Rules Ideas That Don’t Deserve Their Own Thread

2098-Face

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Hey guys, in my game there are going to be 10 to 14 different NPCs that give you 10 quests each in their own different style (Eg; huntng, housework) I'm looking for any ideas for the rest of the quest styles. Thanks in advance!

I once had something like this that I'd sketched out for a Tabletop RPG. These are the things that ended up closest to the style you mentioned:
  • Bodyguarding
  • Mining/Digging
  • Hunting
  • Dance/Music
  • Potion-brewing/Cooking
  • Carpentry
  • Mail delivery
  • Racing
  • Stealth
  • Watchtower duty
  • Hiking/survival
  • Library Work
  • Etiquette/composure
  • Petsitting
Hope some of those those help; not sure if you want to implement them as minigames, journeys to get ingredients, or something else.


As for an idea I've been musing myself:
I've been thinking of making a game where everything's based on money.
  • Your special attacks burn cash, not MP. (Either the characters physically use cash in their attacks, or pay for brief help)
  • Rather than gathering EXP, you buy things to buff yourself up. Think Pokemon's Rare Candies and vitamins, or River City Ransom's burger/tea shops. (Lore-wise, this would be either food or exercise classes).
  • Similarly, you have to purchase martial arts books to learn new techniques.
  • All party members are available from the start, but you can only hire them for limited time spurts. Sometimes they'll accept flat rate; sometimes they'll want a cut of your profits on a given level; sometimes with an optional sidequest to remove that cost.
  • Similarly, while many areas are accessible to begin with, you either have to pay for a taxi or plane to reach them; or you need to save up to upgrade your vehicle.
  • Escaping becomes easier if you bribe your opponents
  • The story may involve saving up for an important MacGuffin; gathering cash for a ransom; or trying to repay a debt
My thinking is thus: you already pay for items and equipment, why not just cut out the middleman? Thematically, it also lightly mocks greed-driven mindsets; jokingly implying that a truly realistic RPG simulation revolves not around abstract things like levels, but real solid things, like bank accounts. It'd also challenge players to make tough decisions: buying that sword COULD really help, but it could also set you back from your end goal, or cost you a party member... And is it really a good idea to buy a permanent pass to that dungeon, or is a single trip all you need?

I've seen Yanfly's Skill Cost manager, so I know parts of this won't be too hard to implement, at least. Would this work out? Could this be reasonably balanced, or would it just make any viable tactics too costly?
 
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Akihiko

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@gigaswardblade I've been trying to think of a name that would be suitable, but not much comes to mind. You mentioned earth magic, so I was thinking geomancer. Geomancers use earth magic, and can be a support class. However, I don't know if they use bows. I also don't think geomancers are portrayed as the jungle warrior type, either. If I think of anything else, I'll let you know.
 

Vox Novus

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@gigaswardblade Geomancer does definitely come to mind as its an earth magic class. In the games I've seen them in they sometimes incorporate just nature in general and their magic changes based on the landscape. Traditionally though geomancy was more earth/ground specific and they had other arts separate for other aspects like pyromancy, aeromancy, hydromancy. Going back to games, I've typically seen geomancers just be straight spell casters or even use a melee weapon or their fists.

Not sure exactly what you mean by earth magic specifically, if you mean more just rock/ground or if you mean forest aspects like trees/vines (inclined more towards this one since you said it was based on amazons) or both.

If its a forest character it could be something like forestwalker or forestwaker. You could just sort of take what it is and stick the two words together as well; I mean something like Georanger, stonesniper, Eartharcher or maybe even spellarrow. If the character sort of has to imbue their bow with the elemental aspect like shooting stone arrows or something you could bring in a word like attune and apply a similar method to the name.

There is also name generators to you can find online to maybe give you some ideas, a quick google search of fantasy classes generator brought some up.
 

Finnuval

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@gigaswardblade leafcaller, bushwarrior, wood ranger, forest sentinel... The possibilities are rather endless you Just need to think up words that fit and combine till one sticks :D
 

RisenAngel

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So I've decided I'm going to try and make a game in a month, because I've had MV for almost two years now, haven't accomplished bupkis with it, and just want to finish something. To that end, I'm mulling over two different ideas for a general story.

