Rules Ideas That Don’t Deserve Their Own Thread

Xenphir

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Would a game based around five tribes/villages, four using the four elements, one each, of water/fire/air/earth be too cliche or too close to Avatar the last airbender? My base idea is to have four nations of very different backgrounds be given one elemental power each by a goddess, and a neutral one without specific magic, and the main character being unable to use elemental magic naturally, needing magic items like orbs or staves to do so.
 

gigaswardblade

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Would a game based around five tribes/villages, four using the four elements, one each, of water/fire/air/earth be too cliche or too close to Avatar the last airbender? My base idea is to have four nations of very different backgrounds be given one elemental power each by a goddess, and a neutral one without specific magic, and the main character being unable to use elemental magic naturally, needing magic items like orbs or staves to do so.

i guess you could make an avatar type story in a different cultural setting. like a European avatar or something. like for example: turkish for earth, norse for water, celtic for air, spanish for fire, and whatever middle european nation you want for the elementless. france/germany/romania/poland/whatever.
 

Xenphir

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i guess you could make an avatar type story in a different cultural setting. like a European avatar or something. like for example: turkish for earth, norse for water, celtic for air, spanish for fire, and whatever middle european nation you want for the elementless. france/germany/romania/poland/whatever.

Yeah I was going to base water off Japanese culture, fire off Egyptian culture, earth off of Nordic culture, and air off another tribal culture. I also figured that instead of them interacting with everything around them of that element like avatar, they can only use magical spells of that type. So they can cast a water bolt, but not change an already flowing river or stuff like that. That way its more elemental magic and not bending rip off xD
 
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I need feedback on my starting area world map. This area serves as kind of like the tutorial area in a way, where the adventure really begins when the player travels across the desert. I want it to look natural as well. How does the map look? What could I add to it to make it better? Is it already good enough?
 

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trouble time

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I need feedback on my starting area world map. This area serves as kind of like the tutorial area in a way, where the adventure really begins when the player travels across the desert. I want it to look natural as well. How does the map look? What could I add to it to make it better? Is it already good enough?
Personally i l8ke dense forests, but even then i think your map looks good. Maybe ad a few mountain tiles in the grassy area as a sort of transition from grass land to mountain range. But that might look betrer in my head than it does on a map.
 

Yitzi Litt

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I have a "relax" mechanic in my video game, where players can press a "relax" button to renew HP during battle. I'd like a mini-game to occur when this choice is selected, designed to relax/sooth the player (it's a horror game, and eventually will be removed for added suspense). What sort of mini-game would best suit this purpose? For now, I'm not worrying about practically implementing it, just what would be best in a perfect world.
 

MrB

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I have a "relax" mechanic in my video game, where players can press a "relax" button to renew HP during battle. I'd like a mini-game to occur when this choice is selected, designed to relax/sooth the player (it's a horror game, and eventually will be removed for added suspense). What sort of mini-game would best suit this purpose? For now, I'm not worrying about practically implementing it, just what would be best in a perfect world.

What about a minigame to calm your heart beats? The player will see(or hear!)a racing(think out of breath)heartbeat, and has to press X on the peak of a beat to slow down the heart beats. Every succesful beat slows down the rate, until it's at normal levels.
Bonus: make it extra exciting by allowing the enemy to interfere(Sudden screech, or something), making your heart race/skip a beat unless you block it by pressing button Y in time or whatever?
 

gigaswardblade

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Yeah I was going to base water off Japanese culture, fire off Egyptian culture, earth off of Nordic culture, and air off another tribal culture. I also figured that instead of them interacting with everything around them of that element like avatar, they can only use magical spells of that type. So they can cast a water bolt, but not change an already flowing river or stuff like that. That way its more elemental magic and not bending rip off xD
maybe you should swap nord and tribal elements around. nords have air because of the heavy winds of the north and tribals having earth because shamans and stuff.
 

