Rules Ideas That Don’t Deserve Their Own Thread

Kes

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As you say that you don't have the screenshots, and you speak about merging, I am assuming that you therefore want this to go into 'Ideas that don't deserve their own thread.'

[mod]I am, therefore, merging these with that thread.[/mod]
 

DrinkableTrees

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As you say that you don't have the screenshots, and you speak about merging, I am assuming that you therefore want this to go into 'Ideas that don't deserve their own thread.'

[mod]I am, therefore, merging these with that thread.[/mod]

Thank you once again Kes! :)
 

wizardwes

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I'm trying to design an RPG with a couple friends and I've been trying to develop a combat system that is easy to pick up, is pretty simple but has depth in it's use. The game is going to have a more modern setting and is going to play as a mix between an RPG and a Visual Novel, and is intended to be pretty open world-ish, though that last part is somewhat low on the priority list. For those who want to read my entire description of the combat mechanics so far here is the google doc I've been working on.
For those who want a quick synopsis, the basics stats are Health, Strength, Accuracy, Defense, Speed, Magic, and Stamina.
  • Strength is for melee damage and affects it's accuracy
  • Accuracy modifies ranged damage and has its normal functionality
  • Defense reduces damage
  • Speed allows you to dodge and determines frequency of attacks in a way similar to Asdivine Cross, where time advances until a character can act, allowing multiple attacks before an enemy gets one and vice-versa
  • Magic I'm going to cover in a second, as it's a bit different than most
  • Health is the same stat we know and love, but won't change much throughout the game, instead equipment and other stats will change
  • Stamina is used during each action, but it can also be spent to increase any given stat, including health, to give a character an advantage, but if it hits zero, the character can't do anything for a certain amount of time.
The magic system is almost purely support based. There are two main groups of spells, "Auras," similar to those in Xenoblade, but they can be cast on enemies and weapons and for a given time will boost or decrement something, and statuses which can be cast on enemies and are similar to statuses in Pokemon. Health can only be regained through an aura, and items will only heal statuses. I might have magic items that give a character or an item a friendly aura as well. Magic will affect duration of Auras and strength of Stauses which may have to be maintained with stamina, which magic will also modulate.
The main idea is that characters will have to manage their stamina and use auras to keep everyone fighting. Health and stamina will be completely restored after combat, so as to not leave heavily injured characters walking around in a game that is pretty unforgiving in terms of healing. For anyone interested, in a few days I'm going to have a small program running using this system so I can test it, and would be willing to share the code on a site where you can run it if you want to try it out, though it will be just a simple command line program. I'll probably make this a script when I implement it into the game.
 
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Kes

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@wizardwes 'Game Mechanics Design' is not for feedback on individual specific games. This belongs in 'Ideas and Prototypes'. As you don't have enough yet to start your own thread,
[mod]I am merging this with 'Ideas' that don't deserve their own thread'.[/mod]

Could I suggest you edit your post and break it down into several paragraphs, as that would aid clarity a lot and therefore the reader's understanding.
 

wizardwes

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@wizardwes 'Game Mechanics Design' is not for feedback on individual specific games. This belongs in 'Ideas and Prototypes'. As you don't have enough yet to start your own thread,
[mod]I am merging this with 'Ideas' that don't deserve their own thread'.[/mod]

Could I suggest you edit your post and break it down into several paragraphs, as that would aid clarity a lot and therefore the reader's understanding.
Thanks for letting me know, I'm still learning my way around here. Broke it down a bit and added bullet points
 

AxelNinjaGamer

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I'm working on a project in which the main character is a professor at school for mages. Basic game play is mystery solving and combat. I want to pick a few brains and figure out other elements for the game.

Would players
enjoy having a town with shops?
Side quests for coworkers and students?
Classroom events?
What would interest you in a game like this? I value any kind of feedback, thanks
 

Frogboy

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Lot of different directions you could go from there. What are you planning for the primary source of conflict? Outside monsters? Other faculty? Protecting students from various harms?
 

