Plot and Character Feedback

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MobileSuitSonic

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Breakthrough:

We have the guy you're trying to see, Puffy, running off to get medicine for the Marquioness (sp?) cooked by the hermitess living in Darkwood Forest, northeast of Carabas. When you get there, you discover that she had something stolen while Puffy ran off to gather the necessary ingredients for the brew the old crone is making.

Question is: What would be stolen? An experimental potion?
 

Pierman Walter

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@jezebelthenun I like games with small maps because you can easily see the effects of events on the setting. For example, you can start the game living in a jail cell by yourself when you aren't fighting, but halfway through a giant slovenly drunkard moves in and regularly trashes everything, and after he dies a glorious death in combat, a captured prince from an enemy nation moves in, clears out all the garbage and decorates the walls with mosaic made from broken pottery and random pieces of metal in order to regain some sense of his luxurious old life.

@MobileSuitSonic She stole some delicious deep fried cheese wheels.

A lot of series have an issue where a character is meant to be extremely intelligent, but nothing they do is particularly smart, and the only reason we know they are supposed to be smart is that they dress like a nerd, or everyone goes on about how smart they are, with no real proof. I'm trying to avoid that. My character, En(28), is a politician who is so incredibly devious that he is basically a trickster deity, and throughout the course of the game, his political rivals slowly learn to just agree with his terms from the very beginning because he will figure out a way to get what he wants, at the expense of everyone else. These are some of the things he does:

-The planet of Jordan, and En(28)'s planet, SLP, have been historical enemies for millennia, and SLP's presence in the solar system has decreased to the point where people are starting to believe that they have gone extinct. They are sort of right, since SLP's isolation has caused its government and infrastructure to deteriorate to the point where cities are separated by hundreds of miles and the government has no real control over all the giant corporations and cults charging around in the desert that now covers most of the planet. More importantly, Jordan has been in an active war with another planet, Venedar, for just as long. Jordan imports technology and manufactured materials for the war from France, currently an asteroid field. Anti-French sentiments on Jordan reach an all time high when six mutilated Jordan children escape from French space pirates, claiming to be the only survivors out of hundreds. Admiral Brinkman, leader of Jordan, doesn't want to associate with the French, but at the same time, Jordan needs war things. En chooses to make his presence known at this precise time and offers an alternative source of technology and materials. Success! Get money! SLP infrastructure deteriorates more slowly.

-Admiral Brinkman is concerned with SLP's massive increase in power and rapid reappearance in worldwide events and puts a quota on SLP-manufactured non-military consumer goods like computer chips and insulating glass. En(28) gets around this by cramming a lot of extraneous bits and pieces into the casing of a really crappy handheld game, Ball Squeezer, played by poking colored circles until they shrink for points, in order to sell computer chips and rare alloys while technically not breaking the quota. Success! Get money! SLP's infrastructure still doesn't work, but sometimes it barely functions.

-The electronics smuggling saga continues. Admiral Brinkman sets a new rule that all components of electronics sold on Jordan must serve the function of the device. This law has a beneficial effect on the quality and affordability of electronics, and the conservation of metals and the environment, but it didn't affect SLP exports in any way, since a sequel device, Ball Squeezer: Squeezer of Balls, was immediately released, a massive manhole-cover-sized chunk of engineering genius that somehow incorporates a four mega joule motor, twelve Stirling engines, a deep space scanning radar, a moissanite spinning saw blade, and twelve seventeen-terabyte crystal matrices into a working game system that manages to be even worse than the previous one. Impressively, Admiral Brinkman reverse-engineered the deep space scanner and used that to locate and arrest smugglers who cracked open the machine, but En(28) still doesn't care, since the game is free-to-play, pay-to-win, so either way, he makes a lot of money. The game itself is terrible, but the meta game is amazing, with En(28)'s developer notes calling Brinkman a retard, personally insulting hackers, and threatening to remotely detonate all the games if people don't buy enough points. Success!

