Rules Ideas That Don’t Deserve Their Own Thread

SunStunBros

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maybe i should stop with the races for now. i've basically covered all of the races that my characters will be, except for maybe a few. besides, a new problem has arisen. and that is the fact that I CANT MAKE ANY LOCATIONS LOOK GOOD IN MY GAME. i may be pretty ok at designing characters and races, but making landscapes and interior/exterior designs? ill probably make a video of all the landscapes that ive put effort into over the past year or so and see if you (i say you because i know youre basically the only one who responds to people on this board) can help me in any way. i dont know why its so hard to make a decent town/forest/dungeon/ect.

I've sort of been creeping for a while now, but I enjoy the overall sense I'm getting from your game. Although pertaining to your sprite race, I'm not sure how I feel about that development. I mean it's pretty unique, but the feel I got from them was something along the lines of Wisps (specifically from WC3 Frozen Throne), which are part of the Night Elf Race, and they are very woodsy/all about nature.

But I'm also not very creative when it comes to.. well, creating. And to that point, I suck at mapping as well. Sometimes I feel like I did a swell job, other times, I'm not sure what I'm looking at. :LZSskeptic: Something I've started to do is pre load some of the maps that come with it (I'm using MV), and i'll sort of cop ideas from those. I loved Golden Sun as a kid, so there's definitely a few ideas from it in my current project.
 

Prez

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So I just had another thought, related to my earlier 'find all the items in the building' idea; would it be feasible to make a game where, every time you start a new game, the locations of certain key items are randomised? So like a semi-roguelike; the layout of the map is always the same, but you'll need to learn all the locations of where items might appear because they'll never appear in the same place twice.

And related to that, if you had a fairly short game with multiple endings, would there be a way for the game to acknowledge which endings you've gotten, perhaps if you wanted a special bonus ending that you can only get if you've gotten all the others?
 

Pim

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So I just had another thought, related to my earlier 'find all the items in the building' idea; would it be feasible to make a game where, every time you start a new game, the locations of certain key items are randomised? So like a semi-roguelike; the layout of the map is always the same, but you'll need to learn all the locations of where items might appear because they'll never appear in the same place twice.

Well, like everything it has it's pro's and con's. I think I would personally like it when I play your game. I like the search and I also like to replay a game if it's a real good one. With your idea you make the player able to really play for a second time. Not just run to locations you already know and have been to, but have the same searching experience as the very first time you played. I think I would like it.

Still, if I were developing your game, I wouldn't do it. Creating a game with RPG Maker which stands out from the crowd and gets played by a good number of people is a hard task. I wouldn't put so much extra effort in making a replay of the game interesting. I would spend this time and energy in creating stuff to lure people in the first place.

Also there's the fact that people tend to get stuck in games and ask for help from players who already played it. If you make stuff appear in different places, they can't really rely on a walk through video or help from people who already played it. It is something that might scare away the few people who downloaded your game.

But like I said, I would personally like to play it if done correctly. My only con's are from a total download rate point of view. I'm definately curious what you end up doing with this idea!
 

Prez

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Well, when I said 'would it be feasible', I meant feasible from a technical point of view. I'm just a hobbyist and I have no interest in marketing any games I might make (telling people about them, sure, but that's not quite the same thing). :V I'm also thinking this hypothetical game would be very short - as in, an hour or less - and so replaying it would happen very quickly. Ties into the endings thing as well. I appreciate the kind words, though. :)
 

barnzie8

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@Prez Yes those are possible. Depending on your time spent on MV and skill will determine how difficult it is to make for yourself. I searched for a new game plus in the tutorial section and could not find any. With the item randomizer, there a few guides. With some additional eventing you can set it so only the specific item you want is given.
Use this forum to ask for help on MV. https://forums.rpgmakerweb.com/index.php?forums/rpg-maker-mv.129/
 

Orpheus

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Just something I've been mulling over for a bit, but for my current project, a tactical RPG in the likeness of Fire Emblem (which I am also recruiting team members for; see signature for shameless self-promotion), I was wondering how this sounds for a "loadout" (couldn't think of a better term) for each of your units that you control;

Weapon Slot Skill Slot Magic Slot
Weapon Slot Skill Slot Magic Slot
Weapon Slot Skill Slot Magic Slot
Item Slot Skill Slot Magic Slot
Item Slot Skill Slot
Item Slot Skill Slot
<<"Special Slot">>

Explanation: Each unit can hold 3 weapons and 3 items at a time, develop up to 6 skills over the course of their Leveling, and for any unit that can use magic, they are allowed to equip up to 4 different spells. An example "loadout" would look something like this"
Soldier's Sword [Soldier's Raid] Flame
Magic Sword [Survival Instinct] Collapse
Plot Sword [Morale Boost] Thunder
Potion [Advance] Recovery
Potion [Swordplay]
Smoke Bomb [Last Resort]
<<Full-Frontal Charge>>

Does this seem like "too much going on"? Is there too much restriction on what a unit can carry? Are there too little item slots? Any feedback on this would be greatly appreciated.
 