Xenphir

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maybe you should swap nord and tribal elements around. nords have air because of the heavy winds of the north and tribals having earth because shamans and stuff.
Well its not exactly historically correct as I want to make my own cultures. The nord-esque culture will be great metal Smiths and have mines. The tribal culture will live in tree huts and such.
 

Lady-J

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Yeah I was going to base water off Japanese culture, fire off Egyptian culture, earth off of Nordic culture, and air off another tribal culture. I also figured that instead of them interacting with everything around them of that element like avatar, they can only use magical spells of that type. So they can cast a water bolt, but not change an already flowing river or stuff like that. That way its more elemental magic and not bending rip off xD
So are the people just unable to cast spells of other countries. I think thats interesting, but the main thing i took away from Avatar was how each civilization really was built around their bending type amd that was really cool.
 

Xenphir

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So are the people just unable to cast spells of other countries. I think thats interesting, but the main thing i took away from Avatar was how each civilization really was built around their bending type amd that was really cool.

Each nation specialize in their magic but to be further away from avatar, they can learn others, but are strongest with their own element. Basically only those not from those four benefit using other kinds but a foreign traveler using element magic would not be as strong as ones from these four.
 

trouble time

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SO, recently my old computer died, and somehow my flashdrive with my backups got erased (my little brother was visiting and took it back with him to his apartment...and when I got it back he had deleted it to put other things on it) I think its finally time I restart with the aid of my handwritten notes (which thankfully has most of the skills and enemies I designed). However, I've been dissatisfied with the opening moments for a while and decided this was a good chance to change it.

My goals are to introduce the main character and setting in brief but also to not bog the whole thing down in exposition.

Basically what I want the audience to know is
1. The main character is a demi-goddess, this is not normal for the setting, most demi-gods have a single goal that they are basically purpose built to complete and then they retire to a floating continent unless their god parent decides they could be useful again. the main character Iii doesn't know who either of her parents are which leads too...

2. Iii was raised by the Veil Knight Order as a fixture of the setting , enforce the absent Emperor's will. Despite the whole planet technically being under one government, in actually its several distinct countries who all claim a type of "Regional governorship" of Imperial land by claiming some connection to the Emperor. The Veil Knights get to decide if that connection is valid or not. They've also got the most advanced weaponry and the most effective magics in the setting.

3. Iii is an errant knight. Because the world is filled with dangerous monsters, travel and communication is very difficult between city-states, even those within the same "country", peasants tend to be at the mercy of nobles. The Errant Knights wander around and mete out punishment to those abusing their citizens (in addition to internal affairs organization within the various settlements.)

4.Iii wears a belt called "The Lament of Heroes" it makes it so people can't recognize who she is unless they're specifically looking for her. That's why she can move around normally.
 

Finnuval

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Ok, so I have these 3 characters ;

Samuel Barclay, a vampire who curses his own fate and always looks to others, more morally good then him, for guidance and the reasurrance that those he feeds on are 'evil'... Joseph Silver, a witchhunter more pragmatic then righteous who has a clear use for Samuel and Kerian a priest or priestess (possible hermaprhodite) who's beliefs have recently been shaken up a bit due to the actions of the church but still beliefs strongly in the good that lies within every living being...

Now, individually they work perfectlty and in teams of two there is no problem either, however whenever I put the three of them together I'm missing something in their 'chemistry'....

Anyone have an idea on a a 'twist' or 'personality quirk' that might make it more interesting when put into a group?
 

CrowStorm

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I have a "relax" mechanic in my video game, where players can press a "relax" button to renew HP during battle. I'd like a mini-game to occur when this choice is selected, designed to relax/sooth the player (it's a horror game, and eventually will be removed for added suspense). What sort of mini-game would best suit this purpose? For now, I'm not worrying about practically implementing it, just what would be best in a perfect world.

Conceptually speaking, I have a lot of trouble with being able to "Relax" during battle. There is pretty much nothing LESS relaxing than being in a fight for your life.
 