-Admiral Brinkman finally cracks, and after throwing En off a balcony, issues a huge trade tariff on SLP-made goods, bypassing all weird loopholes En planned on making. Brinkman becomes even more of an obnoxious egomaniac, En(28) is almost bankrupt, SLP starts deteriorating again, and En(28) embarks on an epic quest to destroy Admiral Brinkman's self esteem. En refuses to pay the tariff and spends all his remaining money commissioning a very old and prestigious artist to paint a ten foot by fourteen foot portrait of Brinkman in a thong, with a beer belly, looking like he hasn't bathed in weeks, eating an entire sheet cake with his hands while lounging on a pile of garbage and dead dogs. Eventually, he gets arrested and is forced to pay the fine. However, he is now completely broke and can only pay using the only valuable asset he has left: the unflattering portrait. Brinkman can't destroy the painting since the painter is a living national treasure, and he can't sell it to anyone because he doesn't want to people of Jordan to see him portrayed like this, and it must not be stolen, so he just has to deal with the fact that a giant, disgusting portrait of himself exists and if the general population finds out, his image will be ruined forever.. Brinkman hates himself, which En(28) uses to expand his business ventures since no one is there to stop him. Success! Get money! SLP has a working worldwide communication network.

-En(28) is discovered to have been selling technology to Venedar. He claims that Jordan's high trade tariffs have forced him to do this, but Admiral Brinkman finally has an excuse, and sends the protagonist to kill him. You can use SLP-made weapons for maximum irony. The next leader of SLP, Sa(013), after agreeing that the SLP government will never sell anything to Venedar again, makes her presence known by nuking two cities off the face of Venedar and turns the act of war into an advertisement for SLP-made weapons. However, the weapons are made by one of the aforementioned uncontrollable giant corporations, and they aren't bound by the agreements of the SLP government. Meusari Bioengineering, run by En's genetic-recombinant Frankinstiened cloned "son", Ceo(25), has threatened to start selling weapons to Venedar again if they don't sell enough to Jordan. Even after death, the all consuming influence of En(28) is inescapable. Success! Get money! SLP has rediscovered many towns that were lost in the desert.

-En isn't dead. You weren't even able to kill him. Success! Get money!
 
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MobileSuitSonic

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Debating a delicate matter for my game.

I want this to be part of it, as it is one of the character's traits, and it's something not discussed that often. I wish I could discuss this with someone in private, as bringing it up in public would be a spoiler.
 

Jiffy

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I actually need some help, I'm making a FarmingSim (think Animal Crossing or Harvest Moon.) the player moves into some old shack which he can upgrade and buy furniture for. The problem I'm having is: how the heck did they end up here? I plan on it being for all ages so no kidnapping ideas (*cough AC Theories cough*). I was thinking it being as simple as the game starts mid dialogue between you and a landlord lol.
 

Kogemashita

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I actually need some help, I'm making a FarmingSim (think Animal Crossing or Harvest Moon.) the player moves into some old shack which he can upgrade and buy furniture for. The problem I'm having is: how the heck did they end up here? I plan on it being for all ages so no kidnapping ideas (*cough AC Theories cough*). I was thinking it being as simple as the game starts mid dialogue between you and a landlord lol.
If you want it to be very basic and quick you can say the player is low on money and looking for a place to stay, and this is the only place they could afford? If you wanted to expand on that you could possibly base the premise of the game that the landlord is letting you stay in his shack because you are helping him tend to his crops?
 

Reapergurl

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I plan to have hidden stuff for people to find in my game, aside from the second quest which only opens if the game has a certain completion level at the end.

One of the hidden gems, is a new class, a Gunner type class, with it's own weapons, stats and such.

Another is the ability to switch from the Dark Mage class (normally impossible because of the curse), but in the process, dropping the level of the afflicted character significantly (like no less than 80%), thus decreasing all stats.

I intend to use sound effects for when one would find a hidden goodie; I really like the Related SE from Tomb Raider for this.

I also intend to use the ME's from Guitar Hero games (you know, the 'You Rock!' sequences) for when a player finishes a harder battle, or even a boss battle.

Guitar Hero III: Legends of Rock

Guitar Hero: Aerosmith

Guitar Hero: Metallica

Yeah, I know, a bit addicted. But in truth, the ME's from these games are just too good to pass up. You'll hear what I mean. xD
 

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So I’m making this game: The genre is a mix up of Adventure, Action, slight Horror, and a bit of Romance in the sidelines (optional). For the most part the atmosphere is rather light and the gameplay itself is very simple, since I’m fairly new to RPGmaker (and making games in general) so not trying to make anything complex here.

The story goes:

In this world, a great calamity happened around a century ago. While there are no records detailing what exactly happened, everyone agrees that whatever it is, it must connected to a phenomenon called the Night Sea.

So in this world the sea have two “phases”

During the day, the sea is normal and calm. No different from what we have in the real world, give or a take a few fantastic creatures that are considered normal in-universe.

During the night however, the sea—yes, the entirety of the ocean—will change. Suddenly, it will sports a murky and dark water, while a dense fog will appear out of nowhere, covering the water surface. Sailors will also begin hearing unexplainable noises and feeling a sudden sense of dread. To make matter worse, the Night Lords—generally unknown and unbelievably powerful (and sometimes, large) monsters will appear and begin lurking in the water. Because of the obvious dangers no sane men dare to sail in the Night Sea.

The Night Sailors are no sane men.

Men and women of varying age, genders, and race—willing to challenge the horrors that awaits beyond the fog of the Night Sea. Usually they have no connection to each other and work alone with their own crew. Sometimes, they are contacted by government/important person to help smuggling/escorting/obtaining important stuff or people. Most of the time the Night Sailors are content on doing their own thing, either cruising along the Night Sea, or looking for a Night Lords to challenge. Others are more profit driven, and often found trying to liberate treasure from the clutch of a Living Island (a type of Night Lords) whatever they do, it is accepted fact that long-living Night Sailors are a bunch of undeniable badass who spits at the face of death, and viewed in awe by the general populace.

The protagonist of the story is a young man who practically raised in the sea—both day and night, who travels in a crew of Night Sailors who call themselves The Merry Men. After a disastrous fight with an unidentified Night Lord, he wound up on an island and must find a way to travel safely to the Mainland—where the crew promised to gather and reunite if their ship sunk.

Along the way, the man will meet both allies and enemy. Will he be able to travel to the mainland, or will he be finally consumed by the danger of the open sea?

Terms:

1. Night Sea

Nickname given to a barely understood phenomenon where the entirety of the sea will change into a far more hellish and dangerous environment, generally accepted to be the result of a certain calamity that happened a century ago.

The change only happens in the sea, not river or lake. The fog will merely extend into the shallow water, but not into the shore. Night Lords ignore most island save for a few, and even then they could only be found within the fog.

2. Night Lords

Monsters that only appears within the fog that cover the Night Sea, powerful and mysterious, only a few of them managed to be documented. Eldritch, and usually act on a base animal urge. Some are known to posses rudimentary intelligent and known to exclusively hunt ships and sailors.

Most Night Sailors usually tries to avoid fighting a Night Lord altogether, but the more insane ones tend to hunt a Lord just for a challenge.

3. Magik

Magik is a rather complex action of “Willing” reality to change. There have been a lot of research put into it, and a great number of theory and hypothesis pertaining to the general uses and explanation for its existence, but most people (Even magik users themselves) usually ignores such long-winded stuff and prefer the “Eh, it happens” explanation.

4. Designated Trade/Travel Route (DTR)

Designated Trade/Travel Route is name given to chain of islands under the watch of OSA that are used as a safe spots for merchants and travelers of the sea. These islands are heavily guarded, and are considered to be a “natural” zone unaffiliated to any kingdoms or nations.

The OSA (Ocean Safety Assembly) is an organization with members pooled from kingdoms and nation of the world dedicated to provide safe travels of the sea for trading necessity. OSA is also one of the most frequent Night Sailors contractors who usually task them to guard important ships both from Pirates and Night Lords.

For the most part, most merchants, travelers and the inhabitants of the island they watch over are fine with OSA/DTR’s existence. The merchants are grateful for the safety they provide, while the island’s inhabitants enjoy the goods and trade opportunities presented by passing travelers. Still, some of them dislike the heavy taxes imposed by OSA.
 

Reapergurl

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@Fluffybat I like what you have going there.

Sounds to me like something I would play.

If you ever get to the point of testplaying, let me know, okay?
 

Hellpug

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@jezebelthenun I'd play it. Sounds interesting. Awarding the character minor freedom throughout the game, allowing them to explore parts of the city or having a small gladiator community area to move around would be good than just having them in a prison until the next fight.

