Features Feedback

Discussion in 'Game Mechanics Design' started by Lunarea, Mar 4, 2012.

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  1. vexverbose

    vexverbose Villager Member

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    Hey,

    I recently got xv ace on the steam sale and have been working on my first game for about 2 weeks. I find events and map making to be easy enough and straight forward. I would like some input on a feature for my game. First I want to setup the idea for the feature. Think of Super Metroid and how progress or "leveling up" works in that game. I want items to further the progress in the game not your typical level up exp. progression. So basically I want to remove leveling and collect items to add HP, mana and abilities\spells. The "equipped" items would then change the characters sprite and abilities\spells options in battle. Also some items would be permanent and some interchangeable even in battle.

    Yep I'm new and am excited to join the community. Any input is appreciated.

    Thanks 
     
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  2. HumanNinjaToo

    HumanNinjaToo The Cheerful Pessimist Veteran

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    I'm looking for some feedback on how I've set up my skills with the battle system in my game.

    In a nutshell: ATB system revolving around turn order that can be altered by charging skills, waiting periods after big skills, etc. Over 96 spells and 65 weapon skills are set up between 13 characters. These skills work with and play against each other.

    I'm looking for feedback on:

    • the playability of the skills (only three Lv3 chars are available for the demo)
    • the descriptions of the skills (whether or not you can tell what they do well - Skill List)
    • the way skills perform in regards to cost/effectiveness ratio, damage output (this is in correlation with the skill point distribution - CruxGrowth)
    • the look of the battle HUD (is it distracting/pleasing etc.) (Also, there's an annoying blank window during battle while selecting targets - if anyone knows how to hide this window, please let me know)
    During the demo, some sub-menus of the main menu are not in working order, please don't mind them. Also, don't forget to equip skills via the Equip Skills sub-menu and don't forget to allocate skill points via the Crux Growth sub-menu.

    The link is through dropbox.
     
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  3. servantb7

    servantb7 Servantb7 Veteran

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    You can do most of this fairly easily with events/databasing your items well. Changing a characters skills/stats through equipment can be done easily through the 'Features' sections under 'Armor' in the database.

    As for changing a character's sprite to match his equipment...that might be trickier, but it is possible.  You could make a parallel process event on each map with a conditional branch that constantly checks what equipment the character has equipped, and can change the character graphic if the character changes their equipment.  The downside to that is that you would have to put a copy of that event on every map (I would suggest making it a common event so that if you want to make changes you can do it all at once instead of having to go back to each event individually).  Too many parallel processes can cause lag, but if you just have one on each map it shouldn't be a problem.

    There may be an easier way to do that via script, but this is the only way I can think to do it through eventing.
     
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  4. vexverbose

    vexverbose Villager Member

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    @Servantb7

    Thanks for the feedback. I'm still learning the program, but I see how this would work looking into it a bit deeper. Now I just have to implement it into my game correctly.
     
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  5. Ghaleon

    Ghaleon Villager Member

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    So I'm almost done studying ruby, and will have to start scripting the framework of my game soon. Something I'll have to figure out early or else have to rework all the stats for all my characters over is leveling speed.

    My game is planned to include a bunch (maybe all eventually? I'll just start with a bunch for now though) of Touhou characters, which if you don't know is a free to use IP with dozens of characters. However, in the story/games/whatever, they aren't very equal, and while I plan to "lampshade" this issue by having a big accident that removes everyone of most of their power early in the game, there's still the issue of some characters are just plain stronger/smarter/whatever than others. I don't want to get into a whole power level debate, but I DO think it would be natural to make it so these characters have better stats but level up slower.

    HOWEVER, I need to consider what exactly this accomplishes. So far I've thought:

    HAVING balanced characters by better stats AND slower leveling (and vice versa) matters because:

    1: These characters are obviously better at level 1, but even out later on

    2: These characters will get less levelup currency mechanics/customization/traits/perks/talents/wtf you call it over time assuming you have such a mechanic in your game.. in other words, they are customizable/less defined at a slower rate.

    3: These characters are ideal and/or overpowered for any kind of situation where your level is moderated or normalized. Or if your level cap is at a practical level that a player can reach within normal playthru, they are better characters.

    That's all that I can think of... I do NOT intend the game's level cap to be reachable in normal play, and points 1 and 2 on their own don't really seem to be significant enough to really do this... Am I missing/not considering something? I'd appreciate any brainstorm input!
     
