Rules Ideas That Don’t Deserve Their Own Thread

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I'm not sure this is the right place, but I'll take a swing at it; how would I go about implementing a sort of mood mechanic in MV?

Basically, it's like this; neglecting eating and sleep won't kill you, but if either of these get too low, your "mood meter" drops. And your performance in battle is directly affected by your mood change. Good moods may make you stronger and more efficient, and poor moods do the opposite. Mood can also be influenced by the climate, time of day and even season.

I imagine a way to keep track of these variables, preferably without having to pause, would be very vital; regarding plugins, I'm hoping there's others besides FROG Health because I also want to be able to use Yanfly' Status Menu Core.

Thanks!
 

AeroPergold

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I'm not sure this is the right place, but I'll take a swing at it; how would I go about implementing a sort of mood mechanic in MV?

Basically, it's like this; neglecting eating and sleep won't kill you, but if either of these get too low, your "mood meter" drops. And your performance in battle is directly affected by your mood change. Good moods may make you stronger and more efficient, and poor moods do the opposite. Mood can also be influenced by the climate, time of day and even season.

I imagine a way to keep track of these variables, preferably without having to pause, would be very vital; regarding plugins, I'm hoping there's others besides FROG Health because I also want to be able to use Yanfly' Status Menu Core.

Thanks!
I feel like that's a neat mechanic, even if having seasonal depression as a gameplay feature is a bit too real for me lol. But it sounds interesting.
 
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@AeroPergold Thanks! But uh, would you have any idea how I might go about putting this together within the engine? :kaohi:

Some place I could start, at the least.
 

AeroPergold

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@AeroPergold Thanks! But uh, would you have any idea how I might go about putting this together within the engine? :kaohi:

Some place I could start, at the least.
My suggestion is this:

Have a Hunger and Sleep variable and set them to a max of 100 and have that variable decrease as you walk around (unless you have a time plugin or whatever) and the sleep variable is refilled by going to sleep (so make it a common event and tack it onto all the inn/bed events). Hunger can be reset by eating food but adding a common event that increases that amount by a set number. Make sure to add something so the number doesn't overflow past 100.

EDIT: Have the Hunger and Sleep decrementing event be a common event set to parallel processing.
 
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erni79

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Hi everyone!
Following situation:
I have been working on my game for over a year now. I had originally hoped that some of my friends could playtest (or rather test read) it at this point, but this has sadly not worked out.

I am not ready for a wider test release, but I am looking for two or three people to just play through as it is and give general feedback on what to do with it. If its worth continuing, even worth investing something into it, or if its honestly not anything special.

While I did it for fun, it was still a lot of time and effort and at this point I just have no clue what I should do with it.

(By which I mean if and how to continue development, the story is basically complete on paper)

So my question is, where should I post this? Are there any recommendations? I can also see some risk at putting all the work into the hand of a stranger, is there a group of trusted testers or anything?

I am honestly out of my depth^^; sorry for the rambling, but if anyone can point me in the right direction I would be very grateful.

Thanks for reading this :)
 

BreakerZero

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Hi everyone!
Following situation:
I have been working on my game for over a year now. I had originally hoped that some of my friends could playtest (or rather test read) it at this point, but this has sadly not worked out.

I am not ready for a wider test release, but I am looking for two or three people to just play through as it is and give general feedback on what to do with it. If its worth continuing, even worth investing something into it, or if its honestly not anything special.

While I did it for fun, it was still a lot of time and effort and at this point I just have no clue what I should do with it.

(By which I mean if and how to continue development, the story is basically complete on paper)

So my question is, where should I post this? Are there any recommendations? I can also see some risk at putting all the work into the hand of a stranger, is there a group of trusted testers or anything?

I am honestly out of my depth^^; sorry for the rambling, but if anyone can point me in the right direction I would be very grateful.

Thanks for reading this :)
Sent you a DM. Also, if you're willing to share more information on what you're talking about then project recruitment may be something worth considering.
 

erni79

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Yeah I didn't want to write too much here, thought the post was long enough as is^^;

BreakerZero

Sent you a DM. Also, if you're willing to share more information on what you're talking about then project recruitment may be something worth considering.
 