@Pierman Walter Sounds like a good character to me, the actions of En sound smart to me but when you have more done (like your own thread or more to post here whatever) it would be good to see. Seeing the whole story in context with En's "achievements" may make those actions more or less intelligent depending if the player can deduce a better way to do it or not. I would say make sure his solutions, when revealed to the player through the story, are a surprise but when given thought make a lot of sense. You don't want the intelligence of your evil genius undermined by players commenting "Why didn't En just do ________ instead of _______ if he can do all that?" If that makes sense. But currently for now, sounds good to me.
 
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Hi, guys! Your stories are really inspirationals. I'm glad that I have opportunity to read it. I want to share with one page, which is incredible and inspires me to creat my own stories. Please let me know what do you think, thanks, Ben!
 

Hellpug

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My game, Jeo, is a dark fantasy with urban elements (No knights in armor or medieval castles). I’m past the rough stage and fleshing out the story. Just looking for thoughts, suggestions. I will post more information as people ask, or if its an element I haven’t considered, I will make a note of it. I’m trying my best to not make this post too big.


Roughly about ten years ago, an event that became known as The Great Disaster befell an unknown country, whose name is even lost to its inhabitants. The capital city, known as Aatgo, was destroyed, and pieces of the other cities from around the country collided with it, forming a large tower made of the last pieces of civilization. The event forced survivors to leave their homes, scavenge and rebuild the best they could. They couldn’t even leave the country or send for help, as The Great Disaster has not really ended. A large sandstorm rages around the land’s borders.


They built the shanty town, Jeo. Eventually this evolved into a shanty city as more survivors turned up. Hope began to wane as more survivors came, as they brought stories with them that there was truly nothing else left.


Aatgo, the old capital, became known as the “First Tower”, being formed by devastating winds. Then, in the wastes to the north of Jeo, where people would sometimes go to scavenge, a dense fog appeared. This fog was impossible to see in, many turned back. Many were lost to it and the strange creatures that lurked there. Eventually, that fog dispersed, revealing a large lavish tower in its place. This tower became known as the “Second Tower” and referred to as Eohge, which in the language of the inhabitants means “the hate/wrath of God.” Given the “holy” aspect of the monsters there, this is why it received this name. The “Third Tower”, Yhioaab, named after a tree in legend, is unknown when it came to be. It was found by those desperate for supplies. Yhioaab, known as the Tower of Mercy, is why Jeo has survived all these years.


Present day, Jeo thrives but living there is hell. Living in the forgotten country is misery. Hsiu and Booker are two young people living in Jeo. Booker is very ill and feels like he doesn’t have much time left. He wants to live the last of his days in a beautiful place. Hsiu, while healthy, wants to leave as well, and be with their friend. They decide that with Booker’s expertise, he will build a plane that can weather the storm. Hsiu, a successful scavenger and hunter, will get the materials. The ambition is big, as Hsiu plans to raid the Towers for the materials needed based on stories heard. Hsiu goes out, recruits other residents of Jeo to search the towers. The other characters have their own reasons for going, from being interested in the towers themselves, personal issues or even simple things like building a new prosthetic for themselves.


Characters are rotated out, allowing the player to experience different combat styles as well as getting to know their story. Jeo is designed to be a small game, with four main areas/chapters in the game. The towers present different challenges and story elements that reveal more about the forgotten country’s past as well as the party members.


There are actually four towers in game. The fourth makes itself known after the three towers are beaten. The final tower, Jeo, seems to want to ensure no one leaves. The aftermath leaves that city devastated. This leads to an agonizing decision for Booker and Hsiu of if they should still leave or not, as the plane is complete. Many events in game will make this a tough decision. Debating if I want this to be a player decision at the end of the game or have a set ending. There’s not big branching paths in gameplay, just this last part as I want players to consider morally what they would do. As well, Booker leaves no matter what the player decides, to add to this. I would like any thoughts on this overall.
 

MobileSuitSonic

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At one point in my game, you have to defuse a potential war between a human kingdom (a blend of Japan, Korea, and China) and a dwarf kingdom. A member of your party comes from the latter. He has a bit of a Hermie the Misfit Elf thing going for him in that it's considered strange for a dwarf to specialize in archery.
 

L.W. Flouisa

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If I'm doing this wrong, I'll be glad to here it!

