- Joined
- Nov 20, 2012
- Messages
- 2
- Reaction score
- 0
- First Language
- English
- Primarily Uses
While I have seen many posts about this being difficult and yet done in the past so perhaps one day it will be done here, I have attempted to look in to resolving certain issues with going about creating a game type such as this on my own. Some I have resolved, others I have not, but I am trying o get an idea as to where the engine limitations may be versus my own, so I am going to ask some questions that perhaps others may know the answer or the gist of an answer to.
The game itself is obviously designed around one party and one player character being controlled at a time (when speaking of movement pre battle of course). SRPGs tend to have movement occur as part of the positioning for battle per unit. I have conceived of multiple approaches to handling this, from creating event doppelgangers to switching between each allied unit as the player to only using the player character (transported around and changed to each character) for the players turn and then allowing the enemies to interact with only events since the player is no longer in control of what happens when it is not their turn (at least traditionally). However, there are multiple holes in each concept and i'm not sure if i'm on the right track in considering how to resolve that problem.
2. How would one handle graphical and game-wise measured tile based movement limitations?
I have already resolved the issue of how to have movement counted and linked it to a stat in my prototyping, have end turn conditions that restored it, I've had "NPC" events that are able of doing this as well as the player character, etc. But when it comes to graphically displaying the range of movement i'm not entirely certain how to go about this. Obviously it would be based on their possible movement range which I have the variable for and controls for how many times a unit can move and all of that is a matter of application, it's more the concept of having a map based visualization for it that i'm stumped on at the moment.
3. Detection of units within a certain range?
This question I have seen spoken of as one of the hardest things to do, particularly when it comes to ranged units. My question is not about a canned solution someone can give me so much as a methodological approach towards finding my own solution. I'm unaware of anything within the system itself that detects anything within or without of a certain range. If I was made aware of this, I could work within that to find a solution I would imagine.
That will be all for the time being. Note I did not ask about AI or handling the flow of combat or anything related to how to make the entire game so much as specific points of approaching creation within this specific system. I do know that the general answer is "It is not designed for SRPGs" but I assume that a community that has before made similar systems have that functionality any how, as well as the imagination that permeates the community as a whole that I will not receive a "Dead End" answer from everyone. Thanks to any who reply constructively.
P.S. As an extra note, so far I have not required any JS. I'm not at all suggesting nor desiring to avoid JS, but if there are solution that are not simply "rewrite the engine to do what you want" I would like to hear them up to the point they are feasible.
Reply: Thanks for all of the answers that I have been given here. It has made me reconsider the use of RPG Maker for this project (I have been looking in to Godot as well). My primary concern has been the fact that an SRPG is simply not supported by RPG maker and that trying to manipulate the system in order to make it is going "against the design" of RPG Maker while at the same time realizing that the engine still has a vast majority of the features that I can use to easily make the game other wise (i'd say a good 80% of RPG Maker is entirely useful for this project out of the box). With the answers I've been given, I feel that perhaps it is not so... entirely against the nature of RPG Maker MV as I imagined due to the power of JS. I am still not sure, but I am more confident in the possibility than I was.
- What is a good practice for separating the characters a player controls?
The game itself is obviously designed around one party and one player character being controlled at a time (when speaking of movement pre battle of course). SRPGs tend to have movement occur as part of the positioning for battle per unit. I have conceived of multiple approaches to handling this, from creating event doppelgangers to switching between each allied unit as the player to only using the player character (transported around and changed to each character) for the players turn and then allowing the enemies to interact with only events since the player is no longer in control of what happens when it is not their turn (at least traditionally). However, there are multiple holes in each concept and i'm not sure if i'm on the right track in considering how to resolve that problem.
2. How would one handle graphical and game-wise measured tile based movement limitations?
I have already resolved the issue of how to have movement counted and linked it to a stat in my prototyping, have end turn conditions that restored it, I've had "NPC" events that are able of doing this as well as the player character, etc. But when it comes to graphically displaying the range of movement i'm not entirely certain how to go about this. Obviously it would be based on their possible movement range which I have the variable for and controls for how many times a unit can move and all of that is a matter of application, it's more the concept of having a map based visualization for it that i'm stumped on at the moment.
3. Detection of units within a certain range?
This question I have seen spoken of as one of the hardest things to do, particularly when it comes to ranged units. My question is not about a canned solution someone can give me so much as a methodological approach towards finding my own solution. I'm unaware of anything within the system itself that detects anything within or without of a certain range. If I was made aware of this, I could work within that to find a solution I would imagine.
That will be all for the time being. Note I did not ask about AI or handling the flow of combat or anything related to how to make the entire game so much as specific points of approaching creation within this specific system. I do know that the general answer is "It is not designed for SRPGs" but I assume that a community that has before made similar systems have that functionality any how, as well as the imagination that permeates the community as a whole that I will not receive a "Dead End" answer from everyone. Thanks to any who reply constructively.
P.S. As an extra note, so far I have not required any JS. I'm not at all suggesting nor desiring to avoid JS, but if there are solution that are not simply "rewrite the engine to do what you want" I would like to hear them up to the point they are feasible.
Reply: Thanks for all of the answers that I have been given here. It has made me reconsider the use of RPG Maker for this project (I have been looking in to Godot as well). My primary concern has been the fact that an SRPG is simply not supported by RPG maker and that trying to manipulate the system in order to make it is going "against the design" of RPG Maker while at the same time realizing that the engine still has a vast majority of the features that I can use to easily make the game other wise (i'd say a good 80% of RPG Maker is entirely useful for this project out of the box). With the answers I've been given, I feel that perhaps it is not so... entirely against the nature of RPG Maker MV as I imagined due to the power of JS. I am still not sure, but I am more confident in the possibility than I was.
Last edited by a moderator:


