Dating Sim-focused RPG Mechanics

JetSetJayden

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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.

  • 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.  :guffaw:
Whats some ideas you guys have? If you would/have made a dating sim with RPG Maker, what would/did you do for mechanics?

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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Silent Darkness

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It all sounds good to me. Can't think of one that uses ideas like yours off the top of my head, though.
 

Mellye

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Very feasible.

I would work a bit more on your "combat" idea though. It sounds like it could benefit from being more gimmicky or even mini-game-y. Good start, though.
 
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JetSetJayden

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So I looked into implementing a "fight or flirt" battle system without using scripts... and well, it was less than successful.
I tried to make it so that battle-type moves were dependent on attack and defense and that flirty-type moves were dependent on Magic and Magic Defense (Renamed charm and charm resist) however, the problem comes in with not having two seperate "health" bars. I tried to use MP as a second health bar, and made it so abilities cost TP instead of MP. However, even if MP is depleted, I don't see how I can cause a state when MP reaches 0%, much less one that will end the battle similar to how "Knockout" works.

My conclusion is that a script is likely necessary to implement a working love-o-meter.

I'm sure having a traditional battle system (or no battling at all) will work just fine, but then it's really just a traditional RPG with dating-sim elements, which is absolutely fine and can be fun to make or the battle system could just solely be flirting, HP would then be resolve or something. It'd basically just be a traditional battle system with different names, but it will be dating sim themed at the very least. Eventually maybe I'll learn how to create that gimmicky battle system for a project.
 

fm2107

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there is a game out there called thousand arms, a diamond in the rough. 

the game has a standard progression system, exp lvling, but the way you learn magic is through, you guess it dating. the lore of the game goes that you are the son of a blacksmith, and the way to create the best weapons is with a woman assistant whom you have great chemistry with. so naturally there are many female npc's and pc's in the game that you go on various dates with that buff the various stats you are talking about in your post. and depending on the level of these stats, when you go to forge your weapon, you can learn magic spells along with making your weapon stronger. and the the spells you learn depend on the female pc/npc you have chosen to be your assistant. 

also you only 2 weapon choices per character. the one they join your party with and their ultimate weapon which you have to "craft" the way to craft the ultimate weapon is that you find rusty versions of them, and across the game world are ancient blacksmith shrines where you take a particular npc/pc to turn the rusty weapon into the ultimate weapon. 

the more you date the stronger your weapon gets. also keep in mind, you have to have currency to go on these dates, if youre broke it aint no joke. 

i guess the point of this post is, yea you can do a date sim and tie into your progression, its been done pretty nicely in fantasy rpgs before. 
 

Einreicht

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I have a similar idea of a dating RPGM game, but a simplier version of yours.

I think having two battle systems is impossible in an RPG Maker system. What I could think is to have the Flirt skills increase some variables when used, then after reaching a certain point the target will be "defeated". And maybe for some fun, if your flirt target is attacked by some Physical attacks and defeated (HP depleted), you could make her hate the protagonist or such.
 

Kes

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I don't have anything to say on most points as dating sims are not my thing, bit just one point of info.

Stats can be checked by a variable in a conditional without a script. So if you want e.g. the outcome of a conversation to depend on the character's intelligence, you can.
 

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