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So I've struggled with the program for a while. I like to think I have decent ideas, but little ability to actually carry them through on my own. I'll have an identically titled article in the General Discussion that goes into more detail on the story and such shortly.

So here's what I'm thinking:
Battles
  • Function on a standard turn-based system, featuring a party of four characters, with two remaining static for the entirety of the game, and the other two being swappable with several unlockable characters over the course of the game
  • In the place of Mana/Magic/Power Points to expend on special moves, the player uses Ingredients within their inventory to cook Recipe Attacks.
  • Defeating enemies awards experience and a surplus of ingredients randomly dropped from a pool which is unique to that enemy type
  • Defeating enemies quickly yields more ingredients as the longer the battle goes on for the more ingredients the enemy consumes to use its own recipe attacks, though you're always guaranteed a handful.
  • Standard attacks exist, but they do incredibly average damage and can be completely ineffective against certain enemies (akin to how horrendous the Accuracy/Evasiveness was in Sonic Chronicles, but more balanced).
Stats and Leveling
  • In theory, Leveling up would not increase the stats of your character significantly, encouraging exploration to find permanent, stronger stat boosts
  • Leveling would, instead, primarily be used to unlock more recipes for the player to use in and out of battle
  • Stats would be tied to magical Gummi Candies found in chests in various areas, requiring exploration and puzzle solving to acquire.
  • Some Recipes can only be obtained from special Cook Book items. Some of these recipes can be used in the field and said field abilities can be used to uncover more Gummi candies.
Misc.
  • I would like for there to be additional minigames called Cook-offs where the player would hypothetically use the skills they've acquired thus far to make a large meal to be judged against a rival, with the reward usually being progression past that point. Like a nonlethal boss fight.
  • Rewards for playing the game certain ways, like only using abilities involving botanical ingredients in a vegan run, or only using pastries in a doughnut playthrough.
  • A New Game Plus option that would, as the name implies, carry progress over to a new save with even higher difficulty.
What do you guys think?

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Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
time for a new avatar :)

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