Infinitea

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Hi,

I have my final major project in College coming up and I was thinking of creating a game with RPG Maker like I did the year before. I wanted to ask if it would be possible to make a cooking game with aspects from Overcooked, Cooking Dash and a little from Hotline Miami.

The core idea is to have a two player cooperative game where one person is the waiter and the other is the cooker. Is this possible in RPG Maker, obviously with the help of code.

Thanks!
 

SunStunBros

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How does everyone feel when it comes to using tier magic skills in their games? AKA Fire I Fire II Fire III or the sorts?
 

trouble time

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@Orpheus really without any context into your game there isn't too much I could say, but of you can only carry a limited number of skills then you may find situational skills won't ever see any use over more generally useful ones

@Infinitea I'd say its possible, though I'm not sure if RPG Maker is the best engine for it.

@SunStunBros Honestly I prefer it when skills scale with the party rather than being tiered, but I don't actually dislike it either.
 

Leon Kennedy

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This will be the story of a 16 year old girl going down the wrong path. There will be no battles mostly just talking and choices you can make. Molly has a drug problem and will basically show people out there what can happen if you go down that wrong path. She will deal with shady individuals and go through life changing bad situations.

Does this game story sound like a good idea? I already have some trippy animations and stuff to simulate the game.
 

arekpowalan

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@Leon Kennedy Sounds interesting as a short story. Something like a VN or a cut scene game should work. As a story dealing with drug, the story should aim to invoke the player's interactions and choices that can make Molly's life worse or better.

There are probably two ways to do this type of game. The first is the exploration of a drug abuses and the possible solutions and pitfalls to her problems. Something like Roy Harper from Teen Titans. The other is the deconstruction or a dark fiction about a teen's recklessness and the implications caused by the society that dooms a woman into a life of drug abuses. You can even throw things like social commentary or horror in there if you're aiming for a hard "M" rating.

Nevertheless, drug abuse is a very sensitive subject. You probably need to do a lot of researches. Many of the issues related to drug simply can't come from Wikipedia. If you know someone who abuse drug or work with doctor or medical teachers, they may help you understanding the issues or give examples how drug users think and act. Additional info can help making the game more realistic and useful for audiences. The ultimate goal should be to give the player an exemplar that the player can guide to meet a good solution.
 
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Leon Kennedy

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@Leon Kennedy Sounds interesting as a short story. Something like a VN or a cut scene game should work. As a story dealing with drug, the story should aim to invoke the player's interactions and choices that can make Molly's life worse or better.

There are probably two ways to do this type of game. The first is the exploration of a drug abuses and the possible solutions and pitfalls to her problems. Something like Roy Harper from Teen Titans. The other is the deconstruction or a dark fiction about a teen's recklessness and the implications caused by the society that dooms a woman into a life of drug abuses. You can even throw things like social commentary or horror in there if you're aiming for a hard "M" rating.

Nevertheless, drug abuse is a very sensitive subject. You probably need to do a lot of researches. Many of the issues related to drug simply can't come from Wikipedia. If you know someone who abuse drug or work with doctor or medical teachers, they may help you understanding the issues or give examples how drug users think and act. Additional info can help making the game more realistic and useful for audiences. The ultimate goal should be to give the player an exemplar that the player can guide to meet a good solution.

Yeah the game would definitely be 13+. I am wondering @mlogan if there is any restrictions on forums about drug and possible sexual references in games? Not showing anything happening of course but just saying something happened as you go.
 

SunStunBros

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Hey everyone, I can't decide how big I want to make my characters home town. What map sizes do you generally use?
 

arekpowalan

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@SunStunBros If it's a starting village, it shouldn't be too large. Probably a single map the player can walk around and maybe one or two event-related maps. You can look at most of the 16 bit JRPGs to see examples of the starting villages. In addition, countryside village and city in don't necessary have different size. In most games, they are pretty compact and are made interesting instead through the creative uses of tilesets.

If your home town is supposed to a large city like Rabanastre in FFXII. You can make multiple maps for multiple sections which you maybe slowly open up as the player progresses. When a player start, they should be able to navigate the city without getting lost. They, however, should be okay with new sections of the city once they remember certain key areas of the place.
 

SunStunBros

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@SunStunBros If it's a starting village, it shouldn't be too large. Probably a single map the player can walk around and maybe one or two event-related maps. You can look at most of the 16 bit JRPGs to see examples of the starting villages. In addition, countryside village and city in don't necessary have different size. In most games, they are pretty compact and are made interesting instead through the creative uses of tilesets.

If your home town is supposed to a large city like Rabanastre in FFXII. You can make multiple maps for multiple sections which you maybe slowly open up as the player progresses. When a player start, they should be able to navigate the city without getting lost. They, however, should be okay with new sections of the city once they remember certain key areas of the place.


Appreciate the tips! I think I went around 35x29, idk if that's too big but we shall see.
 

gigaswardblade

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just a small little update on my races posts: i decided to name the mutated orcs "bugbears". a: because i wanna have as many orc/ogre/goblin/troll categories as possible, and b: because bugbear can mean "cause of irritation" seeing as how the bugbears are weird mutations of orcs and are seen as an inconveniences.
 

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