Amarok

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so basically something like the persona games but in a magic school setting? i would include all of the things you listed.

Also since the focus of the game is small i would focus on the characters rather than some grand epic plot, that is make the player care about the students instead of some ancient evil or whatever, though that can still be used as a source of conflict.
 

MMMm

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Make it about a school for young witches and give them all cute designs. Add a head patting mini game to reward them when they do well.
 

Failivrin

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I agree with @Amarok --School is a social setting, so while you may want an epic drama lurking in the background, the main thrust should be character interaction. Choice-based dialogue/narrative is a great element in school settings, although it requires tons of effort from a developer. Mini-games are also common choices, because classroom activities are compartmentalized. A dueling mini-game for Defense Against the Dark Arts, a crafting mini-game for Potions, that kind of thing.
 

gstv87

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cliche elemental masteries.
head of the school of Fire, red haired youngster.
head of the school of Light, soft-spoken blonde woman.
head of the school of Earth, grouchy buffed-up elder.

I studied at a multi-specialty high school, and we had technology and mechanics.
many teachers taught at both specialties, because there were some common topics, such as physics and modern history.
many teachers had been teaching for years... a couple were fresh out of university.
many knew one another outside the school.
some only came to teach once a week, and were barely around.

you can work that into the dialogues and personalities of the characters.
 

Kes

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'General Discussion' is for discussing broad themes affecting the making of games. It is not for feedback and discussion of a specific, individual game. For the early stages of development, that means posting in 'Ideas and Prototypes'. It doesn't sound as if you have anything like enough to have your own thread in that forum yet, so
[mod]I am merging this with 'Ideas that Don't Deserve their own thread'.[/mod]
 

gigaswardblade

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i'm finally back with more character bios. i haven't been that in the mood for them recently. but now i'm ready to return to making them once again. ps, im no longer obsessed with starcraft 2 in case you were wondering.


name: camino yiannos (kah-mee-no yee-an-ohs)
race: human
age: 18
class: templar
element: metal

camino is the teacher of the party. shes runs her family's dojo in the alsidia region. when training others, she acts more strict. but shes much more laid back when outside of training. despite her young age, she was able to master 10 different fighting styles. her personal favorite is the templar's fighting style, which is the use of massive weapons to crush enemies. shes first met after the first act when mystia and pijami are bringing konai, leori, and ciel to the dojo so they can learn how to fight better. they're surprised to see that shes much younger than they expected. later on, leori develops a crush for her. she joins the party when they're bringing riano back to her kingdom.

camino has short brown hair and auburn eyes. shes about the same height as leori. she wears armor made from... uh... metal. she has a long cape thats black on the outside and red on the inside. she has a couple of other weapons on her person, like a knife on her lower back, and a pistol on her hip. when outside of battle, she wears regular clothing.

camino uses giant weapons like axes, hammers, and great swords. her element is metal, which is the second strongest form of magic, strength wise. she does like to use some random other moves from different fighting styles, like pulling out a gun or tossing a knife at her enemies. she also knows a few powerful spells off the bat. one of her special abilities is called "thrashing" in which she charges at an enemy and starts to wail on them.

extra note: sorry this one was really short. i'll be honest, shes one of my least favorites character wise. i was thinking of just making her an npc, but shes kinda important to the story seeing as shes the teacher and all. let me know if you have any ideas on how she can be more interesting of a character. also she technically joins the party before riano does. i've had that part of my character list mixed up for so long that i forgot about it until of recent. by the way, yes, i did name her after a planet from star wars. though its spelled with a k instead of a c.