Gameplay-wise both ideas are simple RPG dungeon crawlers that consist of a town and a single, multi-part dungeon. The focus would be more on the plot and characters, with a predominantly female cast because...well, that's just what I like.

Idea #1: Rei is a shrine maiden in the town of Deburia; once a great capital, now a smaller town that has seen better days since the castle was abandoned for political reasons centuries ago. Her otherwise relatively unexciting life starts to change when the priestess Ariel strolls into town and requests her assistance with a matter: within the old castle is a great seal, said to hold back a powerful light. Ariel wishes to release this seal and rejuvenate the world with its power. Just one problem: the castle's become a nest of demons in the time between when it was abandoned and the present day. While Ariel is also an accomplished demon hunter, she needs assistance. And what better assistance than a fellow woman of religion?

Rei agrees to the task. After also recruiting Deburia's governor-general and a thief-turned-adventurer who just wanted to come along for the ride, they set out for the castle. In exploring it, they find that things might not be what they seem, and that the so-called "demons" might know more about the Seal's true purpose and Rei's own destiny than anyone realizes....

I'm not entirely sure what I'd do with this one gameplay-wise, but I do know the combat system would revolve around learning what enemies are capable of and thus knowing when to go on the offensive and when to go on the defensive. Perhaps with an extra emphasis on the Guard command to reduce or even null incoming damage entirely; kind of like the best Mario and Luigi recreation I can manage without action commands.

Idea #2: Maya was born the daughter of a pair of prominent scientists, who studied robotics and biology. For a time her family life was happy, but then she was found to be a rare example of a natural Psionic. Her family life devolved quickly after that as her parents quarreled over it, to the point where the second she figured out how to take care of herself Maya abandoned them both and struck out on her own.

Since then Maya has had a relatively comfortable life in the capital of the futuristic science-fantasy world she calls home alongside her best friend. However, that's due to change when her parents' former mansion is taken over by an android who poses a threat to the entire city, if not the world. She agrees to assist in subduing the android, and in the process deal with the remnants of her parents' legacy and her own issues brought on by it all.

This game's battle system would revolve around a simple elemental weakness system, with the main thing setting it apart being that it's a system both the player and enemies can take advantage of. For the most part what the player's resistances and weaknesses would be decided by equipment, but Maya would be able to change her elemental affinity on the fly by virtue of her skillset.

At first I was going to go with Idea #2 and save Idea #1 for a future project, but after looking over what I had for Idea #1 I think I might be able to pull it off as well. After spending a little while waffling over it, I remembered this topic and figured I'd ask here to see which idea would be more interesting/plausible.

Pros of Idea #1:
  • I have a game design document partially filled out for it, so I have a better idea of the characters, enemies, etc. than I would otherwise.
  • It's a standard fantasy setting, so I can make use of VX's, VX Ace's, and MV's RTPs and the resource packs I have purchased, and finding additional resources to supplement them would be easier as well. I should note I'm the sort of person who struggles with making basic RTP recolors; even if I had the patience to learn how to go beyond that, there's no way I'd be able to create something half-decent looking within a month at my current skill level.
Cons of Idea #1:
  • I'm not entirely sure on what I'd do to make combat more interesting, or if it even needs more spice than what I have now.
  • Character development would be a massive focus, and that's not just for the major characters. Giving all the NPCs changing dialogue as the story goes on would add a lot of extra work.

Pros of Idea #2:
  • More modern/sci-fi esque RPGs aren't that common, which is a plus.
  • The story would be less a big epic and more personal (think any one of Octopath Traveler's individual tales), another thing that isn't so common among RPGs.
  • In accordance with the above, I'm thinking I'd opt for a minimalist cast of just Maya and her party, the antagonist, and Maya's parents (who'd be posthumous as of the story's beginning), which would save some time.
  • I have a slightly better idea of how to make the combat interesting than for Idea #1.