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  6. Taiyokun

    Taiyokun Villager Member

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    One thing I came up with was a turn based battle system involving guns. More details could be added on, but the basics is that:

    >HP is normal

    >The "MP" is "BP" aka Bullet Points. Used for regular firing or Skill Firing.

    > "SP" is reserved for skills, and uses the Overlimit gauge built in.

    >If you run too low on BP, you have to use the Reload command that takes one turn to restore a set amount of BP (depending on class).

    >Your regular attack is a weak knife attack.

    >You'd think that you could just abuse the system and spend each turn firing only one bullet (If you used a pistol for example). However, the battles will be designed so that dragging out a fight like that hurts you in the long run, so using Skill Firing is encouraged.

    >You have to decide whether to use the SP to heal or something else, or save it up to use an incredibly strong attack.

    >There will be different classes. Special notices are Knifemeisters (Have strong knife attacks and knife skills, but atrocious gun stats) and Medics ( Specialize in healing, but frequently rely on SP, and can only use a single pistol.)

    I think that's it. How bout it?
     
    Last edited by a moderator: Jul 7, 2014
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  7. Blackheart

    Blackheart Developer in Training Veteran

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    @Taiyokun

    Sounds cool, reminds me of the Wild Arms series, have you ever played any of those games before? They had different characters with different guns each and you could equip them with summon gems which would determine which skills/spells they had access to.

    They also had that same Reload function you were talking about and if they attacked without reloading the would just run up and hit the enemy with their gun, I remember one character in Wild Arms 3 had the ability to consume multiple ammo in one turn depending on how much MP he had (he had a machine gun), another one was able to lock on (he was a sniper) which would give him 100% chance to hit and double his damage output. Great battle system and mechanics, if you can build something similar to that then it sounds like it would be good.
     
    Last edited by a moderator: Jul 7, 2014
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  8. Taiyokun

    Taiyokun Villager Member

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    No, I've heard of Wild Arms, but never played it. I knew my idea was a little too original  :|

    I actually made something in RPG Mkr VX Ace as a demo, but the game was made before I bought the actual thing not long ago, so I made it using the Lite version. As a result, balance-wise, it's a bit unstable because I had to work around the restrictions.

    You can find it at my GameJolt here: http://gamejolt.com/games/rpg/gunblaze/23426/

    (It's totally not an atmospheric carbon copy of Resonance of Fate, even if the personalities are similar nope nope I definitely swear).
     
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  9. FinalHowl

    FinalHowl Frozen Tyrant Member

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    So... I'm not sure if this is the place to post this, but if its not I apologize.
     

    My game is being called the Second Chronicle, and is based on a D&D campaign I've been running for the better part of 3 years now. Since I was in the military for a spell, it made playing with my friends back home quite difficult, and we resorted to 'RP' through dropbox, in which between dungeons the characters could proceed through days and weeks of interactions, to not only build up the story of their characters, but also develop the world around them, and learn specialized abilities. That being the case, the introduction of my game has been a difficult undertaking, and it took quite a bit of time to set up. Its between two secondary characters, and the introductory cutscene essentially involves watching both characters in seperate scenario's being killed along with their respective groups.

    This leads us to the character selection screen, where you appear as a bodiless soul at the edge of time (The Nexus, its called) where Saint Brown, the Scholar Saint greets you. It has been his mission, and lifes work to chronicle all of history. That being the case, he can travel through time at will, but he cannot proceed further into the future, if the path he was going down was destroyed. Which leads to the characters purpose, and mission. You learn that your fate (regardless of which character) is intrinsicly woven with the fate of the entire planet, and that your premature death, caused the end of the world effectively. This led to the end of time, where Saint Brown has awaited your soul to send you into the past. You can choose between either character you wish, after hearing a brief description of them. The soul is supposed to choose the one that reminds it of its previous life the most. (the characters choice) After choosing, Saint brown sends you into the past, where you will start the journey of the character. Now, there are several mechanics I have been deciding on and I thought, who better to ask than a community of talented gamers, and game designers.
     
    First Idea, I would like to set up conditionals, to allow the player to choose between more characters, as they progress through the game. So, if you had a save file halfway through the game, you could choose between a larger variety of characters, at the beginning. This allows a much greater amount of depth and development of the world, even if it is more work for me. I wouldn't undertake this until I was finished with the first two characters of course, so it won't hinder my performance. I'm just wondering if this would interest someone, or maybe add further replay value.
     
    Next, the combat system. Since the story is based off of D&D, the preffered combat system would be tactical. I don't have any experience with getting this to work, and would have to look into premade scripts, but I think this is the ideal situation. A few limitations ahead are the involvement of two resources that people depend on within my world.
     

