- Jan 31, 2017
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I don't know about number 4, but number 1-3 should be very easy. You don't need a plugin. You can do this with event switches. Basically, if the player chooses the Bard trait, make a "Bard" switch and set it to "ON." It remains on throughout the game, unless you make another event turn it off. Now, you just need to set Conditions at the beginning of events. For example, the player talks to the innkeeper. If "Bard" switch = ON, the innkeeper asks, "Would you like a room for the night, or would you like to play for my customers?" Else (if "Bard" switch is not on), the innkeeper simply says "Would you like a room for the night?"Greetings to everyone! I am new to this forum so please mention if any of my behavior is not well-mannered!
I just had an idea about a fantasy game which combines the elements of RPG and Dating Sim, and planned to make it with RPG Maker MV. Here's the quick synopsis:
I plan to implement a trait-based system which is similar to Ace Academy visual novel if any of you have played it, something like being able to do the following things when a dialogue/event happens :
I also plan to add an affection point system in which we can date one of the party members, provided that the affection point for a party member has reached a certain threshold! And maybe also unlock a few secret endings with that character with the highest affection point.
- Play music at an inn for cash if the Bard trait is selected at the beginning of the game,
- Seduce a guard to get a key item if the Black Widow trait is selected at the beginning of the game, or
- Smash open a door if the player has obtained the Fitness Guy trait or Lockpick a door if the Thief trait was obtained instead of Fitness Guy
Thank you very much! I'm really looking forward to make something cool with RPG Maker MV!
- Is it possible to create the features which I mentioned above?
- Is it possible to hold a custom game state in something like an object or variables which increments throughout the game according to the dialogue choices we make, like the affection point I mentioned?
- Do I need to create a plugin to implement the features I mentioned above?
- Is there a console which I can dump the game's variables into, for debugging purposes?
About affection points, simply create a stat for it, then add points to the stat during events. Dialogue is always an event. If the player chooses the right answer in conversation, add points to the affection stat. After each point addition, have the event check the stats. For example, the player is talking to Jane and says, "I like your smile." This choice adds +1 to Jane's Affection stat. If Jane's Affection = 10, activate the switch "Jane Loves You" = ON, and Jane will love the player for the rest of the game. Like the Bard scenario, you can set future events to play out differently if the switch is on or off.
You can implement any level of complexity. For example, maybe the player doesn't choose the Fitness Guy skill at the beginning. Maybe they have to accumulate 10 Strength points (made just like Affection points) and then complete a Fitness Quest.
I recommend playing through the engine's tutorial, especially the part about conditional branches. It's a little time-consuming, but it should explain most of what you need to know.
Creating a visual novel style game with RM is very easy, and I'm honestly surprised more people haven't done it. I guess the name RPG Maker attracts people who want to make RPGs. Kadokawa also has a Visual Novel Maker that has gotten mixed reviews, but I think you can accomplish most of the same functions with RMMV.
If you aren't sticking to the RPG genre, you might need plugins to change the pause menu options. Somewhere in the forums is a Plugin Master list that can help.