Cons of Idea #2:
  • Modern/Sci-Fi resources are a bit more difficult to find. MV comes with Sci-fi battlers, and there's a few resource packs available that I can afford right now, but past that I feel like I'd start running into shortages.
  • I pretty much came up with this idea yesterday, so it's nowhere near as developed as Idea #1's.
 

hiddenone

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@D.L. Yomegami Either idea could be done well, it's no wonder you're having trouble picking. Setting-wise I lean more towards idea 2 (since as you said it's not as common), but idea 1 could have a more interesting combat system if it's all about learning how the enemies move and attack. A way to make idea 1's combat more interesting would be to have the enemy change poses depending on what it's going to do (via enemy transform command), so the player can learn that when the enemy is flexing then they'll do a powerful attack next turn. Of course, an issue with that is that you'd need quite a few variations of poses (or colors) for each enemy.

If you want to make a game in a month, don't make an 'epic' with tons of character development. It's way too easy for the game to spiral out of control and you'll be hard pressed to actually get it done in the month. Ignoring the story since I think either of the ones you came up with could work, I think I'd mix the two ideas together to have a game with a more personal story, with a battle system that has features of elemental weaknesses and learning when to guard against enemies (possibly by creating elemental shields that have different effectivenesses).
 

gigaswardblade

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i think shaman is probably the best name for this class. they're tribal, they use magic, and they are one with the earth. earth element is basically rocks and plant life. not to be confused with the life element, which is ironically used for evil most of the time. life just heals wounds and raises dead. i thought of naming them druid, but that didnt really fit them too well, since i wanted them to be more tribal african people and not leaf wearing hippies.
 
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chungsie

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@gigaswardblade from what i know shamans work with spirits and aren't necromancers. druids are more european and are responsible for things like stonehenge. it sounds like the life element is anti-life-domain-clerics. in that life domain clerics are so opposed to necromancy and the undead.
i dont understand the hippie remark. hippies have nothing to do with magic, and are mostly baby boomers at this point.
 

S.Court

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My project has 8 attack elements, some of them form their own triangle elemental weakness

For example, I have Water, Fire and Flora and the weaknessess work in this way: Fire > Flora > Water > Fire

I also have Wind, Earth and Thunder that works in a similar way

The thing comes when I want to add Light and Darkness elements, I want to put a third element helps to create another elemental triangle

Something like Light > Darkness > X > Light

I can't think in something can fit with this idea and has a quite logic enough explanation. Does someone has an idea about what concept could be used as an element there? It's not something that is exactly urgent, but it's something I'd like to implement in my project
 

Akihiko

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@D.L. Yomegami The shrine maiden idea seems pretty nice.:kaoluv: I'm not really a sci-fi fan so I'd choose the first idea personally. For the battle system, maybe you can have the character use talismans alongside whatever you had planned already. You can make it so that certain talismans can be used for certain situations. I guess it would sort of be like a strategy game; knowing when to use the right talisman in a battle.
 

hiddenone

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@S.Court Something between Light and Darkness is hard to come up with, maybe something like nothingness or neutrality? Null, Space, Twilight, or Balance for the name of it maybe, though I'm not exactly sure how it would work as an element.
 

Idiot

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My project has 8 attack elements, some of them form their own triangle elemental weakness

For example, I have Water, Fire and Flora and the weaknessess work in this way: Fire > Flora > Water > Fire

I also have Wind, Earth and Thunder that works in a similar way

The thing comes when I want to add Light and Darkness elements, I want to put a third element helps to create another elemental triangle

Something like Light > Darkness > X > Light

I can't think in something can fit with this idea and has a quite logic enough explanation. Does someone has an idea about what concept could be used as an element there? It's not something that is exactly urgent, but it's something I'd like to implement in my project

Maybe something like soul, or ether? A sort of Darkness > Light (Darkness overpowers the light) > Soul (Light leads the soul) > Darkness (Soul can defeat the darkness) type triangle might make sense.
 

BreakerZero

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Okay, I'm basically a noob at spreading the word on things (I totally wanted to take marketing at one point and go back to school only for life and reasons to get in the way) but since this is more specific to plot development I'm not sure what to say (or where to post) in terms of feedback. (Seriously, I even considered the "in development" section but canned out due to plot and script elements though you're free to correct me otherwise if there's a better place for this 'round these parts). And the purpose of this post means spoilers as well - so if you're not up to focus testing this kind of thing in a working game build then here's your cue to get the hell outta Dodge.