    Story-- Yggdrasil, the world tree is guarded by the elves. After thousands of years of conflict, war and betrayal from humans the Elves blocked off all contact from the outside world by creating a powerful barrier around their island. Yggdrasil's true purpose is a secret for the perfect ending of the game, however it produces two vital resources for the entire planet. One through the branches, and another through the roots. These are Magicite and nethicite respectively. Magicite is a primary composition of all living things, even plants, however Nethicite is found only in trace amounts throughout the world, and bodily composition due to the creation of the Netherworld by a specific and little known figure. (Place holder name is Melzas. Yes, I took quite a bit of artistic liberty from Alundra, but what can you do?) Several thousand years ago, Dragons, Demons, Elves, and Humans were all a part of the material plane. However, demons have slipped into myth, along with dragons. Living on the island closest to the Elven Kingdom, Walveria was infested with Yggdrasil's roots, making it the suitable place for Demons to live, as they need a higher concentration of nethicite to survive. They also require a resource known as fear energy, which is harvested from human dreams. Thousands of years ago, Melzas rallied the demons, and made a unique pact with the strongest of the demons (Jormungander). After doing this, he dissapeared for several years, before he created an alternate dimension by bonding an extradimensional space into the shadow plane. This was the dawn of the Netherworld, and in the process of its creation, Melzas made it so all the Nethicite would be filtered through there, and in exchange, he created a method to recycle souls. These are called nethergates. Soul energy became essential to the survival of demons, and made them far stronger than the other races. However, Melzas planned to fuse the two worlds together, and kill off the humans.
        Melzas is the product of a human/ and elf relation, and the only half elf in existance and one of the strongest and most powerful mages of all time. Six demons came together to defeat him, however they were not strong enough. Although they managed to seal him away for the remainder of eternity, he extracted and combined fragments of their souls, creating a demon of unimaginable power and negativity named Thanatos.
     
    Fast Forward... Demons and Dragons war took place, leading to the foundation of seven capital cities within the Netherworld, dividing the demon population justly. A group of humans sought out the Elves again, and learned the magic and wisdom they had. 6 of that group stayed behind, becoming the Saints of Legend, and granted eternal life. However the rest of them learned of a method to use Magicite in technological advancement. The Elves exiled them once again, however the Humans already learned what they needed to form a new empire. Thus Arcadia rose to power. Arcadia soon discovered that the wise, and passive dragons contained incredibly dense amounts of magicite in their blood, and began exterminating them en masse. This led to the Arcadian/ Dragon war, known as the Scouring. The strongest and oldest of the dragons Bahamut, sought to eliminate all humans from existance, as they had been betrayed by Arcadia. However humanity, with the help of Ismaire Zeal, King Mortalvius (elf) and King Zephiel II slayed Bahamut. Ending the Dragons caused two things to occur, one being the slow fading energy of magicite, and the start of the Ending Winter. The Ending Winter lasted 300 years, in which snow fell everyday, and a disease known as frost rot ran rampant. Arcadia slowly began losing power, as Magicite slowly faded from existance.
     
    Thanatos Arc: Thanatos, instead of killing dragons during the Demon/ Dragon war, had gone on a killing spree of humans, so he could harvest soul energy to magnify his power. However he was stopped and sealed within the material world, so he could no longer benefit from soul energy. He was later discovered by Arcadia while they were trying to excavate condensed magicite to continue powering their floating city. Thanatos began manipulating Arcadia during the Ending Winter, attaching himself as a parasitic entity on the King/ Emperor of Arcadia. He began slaughtering humans to harvest soul energy once more, but was stopped once again by the Zeal family. Thanatos shattered his soul after being defeated and divided himself into 7 fragments. When these fragments came into contact with the Planet once more, it caused a world wide earthquake that reshaped the entire face of the planet. As the Shattering took place, Arcadia ran out of magicite energy and sank into the sea. The remainder of its military installations and cities were devoured by the land.
    Magicite slowly returned to the world, and the Ending Winter subsided.
     
    Fast forward 750 years, and we find our characters in a world that hosts two warring countries, fighting to excavate the lost Arcadian Technology from what are called Stasis Junctions.
     
    This war has been raging for 500 years, but new evil is surfacing. Thanatos' fragments have been behind the war, as he manipulates the countries against eachother. Causing a massive flux of souls to travel to the nether at once. These souls are causing a build up, and trapping some in the material world for Thanatos to feast on. He grows steadily stronger every day.
     
