats. Assuming the game is modern and realistic, something like Magic Attack could be renamed Intelligence, and have skills that are based on it for dating sims that involve battles.
- Elements could be replaced by characteristics, like Smart, Strong, Cool, and Weird. Each are stronger against and weak against another. These elements could be placed on skills that are learned from certain factions of NPCs and are useful against other factions of NPCs. Nerds giving you a hard time? Hang out with the Jocks to learn the best ways to beat them up.
- Variables would be best suited for non-battle stats, since to my knowledge battle stats cannot be checked by a conditional branch without a script. A script can be used to call up these variables to be displayed as stats. However, the problem here comes in when you want a stat to be both a variable and battle stat. Like intelligence. It can be applied in battle, but it is also useful for other things, such as intelligence checks when doing tests, or trying to impress a girl. The same goes for anything you'd want to use both in battle and as a variable. Is there a way to make a variable always equal your current battle stat? Any other thoughts on implementing this without needing a script?
- Fights could be approached in a different way. This idea was semi-inspired by undertale, but fights could be you versus the girl you like. Instead of "Attack" there is "Flirt". HP is replaced by a love meter. Instead of decreasing the opponent's meter, you must increase it. This could create a really weird game that is a fresh approach to an RPG. Imagine a traditional RPG with this battle system. Instead of being a deadly warrior and saving the world, you are becoming a playboy hellbent on material gain. Or you are still saving the world by making the big bad fall for you.
- Building on the above, is it possible to have two different fighting systems, I wonder? One for flirting, one for actual fighting. That said, I suppose you could combine them. Flirt would be moved from the main attack command, and skills would then be classified into Battle Skills and Flirting Skills. That would present some hilarious options too. You and your main rival are duking it out for your shared love interest's affection - Then you start hitting on said rival instead.
I am new to the community, but I figure this genre is common in RPG Maker games, if so, could someone PM me links to examples (preferably F2P ones) of finished RPG Maker games that are dating sims? I say PM because I feel like it would make this thread off topic for the game mechanics forum, unless a moderator thinks posting examples would be okay.
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