At any rate, I've already taken my plot into a massive dose of macabre in the serious where an innovation society in which people may have "untapped potential" that can be unleashed for the greater good plays into another crewmate (analogous to "party of ten" in concept) having a massive personal incident. The way it goes down is like this: The living example of the tech in question is a lieutenant in her community's police force who's on assignment, looking for answers on the main villain in my story. The catch is that her potential is realized only by technologic assists and communicative aids. Basically she's a Class VI in terms of cranial processing expectation which means she's otherwise screwed as in the classification system that's core to my central plot device that's the absolute worst in neural function. Throw in a serious case of entropy at sixteen with close to 100% chance of terminal failure and her career is on the rocks (or so to speak) as even surviving may be too much for her lifestyle, requiring a sure bet in physical and neural stability in the form of survival tech off the Lord Vader block.

Where this comes into play is that someone else on the crew, while the lieutenant officer in the mix runs a training session with the goal of securing an orb to progress the plot and eventually unlock the endgame, will have the worst dumb luck of her entire stint in the name of destiny. Basically the result is a coronary VI (which is again the worst - the real world equivalent ain't pandered as a "widowmaker" for nothing). And ultimately it's too much, forcing the same tech that keeps the lieutenant officer going to be used yet again... but this time with an uncertain outcome for biological reasons (as in true form upon the genre, the affected crewmate is literally half beast in terms of ancestry).

Obviously you need the five core members of the crew for this to happen and there's a lot to process up until you get to the moment in question (along with lots of additional material for which I could also use some focus testing) so I'm gonna put the call out to see what you think.
 

Kes

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'General Discussion' is not for feedback on individual, specific projects, but looking at broad brush aspects of making a game.

[mod]I am merging this into 'Ideas which don't deserve their own thread', as you seem not to be ready to create your own thread just yet.[/mod]
 

BreakerZero

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That's what I wasn't sure about. Seeing that I was short on ideas in terms of where to post this, having it here in a catch-all is better than nothing right now.
 

Mrs_Allykat

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So, I had this idea. Some friends, you know who you are, felt that there weren't enough cat-centric games. There are never enough Zombie games. Well, of course....

So I worked up a few litter-box style mechanics to create a little arcade level for.... Cats VS Zombies! I have no UI to speak of, there is no break away combat, and then there's that book... So a quick video in celebration of my 200'th post! Incoming litterbox humor!



( Text Link )

Resources: Yanfly, Galv, Time Fantasy, and, of course, POP! Horror City
 

Marquise*

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Weee thought it had its own tread. I got MC to destroy my Amiga 1200 this way. $#^%$^%$%^ I loved her anyway! But not her markings!
 

Chicken Fetus

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So, I had this idea. Some friends, you know who you are, felt that there weren't enough cat-centric games. There are never enough Zombie games. Well, of course....

So I worked up a few litter-box style mechanics to create a little arcade level for.... Cats VS Zombies! I have no UI to speak of, there is no break away combat, and then there's that book... So a quick video in celebration of my 200'th post! Incoming litterbox humor!



( Text Link )

Resources: Yanfly, Galv, Time Fantasy, and, of course, POP! Horror City


Well that's a coincidence that someone else had been working on an apocalyptic cat game.

I mean the directions of our games are near opposite (this seems more comedy oriented arcade-ish with an anthropomorphic protagonist, whereas my own project is a morbid non-anthro survival horror that emphasizes interactions with other wildlife) and technically none the creatures in my own project are really "zombies" in a typical sense, but still surprising to see nonetheless

What exactly is the overall goal in regards to gameplay or mechanics?
 
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Mrs_Allykat

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Territorial protection. Can't have zombies digging in our garbage cans, harassing the humans (who have treats), and causing trouble. The kitties must redouble efforts to mark their territory... Darned Zhambeees getting in the way!
 

Marquise*

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I see at least two of us onions saw this tread! ^^
 

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