This is the basic jist of the outline I have for now. I don't normally outline my work, and it's a little outside of my genre (I generally focus on magic realism and transcendental autobiographies (Or Transrealism) science fiction these days):

A mechanic of Arcosatanis, a virtual world constructed by themself. The world is infiltrated by an anonymous group know simply as "The Cult". Originally modeled a way for the MC to practice their Satanic fantasies, it gets outside of their control. JAW UKDFISJ FQ must rescue the world of her own creation from the mechanizations of of the cult. Yet the cult leader, an old love interest created from her "Cyber Pet Dream Girl" is reluctant to destroy her own maker completely.

A very dark lesbian romance.

Is there a way to harmonize Magic Realism and Cyberpunk without beating each element over the head? I'm kind of trying to go for a virtual world that doesn't beat the player over the head saying "this is Cyberspace!"

Also a lot of my romances are kind of dark. Will players refuse to play a game with a downer or bittersweet ending?
 

HexMozart88

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Alright, so I've been trying to finalize the backstory of a couple of my characters. Tell me what you think.

The first is a Kemono (a person with animal ears) named Kumiko.

She used to be a princess, until her parents got overthrown. Now during that time, there also happened to be a war with the main character's kingdom. As the war became quite brutal, young Kumiko didn't even realize that her little brother had disappeared. She was desperate to find him, and she was determined she'd save him. She eventually did find him after he was tortured brutally. She approached his twitching body chained up and tied to a pole, freed him, and tried to wake him. He opened his eyes, and through his blood-filled mouth he said that he was waiting patiently for her. They had asked him a ton of questions about her since he was the only one in the family whom they could find, but he simply pretended to be an innocent little child, so they eventually left him. But they had said that they would leave him there so that she would find him and they could trick her. Kumiko was terrified, and wanted to leave immediately to be safe. So she tried the best she could to bring him back home, but he was getting constantly weaker. When they finally reached home, she told her brother to wake up, and that they were home, but he did not move. He had died somewhere along the way. She held his body, resting his head on her lap, and cried for a very long while. Eventually, she decided to send him to his next life properly. She found a rather large basket, and placed his body in it, covered gently by her cloak, and put on the lid. It was too dangerous to go to the beach, for that was where the war was being held. So she went to the lake instead, and as soon as she placed the basket in the water, waves pushed it gently away, as she watched it float for awhile before being swallowed up by the lake.
Afterwards, completely furious that those people could have been so evil, she took cover as the battle raged on, and eventually found her parents' ship and sailed to the main character's island. There was also a battle there, but it was significantly smaller there, so it was far easier to weave around, but a few hours later, she stumbled upon a girl who had washed up on shore. She was alive, but weak, so Kumiko brought under the shade of a tree, and looked out for her until people came, and she had to flee. Before she left though, she noticed that there was a basket in the girl's hand. Or was it simply an illusion?
Ten years later, after meeting the main character, she always tried to appear very pleased with herself. And then she met a little elf boy, named Yuutsu. After the death of Yuutsu's father, Kumiko blamed herself, and developed a strong sisterly love for the boy. She swore to protect him as she had failed to do with her brother.

The next is the queen of Mazoku, the elf kingdom.

The queen began her reign as a fair woman, and the people were happy. She was kind to all of them. Then, she happened to see the neighbouring country's king (the king of Kemono, also the main enemy of the game). She fell instantly in love with him, and before long, she began to speak to him. She was thoroughly fascinated by him, and sent him a marriage proposal not too long afterwards. He sends a response letter to her rejecting her proposal because of her extreme religious beliefs. The queen was furious. She took a blade and slashed at her crown which had had crosses along the top. She had also sliced off a good chunk of her hair leaving a long cut on her forehead. She then resolved to kill every Kemono person that even set foot on her land. However, the queen saw the king with a young woman one day. She could not hear what either of them were saying, but she saw the king place his hand by the woman's face and draw her in. The woman seemed surprised, and perhaps a bit scared, but the queen did not notice. She was absolutely furious. She demanded that the elf woman be sent to prison and be executed.
When the day of execution came, the woman approached a different man, kissed him, and then hugged a little boy. Then the guards whipped her, and she approached the rack. As the woman's pain resonated, the queen felt a morbid pleasure. She was determined to get her love back, and she wanted to prove exactly how godless she could be. And as the young boy whom the woman had hugged hid his face and sobbed into the man's arms, the queen let out a chilling laugh. An inhuman sound that made the townspeople sure of one thing. There would be a lot more of this to come.
 