Valdevereor

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Hello! I had a bit of a small question regarding how much of a dead end would be to try to develop a tabletop-card-game-rpg hybrid on MV. Something with a battlefield divided by squares and a deck that you customize between battles, with the coordinated help of a skill-tree and the gathering of resources. My question is not about the obvious amount of horizontal work that it would need, but about how feasible it is complexity-wise to be handled without me tearing apart every last fps.

Thank you for your time.
 

SquiSunTomo

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This is absolutely more style than anything, but I had the idea for a logo-free title screen that evolves over the course of the story. It starts off showing a book on a desk, with the game's title written on it. Once you get into the game, it changes between different art panels and BGM, depending on where the player is in the story. I'm fully capable of doing this, but would it work as a title screen?
 

slimmmeiske2

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@SquiSunTomo I like the idea, but it only works if the player sees your title screen multiple times. So if your game can be completed in one sitting, it's probably not worth it.
 

BubblegumPatty

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A potential future game Idea:
RPG where time is constantly progressing and your character/party/the world is growing older, and you gotta complete the story/stop the big bad before you all die. Earlier years is making choices for what class/setup you want. Interesting or needless complication?
 

ATT_Turan

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RPG where time is constantly progressing...Interesting or needless complication?
Entirely up to how you implement it. There have been a fair number of games based on actual progression of time and having a time limit, so there's plenty of stuff for you to look at for examples.

Expect it to immediately polarize some of your potential customers - for example, games like that turn me off.
 

sabao

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Hello! I had a bit of a small question regarding how much of a dead end would be to try to develop a tabletop-card-game-rpg hybrid on MV. Something with a battlefield divided by squares and a deck that you customize between battles, with the coordinated help of a skill-tree and the gathering of resources. My question is not about the obvious amount of horizontal work that it would need, but about how feasible it is complexity-wise to be handled without me tearing apart every last fps.

Thank you for your time.
Not a bad idea, really. @watermark managed a similar idea with Deus Card, several years ago.

Can't tell you how it's played because honestly I don't even remember understanding how when I first played it, but it certainly was memorable enough for me to still be so fond of it all these years later.

This is absolutely more style than anything, but I had the idea for a logo-free title screen that evolves over the course of the story. It starts off showing a book on a desk, with the game's title written on it. Once you get into the game, it changes between different art panels and BGM, depending on where the player is in the story. I'm fully capable of doing this, but would it work as a title screen?

Legend of Heroes: Trails of Cold Steel, while it still displayed its title, executed this very same idea. The very first title screen featured only the main protagonist aboard the train, and more characters start appearing alongside him as you recruit more of them to your party in the story. I think Persona 4 or 5 did the same thing, but I'm not 100% sure.

Bravely Default does an interesting thing to its title screen halfway through the story. It's a little spoilery though, so I'll avoid explaining.

Several other games like Xenoblade Chronicles 3, Fire Emblems: Three Houses(?) change the title screen if you've completed the game.

As for having it in your project, I suppose if it does not cost you too much time and effort and you see your players checking into that screen often, either via constant Game Overs or if you expect them to play your game out over several play sessions, it may be worthwhile?

In relation to the examples above, if the presented graphics either give a nice reminder of where you're at in the story or add more implicit flavor to the narrative, it will be all the more rewarding.

A potential future game Idea:
RPG where time is constantly progressing and your character/party/the world is growing older, and you gotta complete the story/stop the big bad before you all die. Earlier years is making choices for what class/setup you want. Interesting or needless complication?

The complexity of the project will ultimately dictate just how much work will have to go into this.

When you look at it in its simplest terms, Persona 3-5 does have time constantly moving forward, though time is divided into segments (Day-Afternoon-Evening), and segments progress only after performing activities. What activities your perform ultimately dictates certain outcomes later on (Building X social stat unlocks Y interactions with Z character). Deadlines for certain activities exist where if one fails to do a certain thing by a certain date, they miss out on it entirely. It's a fairly simplistic execution of the same idea.

Radiata Stories/Brave Fencer Musashi/Stardew Valley has a constantly running in-game time where you can visibly see NPCs go about their lives. It's nice to see, for example, Farmer Joe come out of his house at 4am, tend his fields til sundown, then see him walk to the town pub at 8pm for a pint with the local grocer.

The daily routine is very much clockwork though, partially because you want your players to understand their routine for accessibility and making every day unique for every NPC in your game would complicate eventing each of them exponentially.
 

JPlaysan

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Hi everyone,

So I'm currently contemplating working on a third game that ties into the first and second game I made. I'm not sure of the story so far but what I have in mind for the third game is that the setting will take place somewhere other than the main protagonist's ordinary world where he is together with his parents. I plan on making it in MZ this time. The first game I made was in MV and the second in VX Ace. I'm just at the ideas stage right now and can't think of much else to say but am excited to start working on a third game which may or may not involve time travel this time. I wonder how I would implement that hmm.
 

Wolfsiege

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Hey, human beings who reside in this plane.
My ability with the language known as english is not the best, so forgive me in advance.

I have a question, a storytelling question.
Basically, I made this whole-ass system in my game that facilitates a menu option where you can choose to talk to each companion.

Then I made this system work on two stats (sorta like the game Tyranny but the way I intend to use it is more akin to Kotor 2) and those are Favor and Corruption.

Basically, like Kotor 2, I thought it would be cool if you could make your companions evil, based on the game's morality system. And if instead you increased their favor, they will remain good guys, basically you will have the choice between those two options.

I already implemented all the bone-structure of this in the game and since I had a story written for it at the beginning, I already know where the party is going and coming.

Here's where my question comes thought: I'm unsure of the approach I should take with those companions.

I want you to be able to interact with each of them and then talk about their past and stuff, thus I made a menu option to talk to them and easily implemented it.

I want normal conversations with them and interactions during the game to affect the relationship.

The second is easy to do, good guys like when you do good ****, bad guys like when you do vicious ****.

But I'm having trouble with the first, how do I make those conversations seem natural and at the same time insert the stat options I described above?

How can I make a natural conversation with a character and then make options that either make them like you or turn evil without sounding strange?

It's easy to make a relationship system where the only objective is to make the other character like you but it's harder to do when you want to have the option to turn that innocent paladin into a murderer or something.

I want the player to have the ability to be Darth Sidious and have his companions become Darth Vader instead of being the same but with low favor.
 

wilpuri

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I want you to be able to interact with each of them and then talk about their past and stuff, thus I made a menu option to talk to them and easily implemented it.
I can’t see any other way than a massive branching system of switches and variables.
If this has happened you can talk about this thing. If you keep talking about this, variable goes up and changes the characters attitude in this and this way. If the character was in the party when you betrayed this other character then you can talk about it etc.

It’s a massive anount of work and easy to mess up, but great when done well.
 

Wolfsiege

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I can’t see any other way than a massive branching system of switches and variables.
If this has happened you can talk about this thing. If you keep talking about this, variable goes up and changes the characters attitude in this and this way. If the character was in the party when you betrayed this other character then you can talk about it etc.

It’s a massive anount of work and easy to mess up, but great when done well.
I already implemented the bone-structure of everything, I don't need any advice on how to event. It already works by itself, yeah it took a million variables.

I'm asking for storytelling ideas on how to make the conversations more natural, I'm crazy good at eventing, I'm just bad at storytelling.
 

chaucer

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I think the path to make make them "good" is really straight forward, and should probably be relatively easy from a dialog perspective. However if you want to make turning them "bad" feel more natural you have to rationalize the reasoning behind the main characters actions. You don't just want him to be like "Yeah I totally killed a whole village the other day it was fun! *insert evil laughter here*" cause obviously any normal person would immediately leave the party. If you want it to feel natural you need to rationalize the reasoning behind doing so. perhaps some kind of "revenge" or for the sake of "justice" or something that gives logic and reasoning behind the actions/ideology floating around in the main characters head. I'm not sure if that's exactly what your asking but This is what it sounded like? I hope this was helpful ^^;
 

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