- Joined
- Jul 16, 2020
- Messages
- 40
- Reaction score
- 10
- First Language
- German
- Primarily Uses
- RMMV
Purpose of this thread: Gathering ideas, plugins and other stuff.
About the game:
A completely FREE Dungeon Crawler with 100 floors with Rpg Maker MV.
Why free? I simply find it most battle systems of RPG maker games horrendous when it comes to complexity, variety as well as tactics. They are not "skill-based" enough. So... I want to set a new standard. To make as many people as I can familiar with those standards, the game should be FREE.
Story:
You wake up in the dungeon, a place swarming with eldritch horrors, beast and monstrosities, abominations not of this world only waiting to cut you down right where you stand and yet you do not remember why?
With no combat skills to speak of you cling onto your life asking yourself... why...
Why would any human descent into this corrupted place of madness and devilish malice?
And soon you shall find the answer to that question... it is as always... riches.
As one dives into the depths of this hell... gold, weapons, legendary artefacts, but most importantly ancient knowledge, spells and abilities a mere mortal can only dream of await to be picked up from the unearthly abyss, the abyss of this nightmarish place of torment.
And how ironic is it that exactly those riches drenched in the blood of your other fellow humans are your only means of salvation, the only way out of this seemingly endless damnation,
that is... the Devil's Dungeon.
Dungeons:
There are 10 Stages in the dungeon, each Stage consists of 10 floors with different properties and
mechanics. Clearing a Stage will reward you handsomely (mostly with perks)
After entering a dungeon, the player has the choice of going forward or retreating.
Going forward will trigger an event (mostly battles, finding loot, hidden rooms, etc).
Sometimes there will be a choice to make, sometimes its just a simple battle.
After a certain amount of events, the player reaches the end of a floor where a Floor Guardian awaits the player. Slaying the Guarding will unlock the next floor.
Every 10 floors, there will be a Dungeon Guardian (fancy word for saying OP Boss) that must be defeated to proceed.
Retreating from a floor will not be penalised. After clearing or retreating all damage inflicted stays,
but can be treated for money at the camp. Retreating however resets the floor, which then has to be cleared again. Losing a battle will not result in a game over but instead reset your equipment and gold to default which is to say 0 (not a big deal, read next paragraph to understand why).
Arena:
Outside of dungeons, you can fight in the arena for MONEY and also obtain skills for defeating foes.
Also, your wounds will be healed for free when you partake in a battle.
Outside of Dungeons:
You can get your wounds fixed for money, customise stuff, read the bestiary, buy stuff.
Should you not have the money to heal yourself consider entering the Arena for free healing.
Skills:
When starting a new game or losing a battle, you will be required to select a new weapon of which there are 6 in the game (Dagger, Sword, Axe, Spear, Bow, Wand). Your equipped weapon decides which "Arts" you can perform. Arts are basically your skills (There is no basic attack).
Spells work just like Arts, they must be equipped to your character (and yes all skills are lost after a game over).
There are 4 Spell Tiers (0, 1, 2, 3). You can only equip ONE spell per Tier (4 Spells in total).
The game offers 7 different elements each with their own unique spells.
Your character has 5 Art Tiers (1, 2, 3, 4, 5) and only ONE Art can be equipped per Art Tier.
Currently, there are 3 different Arts for each Art Tier per EACH weapon (totalling to 3*5*6 = 90 Arts).
Each Spell Tier also offers 3 different Spells per Spell Tier per EACH element (3*4*7 = 84 Spells).
Then there are Class skills and "manoeuvres".
Manoeuvres are basically all skills that are not classified as Arts or Spells.
Also, Skills don't get "outdated" because there are no "stronger" versions.
Classes:
Each Class has different stats as well as a unique class ability. Classes are categorised into 3 Tiers.
You start with one of the 3 starter classes (Soldier, Hunter, Caster) and can upgrade your class up to 2 times, reaching a Tier 3 Class. There will ALWAYS be 2 options for your class upgrades.
In total there are 3*(1+2+4)= 21 Classes in the game. The parent class will inherit the class ability of the class it evolved from!!!
Combat: Difficult!
"Why are we here? Just to suffer?"
