First of all I'd like to provide the disclaimer that this query might very well be in the wrong place! If so, please accept my heartfelt apologies.
So I'm jumping into RPGmaker VX Ace after a long period contemplating if I'm really capable of making anything special. After lurking around these boards and witnessing just how amazing this community is and the varied levels of talent, professionalism and mentorship that you all can boast of, I'm ready to bet on myself. Just a little. Wary of committing any first time designer faux pas I'd like to pick you folks brains for where I might begin. So without further ado:
Questions to serve my Dream Project
I'd like to use a tactical battle system to make a game that plays not unlike combat in D&D. I'm looking for recommendations on existing scripts or methods I might not have thought of to implement this kind of play. This system should be:
-On-map
-Turn-Based
-Preferably tweakable
I've looked for myself at the 'Master Scripts List' but I'm unsure if a little pointed guidance wouldn't save me the time of trial and error. I fear that the sort of modular scripts that are easy to work with in my mind probably don't exist but if I want to establish mechanics like action economy, I may very well need to learn to script for myself.
I guess what I'm really asking for is some guidance on 'Where to begin' if all I'm really concerned with is not reinventing the wheel but fitting it to my car...I know I'm going to risk losing anyone reading this far by rambling but:
What are the key places to look at in the system to make RMVXA battle happen on-map instead of in instanced encounters?
If I want the player to free-roam maps in 8 directions, what sort of system or difficulty of script should I expect to determine surprise rounds or initiative ala D&D, which then locks the player down into a grid?
Questions that you can tackle based on your patience, interest or some other factor
If I'd like to do my own pixel art, can RMVXA handle sprite animations such as a sword slash from all 8 directional perspectives? Would the latter be just ridiculous to even try? If you were me and you wanted a projectile to be graphically represented in such a system (an arrow), what part of the program would you even begin to look at to make this happen?
And now for an apology in anticipation of the need for one
I've got a ton of ideas but I'm a little lost on where to begin. Tutorials on the software are essential of course but I find that because I'm using a game maker the priorities for developing a game are vastly different to if I was starting with the programming of an engine or the like. In my mind, I think being able to make little proof of concept projects featuring my ideas for the battle system, the overworld animations, the dialogue trees, etc, would be how I'd work best.
So, if you find you're able to comprehend my stream of consciousness style of communication....thoughts?
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.