    Anyway, that brings us to the problem of energy types. Each character has a set amount of Magicite (or Nethicite in some cases) they can use, to greatly increase their physical characteristics, but also to initiate devastating attacks. I'm unsure of how to control the rate at which they gain or regain magicite, as it should be a static growth with a cap, rather than just resting at an Inn and having it all back.

    There is also a large part of the story, where one of the main characters has the abilities to control all the elements, but only when a certain type of orb is equipped in their bow. I'm not sure how to implement this (I have limited experience with this type of thing), but I would like to make it so each orb opens up a unique skill set. Later the character can equip two at a time, and combine elements into a myriad of different effects.

    These are the main idea's, not including the mass of story ( which isnt even close to all of it, just the important portions), just wondering what you guys think.
     
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  10. whitesphere

    whitesphere Veteran Veteran

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    What do you all think of this game concept:

    Characters Cross Generations:

    The concept is as follows:  Your "character" (never directly shown) is a soul.  You incarnate into specific characters in a bloodline.  Game-play wise you gain skills, study, etc, but time advances as you do.  For example, studying to master swordplay advances time by 2 years, if you study with a master.  

    Naturally, in-game events advance the simulated calendar as well.  

    When the main character dies, in battle or from old age, any skills you have, plus whatever items you put in a Vault (in-game special area) you gain in the next generation.  Of course, any significant events have Karma which reflects how you start your next life, X years from your death.

    So, mastering swordplay in Generation 1 means you start out with mastered swordplay in Generation 2.

    For a Karma example:  if you steal from a lot of people in a generation, don't be surprised that it's MUCH harder for you to get gold in the next.   But, generously giving gold and doing "kind" quests (with little payoff in that generation) may have significant rewards in the next generation.

    @FInalHowl

    It sounds like you could use a concept like this nicely in your game.  Actions taken at one point should have in-game consequences further on down the line.
     
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  11. FinalHowl

    FinalHowl Frozen Tyrant Member

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    Hmm... I like the sound of it, but it would be difficult to implement as of now. The main problem would be grappling with all the variables. I planned on. Having a Fame score per area, which would open up new sidequests and give discounts to regional stores once it got high enough though.
     
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  12. Caustic

    Caustic Hopped Up on Goofballs Member

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    *rises from his grave*
    Haven't been on in forever, and first thing I want to do is... poke at other people's ideas! =D
     

     
    Ngh... I could see this being majorly abused if not balanced accordingly.
     
    Do the characters keep their equipment/skills/level from that previous save for the new game? If not, there may not be much of a point in this. If so, you just gave that person a one-way ticket to Easyville. And if they don't, then there's the question of whether they even have skills at Lv.1, if you forget to give them any for those early levels. And if you do, then they're probably useless by the time you get that character and... 
     
    Well, I think you can see where my argument against this is going. Besides the fact that giving the player more charries at the beginning would likely break early battles until you fill out a whole party, unless you have the full 4~6 character party right from the start.
     

     
    Most good turn-based combat systems are built to be tactical in nature, so... I'm not sure what you're looking for ^^;
    A dice-roll-based combat system is entirely possible, but would probably require a combat and a stat script, at the very least. I'd look into Yanfly's blog for some decent scripts that are easy (and free) to use.

    Maybe they have a chance of getting a set amount of whichever limited item they use, with a small chance of getting more (and a larger chance of less). Or link it into the TP system, and make it rise slowly during battle. Not sure, because I'm not sure what you're trying to accomplish here :/

    The latter bit may be as easy as having a secondary item/accessory slot(s) and having the character only be able to equip one or two at a time (with the other characters having theirs locked). Obviously need custom scripting for it, but beyond that it shouldn't be hard to make it work.
     
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  13. Quailar

    Quailar Villager Member

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    Hello,

    I have been dwelling over a game idea for quite some time and started making it functional.  Ultimately I would like opinions on if this is a good idea and maybe some help in design too in the areas of mapping/art and scripting.

    Essentially it’s a mafia/gang Real Time Strategy (RTS).  This style of game has been attempted in the past, however they were not done well.  I have read many post that showed concern for RPG Maker being able to do a RTS or Turn Based and I have also seen tactical battle and Action Battle systems.  While I am currently faced with some limitations, with the help of a few scripts I have been able to build a shell of a RTS game and am approaching a full demo shortly. The game utilizes a lot of evening for systems as I am not a scripter yet.

    The game works as a business enterprise strategy/ mafia game; cross between San Andreas and gangster games of the late 90’s, but the objective is on building an empire to beat your enemy and overpower the cops including side missions.