MobileSuitSonic

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Considering a town where a minority of the population has exploited the rest of the citizens, becoming rich. It all started with accommodation, which got out of hand and resulted in them forming a caste system. The town elite gets all kinds of special stuff and get offended if the lower caste wants their own equivalent. The elites cry "oppression" when stuff like that happens, even though their "oppressors" live in squalor.

They pretty much embody "More equal than others".

At one point in the game, you have to kill a monster for the upper caste. You do so, but one party member is permanently killed off in the process.

What do elitists give you for your trouble? 5G (it was supposed to be be 3G, but they gave you two more because someone died). They don't even give a word of thanks to him.

Currently trying to figure out a way to get even with them. This would result in the upper caste losing all its ill-gotten treasure (netting you one of the MacGuffins you're after in the process).
 

Mikki

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Hello all! I'm new here, so I hope it's ok if I post here and ask for feedback? ^^;

Genre: I want this game to be a mash-up of several different genres. What my goal here ultimately is, is to achieve a "fix-it-up" management game that still includes classic RPG and story telling elements with a bit of a simulation vibe.

Inspiration for the game: I was originally inspired by an old phone app from before the smartphone era called "Dungeon Village" which allows you to build a town that services adventurers; I loved the premise but I felt there was a lot that could be expanded on and that the interface was a bit frustrating at times. And I felt weird that they allowed us to "name" an adventurer but at the same time we were depicted as the mayor and not that adventurer; it was jarring and I wished that they had made the player feel as if their character had an actual identity. But I figured that offering the player the ability to create the world was far too complex for me, so I opted instead for a fix-it-up route, which actually served my purpose better anyway, aiding me in fleshing out the main character and giving him an identity and purpose. As I thought more about it, I started to pull inspiration from Stardew Valley as well and wanted to give the NPCs a larger role in the game and make them feel relatable and likable.

Basic Story: The main premise of the game would be that about 10 years ago, a large population of dangerous creatures started frequenting the area near the main character's [I'm going to call him "Ren" for now] hometown. The town was previously very peaceful and the villagers were not equipped for such an occurrence and didn't know how to handle this influx of creatures. [There is no grand reason why the creatures showed up there - they simply migrated, possibly due to weather pattern shifts or finding better food sources there. Ultimately the reason isn't important because the player's goal will not be to eliminate the source]. Because of this, the town was left abandoned and people shifted to other nearby towns that had more security in the form of adventurers [I would like to give them a better name/title in the future..].

Ren, of course, has fond memories of his hometown and when his mother falls ill and dies he decides that he wants to return to it since his mother always talked about how much she loved their old village. The problem then becomes the fact that the area has been abandoned and is teeming with nasty critters. So naturally, his next goal is to clear it out and restore it to its former glory. Although perhaps it wouldn't be the same as before, he would be sure to preserve the field in which his mother loved to spend her time. [Woah, I just realized how similar this is to Stardew Valley... this wasn't intentional despite some other elements being inspired by it... hopefully that isn't too off-setting though!]

Management: This is where the other elements of the game would come into play. Before anything at all could be done, Ren would have to clear out the creatures immediately inside the area. My plan is to actually make this difficult - I know that most games, the first fights are a breeze. But in fact, Ren is not a fighter. He starts off weak and must grow on his own. After clearing out this area, he needs to gather resources to fix up the shops. [Tools and wood]. After finally cleaning up his first shop, he'll obviously need to get items to sell in the shop. There will be 3 methods for obtaining items, but I'll get to that later. After securing items, he'll need a shop keeper.. because obviously, he can't sit there all day himself. Right? So he'll have to go back to the other village and try to convince an NPC (probably an established friend) to help him out.

After the first shop is settled, he would have to start spreading the word. Once he has gotten enough people interested, then people may come stop by! But only if the town is in a safe standing and the shop's appeal would be important (more on that later).