Finnuval

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I have a "relax" mechanic in my video game, where players can press a "relax" button to renew HP during battle. I'd like a mini-game to occur when this choice is selected, designed to relax/sooth the player (it's a horror game, and eventually will be removed for added suspense). What sort of mini-game would best suit this purpose? For now, I'm not worrying about practically implementing it, just what would be best in a perfect world.
Personally I feel it would fit better as a post battle mechanic. Where the player can restore some health after the fight and remove negative status effects perhaps.
As a battle mechanic it feels A bit weird to me to relax midfight.
 

trouble time

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Ok, so I have these 3 characters ;

Samuel Barclay, a vampire who curses his own fate and always looks to others, more morally good then him, for guidance and the reasurrance that those he feeds on are 'evil'... Joseph Silver, a witchhunter more pragmatic then righteous who has a clear use for Samuel and Kerian a priest or priestess (possible hermaprhodite) who's beliefs have recently been shaken up a bit due to the actions of the church but still beliefs strongly in the good that lies within every living being...

Now, individually they work perfectlty and in teams of two there is no problem either, however whenever I put the three of them together I'm missing something in their 'chemistry'....

Anyone have an idea on a a 'twist' or 'personality quirk' that might make it more interesting when put into a group?
Wheres your pirate who was turned into a monster and fights with the party because they saved them? (Don't know if its an intentional homage, but a church militant, a monster hunter, and a a vamprie sound like the cast of Castlevania 3, except Grant Danasty...everyone leaves out Danasty.

To really offer advice it'd be better if I knew more about how they interacted with one another but really I feel characters have chemistry when elements of their personalities fulfill needs of the other party member. like if say one were super cynical and it was tempered by another character's optimism (this keeps the cynic from becoming too jaded which could push them toward more extreme or immoral acts) while the third character acts a sort of mediator, the cynic tries to push the optimist away, but the mediator reminds everyone that they're stronger together in their own way. This could be portrayed many different ways, but I think you get the idea..
 

Finnuval

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@trouble time no hommage intended and I wouldnt call Kerian militant, far from it actually. But I do get it with the info I gave.

They are part of A much larger cast to begin with but it's when these three get together that I get Into trouble.

As for the way these three interact with one another: Samuel looks at the others for moral guidence, to act like A moral compass for him. Hé however is the most experienced and oldest among them.
Joseph as I said is real pragmatic. Hé cares more about getting A Job done then about how the Job gets done. Hé is jaded and cynical or at least tries to convince everyone hé is. Kieran is A bit of an enigma, sees the good in everything and refuses to believe in True evil. Hé approaches everyone, friend and for alike, the same way. Hé always tries to provide guidance .

Like I said paired in two or with other characters it's all good but the three of them... Nah...

Hope that clarifies it A bit. Anyway thanks for the response
 

trouble time

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@Finnuval Do you have any idea what they may be missing in their chemistry? that may also be helpful.

adding to what I said before though, perhaps Kieran and Jospeh really don't get along and see one another as too naive and too callous respectively, but Samuel is the one who sees the value in both approaches and wants them to get along, because often times the truth might lie in the middle of their two philosophies. Then the dynamic could be about the three learning to compromise with one another and use one anothers strengths.
 

Finnuval

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@trouble time cant really lay my finger on it. Probably why Im having such trouble with them.

I do like your notion of Kieran and Joseph being at odds judging eachother as naive and callous respectivly. I had them at odds but not on that basis. Perhaps Joseph becomes to Kieran what is wrong with the church that shook his belief. That might add the spark I was missing so far...

Worth exploring further. Thank you.
 

Caitlin

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I have an idea from a dream I had many years ago, and I thought it sounds like a decent idea for a game. The world suffers an world ending event and as a result, people are sent into underground centers to wait for the day that it is safe. A group of students and a teacher wake up to find that the group that they were with are now dead and that they are the only survivors. They were told to head back to the nearby city to meet up with other people from other centers, only to discover large strange creatures who call the city home. This was WAY before I had ever heard of fallout, strangely enough, so I was wondering if I could make it into a game without people thinking of Fallout.
 

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