    I am using a boat load of scripts (10) but they all seem compatible and the game is coming together.  While I am encountering some occasional lag, which I think can be minimized more, the game runs on a 40x40 map with 54 events (28 buildings/29maps, and characters).  The biggest limitation im facing is that I could cut all this code in half if I knew how to script all of the complex iterations and maybe reduce lag more.

    I guess that’s enough information for now.

    Where should I start?

    Thank you
     
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  14. Solenark

    Solenark Warper Member

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    I´ve been working on a Frontal Battle System for my project, and decided to use MogHunter's script (atelierrgss.wordpress.com). The project is in portuguese, but i think that it does not matter since i want feedback on the audio/visual aspects:




    If you guys are curious about some information, let me know that i translate it.

    Thanks for your attention!  :thumbsup-right:
     
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  15. AvarinaSkye

    AvarinaSkye Clumsy Adventurer Veteran

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    Hello there! I have an idea that would like feedback:

    My game is going for Adventure/Fantasy/Dating Sim RPG. There are five main characters with different, set classes (the girl as the MC, and the other four are guys that she is able to date). Thing is, I want them all to be able to participate in battles (and I really want to try tactical-turn based battle system, and I was wondering if that is achievable). And I see, with my very limited knowledge on VX Ace, that I can only have 4 showing.

    What I thought of is being able to switch out the characters during the battle: three "active" players, and two others on "stand-by". They can switch places, once per turn. A way to give the fight more flavor or difficulty is to allow the enemy to cancel that switch with the right move.

    Any advise, even if you tell me to go "learn coding" is fine by me, just as long as I know that this is possible. And I'm willing to learn anything!
     
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  16. Takuto

    Takuto Spriter, Fancy Suit Wearer Member

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    @Ghaleon

    For these 'better' characters, it all depends on two things: what kind of game you're making, and how often you are able to use them. If you want it to be a challenging game, then obviously you won't want to let the players abuse overpowered fighters and breeze through everything. But on the other hand, if it's just for fun to join up Touhou characters into one game, then why not?

    @whitesphere

    Well, there's one potential problem with the system you described. The main character being able to die off at any time makes it

    much harder for the player to care much about the main character. Although, if it's a game like Elder Scrolls, where the player character is more of the 'silent protagonist who is there to observe' it could work. In Rune Factory, they did something similar to what you described, I believe, but you had to reach a certain point with your original character first. That could work as well . .

    @Solenark

    I was going to say 'too flashy' but thinking about playing it . . you know, it actually looks pretty fun. It's not going that overboard. I like it. I'd play that game.

    Sorry, I don't know anything about RTS battle systems, Avarina, but it sounds like a fun idea, and could definitely add strategy to the game. The 'canceling' feature reminds me of Grandia, too, and I love enemies who can surprise you out of nowhere, knocking you down a peg.

    Here's something:

    Would adding a small amount (1-2?) of enemies to a side-view game in only a couple levels be a good idea, or just inconsistent game design? Especially if the game wasn't an RPG/action game? Trying out a side-view adventure game mostly without combat, focusing more on the story, but I think it might be a good idea to have a few instances of limited combat in certain areas. Say, kind of like minibosses? Or just random, possibly.
     
    Last edited by a moderator: Feb 17, 2015
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  17. Cadh20000

    Cadh20000 Veteran Veteran

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    Sounds interesting to me, but unfortunately I wouldn't know how to go about doing it.
     
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  18. Milennin

    Milennin "With a bang and a boom!" Veteran

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    I believe there is a script that allows for more than 4 party members.


    If by tactical turn-based combat you mean something like Fire Emblem, then you'll need to make a custom battle system that's likely going to be too complex for anyone with limited experience. If you mean simply a standard turn-based RPG combat system that requires the player to use their skills wisely, then that should be a lot easier to achieve (though, still not easy to balance if you plan on having 5 playable characters).
     
    Last edited by a moderator: Feb 17, 2015
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  19. AvarinaSkye

    AvarinaSkye Clumsy Adventurer Veteran

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    I'd like to try similar to Fire Emblem. With that said, would I have to make my own battle system and codes/scripts?
     
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  20. kerbonklin

    kerbonklin Hiatus King Veteran

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    You can check out GubiD's tactical battle system script, there's not that many out there for this type. It should be well developed enough by now I think to use consistently without error, but depending on how crazy you want to get with it there might be errors.

    http://forums.rpgmakerweb.com/index.php?/topic/16085-gubids-tactical-battle-system-v24-for-ace/
     
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