Every action consumes stamina (ST) and resets your ATB bar by a certain amount. Once it is full again, you can act. Certain actions require a casting time too. Should your ST fall below the cost of the selected skill while it charges, it will NOT be cancelled, but instead continue charging until completion.
Should you not have enough ST by that time, it will simply not trigger and you will have wasted time.
Most skills also damage ST so be wary of that.
The AI is good! Like... really good... like... I spent about 400 hours making it good... so... yeah...
Also... the enemies will have a class and selected skills meaning that their stats are about the same compared to that of the player (normal enemies have reduced HP and damage).
Enemies:
Everything from Goblins to Minotaurs to other "Dungeon Clearers".
And please note that even "regular enemies/mobs" will be a real obstacle that will pose a real threat!
Equipment:
Work in progress, but skills are equipable though this menu as of rn. The primary categories are:
1.) Weapon
2.) Secondary Weapon
3.) Armour
4.) Accessory
5.) Enchantments
6.) Skills
Plugins used:
Coming soon
Music used:
All tracks are from here:
www.fesliyanstudios.com
Other resources:
coming soon
What I currently need:
1.) A script that shows the number of turns a state remains until removed.
I am aware of Yanfly's "Buff and States Core", but it does not seem to work with one of my most important scripts: https://www.rpgmakercentral.com/topic/35346-states-ex/, a script to stack states. So... yeah... f...
2.) Ideas that will improve the game's quality.
What I'm currently working on:
-porting things from VX Ace to MZ (skills, enemies, states, basically the entire database which for the skills is huge)
-adding new skills
-implementing mage classes
-other stuff (e.g. bug fixes)
Links:
-The idea for this thread comes from:
forums.rpgmakerweb.com
-The first Pre-PRE- not even Alpha Test battle on VX Ace:
IMPORTANT:
I switched from MZ to MV due to a lack of scripts for MZ.
I'm currently improving my game making skills to continue working on this project once I have become more skilled.
About the game:
A completely FREE Dungeon Crawler with 100 floors with Rpg Maker MV.
Why free? I simply find it most battle systems of RPG maker games horrendous when it comes to complexity, variety as well as tactics. They are not "skill-based" enough. So... I want to set a new standard. To make as many people as I can familiar with those standards, the game should be FREE.
Story:
You wake up in the dungeon, a place swarming with eldritch horrors, beast and monstrosities, abominations not of this world only waiting to cut you down right where you stand and yet you do not remember why?
With no combat skills to speak of you cling onto your life asking yourself... why...
Why would any human descent into this corrupted place of madness and devilish malice?
And soon you shall find the answer to that question... it is as always... riches.
As one dives into the depths of this hell... gold, weapons, legendary artefacts, but most importantly ancient knowledge, spells and abilities a mere mortal can only dream of await to be picked up from the unearthly abyss, the abyss of this nightmarish place of torment.
And how ironic is it that exactly those riches drenched in the blood of your other fellow humans are your only means of salvation, the only way out of this seemingly endless damnation,
that is... the Devil's Dungeon.
Dungeons:
There are 10 Stages in the dungeon, each Stage consists of 10 floors with different properties and
mechanics. Clearing a Stage will reward you handsomely (mostly with perks)
After entering a dungeon, the player has the choice of going forward or retreating.
Going forward will trigger an event (mostly battles, finding loot, hidden rooms, etc).
Sometimes there will be a choice to make, sometimes its just a simple battle.
After a certain amount of events, the player reaches the end of a floor where a Floor Guardian awaits the player. Slaying the Guarding will unlock the next floor.
Every 10 floors, there will be a Dungeon Guardian (fancy word for saying OP Boss) that must be defeated to proceed.
Retreating from a floor will not be penalised. After clearing or retreating all damage inflicted stays,
but can be treated for money at the camp. Retreating however resets the floor, which then has to be cleared again. Losing a battle will not result in a game over but instead reset your equipment and gold to default which is to say 0 (not a big deal, read next paragraph to understand why).
Arena:
Outside of dungeons, you can fight in the arena for MONEY and also obtain skills for defeating foes.
Also, your wounds will be healed for free when you partake in a battle.
