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In my RPG MV game, there is a 3 way hierarchy.
Top: Giant Animals
Middle: Adversus Girls(main characters)
Bottom: Small animals

Throughout the game you either encounter the animals, or find their eggs and bring them to the pet hub area. I feel lacking in the inspiration department, so I am going to list out my current plans and see if anyone has feedback or additions to it.
The two games I am taking inspiration from are Lufia 2(I never played it, but Galv mentioned it to me) and Sonic Adventure.
I am trying to design it so that you can set it up with eventing, without needing excess plugins. Some plugins can work, but not so it limits the design. My plan is to use eventing and if my ******* gets funding(after demo is public) then I can hire a coder to upgrade the code to make it easier and more appealing visually.

Obtaining the "pet"
You can obtain them through some bosses or side quests, and more rarely in a very specific map location.
Or you can obtain their egg from a sidequest, boss, or random locations. Perhaps choices in sidequests can affect what type of pet. Although I hate the idea of not being able to 100% so probably not. (maybe do it like Pokemon Yellow where you can get the other types in a specified location, in case you didn't pick it)

Egg System:
I am currently unsure of how to handle this. Must a certain amount of time pass to hatch? Should one chapter pass by in game time before it hatches? Maybe a specific item speeds it up?

Care System:
Your pet must be "satisfied" or happy before it can move onto the next level.
The foods you feed them determine how they assist in battle?
I want to include petting and other activities, but I'm not sure if the player would like doing that. I am having difficulty in deciding what ways the player can interact.
~Idea for interaction. My current plan for the second player in party is certain maps instead of them following you, they are standing around the map and they follow you when you leave the map. Perhaps it can be similar to equipped and standby pets(read below).
I like the idea of party members not following you but standing around the current map and able to interact with them.
~Perhaps there is a way to equip clothing to your pet, to alter their appearance to the player's liking.

~Bonus: If you have a pet you don't want, maybe there is someone in town who would benefit from a companion. You'll be able to interact with pet still, but you can't equip it any more.

Battle System:
The "pets" do not participate in combat, instead they provide a perk and either add an ability or modify current abilities.
You can have one pet equipped at a time, but have 2 on standby.
The more your pet levels up, it affects stats and other abilities.
Your pet has an energy gauge, when it runs out you must either feed it or swap it out with another.
*After night passes, every pet automatically recovers, unless it is a plot related event that requires it not happen.

What do you all think? Any pet systems you like or don't like?

For those of you who would like a more in depth explanation of what the pets are, I am going to explain but it is a plot spoiler.
In the hierarchy, everyone is actually the same species. The bottom two are actually the same girls. The middle one are just girls who were born as humans, and the "pets" are just ones who couldn't find a human baby to merge with. When the girls and "pets" mature, they become the giant animals. To an extent, the pets see the girls as sibling figures, which isn't revealed until the end of the story.

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