name: elissa frein (eh-lee-sah frayn)
race: human
age: 15
class: cleric
element: light

elissa is just an ordinary girl who lives in an ordinary village. she was the first party member to meet konai. konai saved her from a group of thugs on her way home from school. the villagers have been dealing with goblins that moved into the forest next to them coming out at night stealing their stuff. one such item was an amulet that's been in elissas family for sentries. when konai entered the forest and beat all the goblins, he found said amulet and kept it for himself and pretends he didnt see it when elissa asks. later on, elissa has a dream where she is visited by one of the 7 seitries, which are these god like beings, that she needs to take it back from konai, since the amulet curses whoever isnt a part of the frein family. and that its important to revealing the way to all the elemental orbs that have been scattered around the world.

she goes to the dojo to find konai to inform him that she needs it back. at this point in the story, the main villain isnt assured quite yet for party 1, but they do know that they'll need as many elements as they can get so they can stop them. so they convince her to join their party. its later revealed that her family, along with 2 others, were guardians of the seitries and were given these amulets in order to use the powers of the seitries. she becomes friends with konai, and helps him see that there's more to life than just money. she often feels like shes the only normal member of the party, seeing as though everyone else has some ridiculous thing that they do.

elissa has emerald green eyes and long blonde hair that is cut straight across for both her bangs and at the bottom of her hair. she wears a light green dress that has a gold around her waste. maybe something on her sholders. shes around the same height as konai.

she uses light magic for healing allies and eliminating darkness. she holds out her amulet in battle to draw energy from it to increase her spells power. she doesn't have any special moves yet.

extra note: im not quite sure i gave enough info about her personality. shes the normal girl in a sea of oddities was what i was trying to get across.

i dont really have much to say at the end of this post tbh. i do wanna let you know that you can still give me feedback on one of my older posts if you want. (like my regions post, wink wink.)

-shmigas
 

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FuryDr00d

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So I had an idea for a game, I would call it, "Iapetos: A Sword's Tale". It would be the adventure of Iapetos, a sword who had incredible piercing qualities. It would go through a major life, transferring through many owners (You would be a talking sword) and taking on enchantments, and being broken/reforged and all that, but eventually in the end, you'd break, for good. I think it would be cool to be a sword and see the world throughout the years and have it all end in an inevitable outcome. Thoughts?
 

gigaswardblade

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So I had an idea for a game, I would call it, "Iapetos: A Sword's Tale". It would be the adventure of Iapetos, a sword who had incredible piercing qualities. It would go through a major life, transferring through many owners (You would be a talking sword) and taking on enchantments, and being broken/reforged and all that, but eventually in the end, you'd break, for good. I think it would be cool to be a sword and see the world throughout the years and have it all end in an inevitable outcome. Thoughts?

thats probably one of the coolest ideas ive ever heard. will there also be other weapons that can talk? like an evil sword thats also able to talk and having it be used by multiple villains over the generations. maybe extra weapons that the heroes party members use, like a talking staff, a talking axe, a talking dagger, a talking bow, a talking hammer, and so on.
 

FuryDr00d

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thats probably one of the coolest ideas ive ever heard. will there also be other weapons that can talk? like an evil sword thats also able to talk and having it be used by multiple villains over the generations. maybe extra weapons that the heroes party members use, like a talking staff, a talking axe, a talking dagger, a talking bow, a talking hammer, and so on.

Well first of all, thank you! :D

Secondly, there will be other weapons that talk! The way that the sword gets to talk/achieve sentience will definitely lead way to other weapons/things becoming what Iapetos essentially becomes. Yes, there will be a "rival" of Iapetos so to say.

I'm glad you liked it, I'm honestly just hoping that I can find enough time to fully make this. I definitely will if many people seem to want this this happen.
 

FuryDr00d

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Someone I talked about this to said I could make a series. Like transferring owners or times tgat the sword got broken.
 

gigaswardblade

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Someone I talked about this to said I could make a series. Like transferring owners or times tgat the sword got broken.
i think it would make a great rpg series.

as long as no red headed girls die.
 

FuryDr00d

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I'm really excited to make this then. Anyone happen to know if there's a place I can go to earn support/ask if anyone wants to help me make it? (I barely have anything done, I'm just doing Animations rn)
 

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