The ultimate goal would be to restore the entire town and get X amount of NPC to ask if they can move into the town. (Haven't decided on a number.... perhaps 20?) The player could then continue playing at that point, trying to build strong relationships with the NPCs, or trying to unlock special loot for a completion bonus.

Gameplay Aspects: In order to get gold and loot, there will be several ways that the player can go about this. Firstly, the player would be able to farm outside of the town by killing creatures. However, the downside to this is that it may be effective at first but it will quickly become chump's change and you will be limited in what loot you can receive.

A second option would be to recruit adventurers to go on an exploration for you. This would cost you gold, but you would receive the loot that they find. It's a good option if you're feeling lazy or if you want to do something else, like interact with other villagers. Alternatively, you could recruit adventurers to go on an exploration with you. In this case, I would like to have the player navigate through puzzle-like dungeons, ending with a final boss. This would award you a lot of gold, as well as loot. However, it won't necessarily be easy. If you frequently do these explorations, then it will get easier. But every 5 or 10 levels, I want to reset the difficulty. I'm not sure on this, so your input would be nice here! (Since this is kind of a "go at your own pace", I'm struggling to figure how I can balance it. Perhaps EXP isn't awarded at all and it would be based on other factors...? I'm at a bit of a loss... balancing isn't my strong suit. )

Another option would be to buy the goods elsewhere to resell them. You can buy them at the shops in the other town, but this would mean your profits are cut down - and profits from your shops would be your main income; no other method would be as effective. It's still possible to make a steady climb without much effort this way, but it would take much longer and all shops have a stock, not just yours! So if you buy them out, you'll have to wait for them to restock. But there's an NPC who may be able to help you! If you can get on his good side, he might sell you goods at deep discounts.... ; )

Shops will get dirty over time. Take a moment to clean them and keep their appeal up! Also, you can upgrade the shop in two ways to increase the overall max appeal: by adding decor (which you must purchase in another town) or by adding new (unique) items to the shop's stock.

The town will also feature a "safety meter". If the meter is full, people will be more willing to come to your town! However, if it falls under a certain percentage... less people will want to come. Which means less money for you! You can keep the bar nice and full either by killing creatures directly outside of your town or by hiring adventurers to do it for you. Alternatively, you could also pay for things to repel creatures, but they will wear off in time!

Players may be able to forage for food, too. I'm not sure yet....

NPCS: I want to give each NPC their own personality and background and I want the player to be able to become acquainted with them and form friendships (No marriage system planned but who knows..). I want them to have routines that they would follow based on certain parameters (town safety, overall town appeal which would be calculated by adding all of the shop's appeal together, etc).

I want each NPC to have their own needs and wants, so occasionally they may ask for favors, complain about your item selection, or refuse to go on explorations or kill monsters for you. Needs would likely be: Hunger, Sleep and item status. Weapons, armor and accessories will degrade over time and through use, so if their armor breaks they would refuse to do an exploration if your shop doesn't have armor to replace it, for example.

If certain conditions are met, they would ask to move into the village. In this case, they would also pay you a set amount of gold each month for "taxes" and they will be more willing to complete tasks for you, even if their needs are a bit lower.

Concluding Thoughts: Well, that's it! It sure is a lot... wow, I didn't realize just how much! This is going to be a huuuuuge undertaking and to be honest, I'm not even sure if I can make it all possible. I definitely have a lot of ideas in my head for how to execute many things I've mentioned. But still many others have me scratching my head..!

At any rate, I'd love to hear your thoughts. Do you like my ideas? What do you like and why? What would you change? What do you think would be impossible to do with already existing scripts?

THANK YOU SO MUCH if you read all of it. I'm very grateful if you did!!! < 3
 
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Gastin

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@Cronith
I like it . You basically have it like the law of all matter is energy and vice versa. The magic is an extra variable on the power contents of matter wich i like. Example: coal has x amount of energy. Your world coal has x amount of energy and x amount magic. You could always run with magic likes to formation of the atoms on crystals as it gives it more natural uniformity.

Yoy could have factions in the game think that magic comes from a god, some from another god, some from the sun, some from the earth, some from an invisible force m, etc.

One of the things im doing in my game is do this kind of ambiguity and let the player decide what they agree with.

@Mikki

Love this idea run with it. I am thinking of doing my own version of this. But as i do with all this stuff mines more Dark Knight style if you will.
 
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