Outside of Dungeons:
You can get your wounds fixed for money, customise stuff, read the bestiary, buy stuff.
Should you not have the money to heal yourself consider entering the Arena for free healing.
Skills:
When starting a new game or losing a battle, you will be required to select a new weapon of which there are 6 in the game (Dagger, Sword, Axe, Spear, Bow, Wand). Your equipped weapon decides which "Arts" you can perform. Arts are basically your skills (There is no basic attack).
Spells work just like Arts, they must be equipped to your character (and yes all skills are lost after a game over).
There are 4 Spell Tiers (0, 1, 2, 3). You can only equip ONE spell per Tier (4 Spells in total).
The game offers 7 different elements each with their own unique spells.
Your character has 5 Art Tiers (1, 2, 3, 4, 5) and only ONE Art can be equipped per Art Tier.
Currently, there are 3 different Arts for each Art Tier per EACH weapon (totalling to 3*5*6 = 90 Arts).
Each Spell Tier also offers 3 different Spells per Spell Tier per EACH element (3*4*7 = 84 Spells).
Then there are Class skills and "manoeuvres".
Manoeuvres are basically all skills that are not classified as Arts or Spells.
Also, Skills don't get "outdated" because there are no "stronger" versions.
Classes:
Each Class has different stats as well as a unique class ability. Classes are categorised into 3 Tiers.
You start with one of the 3 starter classes (Soldier, Hunter, Caster) and can upgrade your class up to 2 times, reaching a Tier 3 Class. There will ALWAYS be 2 options for your class upgrades.
In total there are 3*(1+2+4)= 21 Classes in the game. The parent class will inherit the class ability of the class it evolved from!!!
Combat: Difficult!
"Why are we here? Just to suffer?"
Every action consumes stamina (ST) and resets your ATB bar by a certain amount. Once it is full again, you can act. Certain actions require a casting time too. Should your ST fall below the cost of the selected skill while it charges, it will NOT be cancelled, but instead continue charging until completion.
Should you not have enough ST by that time, it will simply not trigger and you will have wasted time.
Most skills also damage ST so be wary of that.
The AI is good! Like... really good... like... I spent about 400 hours making it good... so... yeah...
Also... the enemies will have a class and selected skills meaning that their stats are about the same compared to that of the player (normal enemies have reduced HP and damage).
Enemies:
Everything from Goblins to Minotaurs to other "Dungeon Clearers".
And please note that even "regular enemies/mobs" will be a real obstacle that will pose a real threat!
Equipment:
Work in progress, but skills are equipable though this menu as of rn. The primary categories are:
1.) Weapon
2.) Secondary Weapon
3.) Armour
4.) Accessory
5.) Enchantments
6.) Skills
Plugins used:
Coming soon
Music used:
All tracks are from here:
Royalty Free Background Music Downloads - Fesliyan Studios
Download royalty free music for videos, films, podcasts, youtube, projects and more. New background music added weekly. Free and commercial use available.
Other resources:
coming soon
What I currently need:
1.) A script that shows the number of turns a state remains until removed.
I am aware of Yanfly's "Buff and States Core", but it does not seem to work with one of my most important scripts: https://www.rpgmakercentral.com/topic/35346-states-ex/, a script to stack states. So... yeah... f...
2.) Ideas that will improve the game's quality.
What I'm currently working on:
-porting things from VX Ace to MZ (skills, enemies, states, basically the entire database which for the skills is huge)
-adding new skills
-implementing mage classes
-other stuff (e.g. bug fixes)
Links:
-The idea for this thread comes from:
RMMZ - Looking for an ATB - System for MZ
I'm searching for a FREE ATB system for MZ. I'm aware of Visu Stella, but it costs money so... yeah... thanks for reading xD Here: https://forums.rpgmakerweb.com/index.php?threads/devils-dungeon-development-and-idea-threat.129286/#post-1132910
-The first Pre-PRE- not even Alpha Test battle on VX Ace:
IMPORTANT:
I switched from MZ to MV due to a lack of scripts for MZ.
I'm currently improving my game making skills to continue working on this project once I have become more skilled.
Last edited: