Project RMW World

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Panda

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I'll be damned, it's finally done. It looks fantastic, too! :guffaw:

Great job, everyone!
 

whitesphere

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Looks like a very cool map.  Now what to do to create a game from it...
 

ShinGamix

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When we going to start doing the insides?
 

Matombo

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Nice

i want to build something on it ^^

one question: can you write an officall credit file with all the names nicly ordered and more important the credits of the non rtp ressources that where used
 
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C-C-C-Cashmere (old)

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So, is there going to be a game made with these maps?
When we going to start doing the insides?
There are going to be events for creation of quests, dungeons, characters, story and so forth. I'm just going to have to organize how we go about that. But rest assured it is coming.

Nice


i want to build something on it ^^


one question: can you write an officall credit file with all the names nicly ordered and more important the credits of the non rtp ressources that where used
Oh yes. I forgot about that. Will do. That is most important.


Edit: Done. v1.01 -- added missing credits.

 
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C-C-C-Cashmere (old)

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I'm in the process of getting judges to judge the maps and at the same time I'm getting some badges drawn for 1st 2nd and 3rd place as well as an extra badge.

After that, I may create some topics regarding content creation. Until then, I'd like to ask a couple questions.

  • Should I create another thread to discuss the generalities of Project RMW World, or stick with this one?
  • Are there any general comments you'd like to make about the process of continuing to define data for our world (i.e. characters, story, combat systems)? No specifics yet, just general ideas on what process you think we should use.
  • What order would you suggest that we tackle this in? I have got a general idea but would like some ideas from you guys too. This as much your project as it is mine.
 

That Bread

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Congratulations! I saw this from the start, but never helped :/. Maybe I'll help with the next part of the project, however I have played through the open world and yes it is fluid. Though I do have some qualms with some of the mapping and some of the transfers are broken in the game.

All those things can be fixed up as you move along with this project. Keep it up and don't drop it, this would be something fun to see once completed!

I'd suggest getting a main plot first. Then we can start on quests.

Fixes can be made throughout development, you're never going to fix everything in one fell swoop.
 
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The Prince of Sarcasm

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I think it should be an open world game, and that discussion should continue in this thread. Maybe the way to handle interior maps, and events should be that everyone get to do one quest per map, that starts on the maps they created and can journey out onto other map, and can make the interiors for the maps they made. If they didn't want to they could put it up for grabs and we could have an auction for it. (Just kidding about the auction, but maybe we should have a cool mini-game type thing for who gets to work on given up maps.) With such a huge community project, I think if you want a actual story-line/plot that you should decide or put up a vote for it, and then assign different parts of the story to different people one person, or plot section at a time. Another way would be to have no real plot and just different quest by different people.

As for question two, just have people submit ideas, scripts, and resources, and then have a vote of the people who are already involved in this.

My vision for the game is to kind of have the player chooses whatever they want, and to not be stuck into rigid guidelines. Maybe we should just vote on everything.
 
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C-C-C-Cashmere (old)

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@cashmerecat you forgot the credits for the tileset i added in my last submission
OK I have added credits to the creators of the Wild West tiles. I think most of those terms and conditions are to do with commercial usage and we aren't going to sell this so that should be fine.

I think it should be an open world game, and that discussion should continue in this thread. Maybe the way to handle interior maps, and events should be that everyone get to do one quest per map, that starts on the maps they created and can journey out onto other map, and can make the interiors for the maps they made. If they didn't want to they could put it up for grabs and we could have an auction for it. (Just kidding about the auction, but maybe we should have a cool mini-game type thing for who gets to work on given up maps.) With such a huge community project, I think if you want a actual story-line/plot that you should decide or put up a vote for it, and then assign different parts of the story to different people one person, or plot section at a time. Another way would be to have no real plot and just different quest by different people.

As for question two, just have people submit ideas, scripts, and resources, and then have a vote of the people who are already involved in this.

My vision for the game is to kind of have the player chooses whatever they want, and to not be stuck into rigid guidelines. Maybe we should just vote on everything.
I think the idea of everything being open world and everything being quest-oriented is a good one, considering that we can start with side-quests and add a main quest later. I'll work on implementing a quest system in place, and then we will move on to things like defining location information, history, characters and the overall story later.

New Poll!

Meanwhile, I have created a poll for several options to consider when it comes to our game. I hope that you have fun voting, and it will significantly factor into what direction this game goes. The following contains information about the poll that will come in useful when deciding.

1. What should the battle system be?

  • Turn-based (Yanfly Ace Battle Engine): This is an enhanced version of the default RPG Maker battle system made extensible by several scripts from Yanfly. It is a good customisable base engine for turn-based systems, giving users the control that the original VX Ace battle system may not have given them. Pros: Flexible; widely used; widely supported; easily extensible; handles formulas and stuff well. Cons: Maybe too popular; it's turn-based so if you don't like that kind of thing, you may not dig it; it may not fit the style of what we're trying to create (then again it might, that's your choice).



  • Action Battle System (Sapphire Action System IV, or SAS IV): An action-based system very similar to Zelda. Full pixel movement, particle collisions, action-based gameplay. Pros: It's very exciting and it's like Zelda, which fits the style of our game; exciting action-based gameplay; can fit nicely into our current map plans. Cons: Action-based systems sometimes end up button-mashy if you don't plan them right (then again, so can turn-based systems); requires a bit more work; some combat mechanisms may interfere with puzzle mechanics if we don't script things right (but that's just incompetence).



  • Tactical Battle System (GTBS): Kind of like Final Fantasy Tactics. Teams have turns choosing movements within a 2D space. Pros: Interesting and novel; might be really cool to work with (or possibly hard T_T). Cons: Will probably be very hard to implement; I don't know how to balance battles for this; it's scary to develop in; it's probably got bugs.

2. What is the nature of the party?

  • 1 open slate character (customizable character, create your own story) - The idea of this option is that you would have a single open-slate character that you would customize the abilities of. This is more like a western RPG where you define your characters' attributes and choose their conversational lines. Examples: Elder Scrolls, Mass Effect, Fallout Pros: Fits the open-ended structure of the game; very extensible; flexible for our idea. Cons: Perhaps some might not like open slate characters and prefer preset roles.
  • 2-4 open slate characters (build your own party, customizable namable characters, party-based mechanics, define roles, classes) - The idea of this option is that you would have a single open-slate character that you would customize the abilities of. This is more like a western RPG where you define your characters' attributes and choose their conversational lines. Examples: Hero's Realm, Generica, I can't think of any because I don't really play this type of game much Pros: You can make your own party; create your own experience with a party. Cons: May be harder for the player to empathise with several blank slate characters than just one.
  • 2-4 pre-defined characters (names and faces already chosen, traits and personality defined as well as backstory) - This is the traditional way of doing things, having preset characters and a preset storyline with several of the plot beats already sussed out for you. Examples: Pretty much every other JRPG you can probably think of Pros: It is very predictable and easy to write stories for. Cons: Might not fit the largely non-linear structure of the map; it's hard to write consistent characters with a collaborators.
3. Check the options that you would like to see implemented in this game (feel free to comment in the thread concerning these).

I will not go into explaining all of these terms, just suffice to say that we will not be implementing all of these in-game. That is a little bit over-reaching and I think we should aim within our means. However, I felt it was best to gauge the opinions of the community about certain systems to see what you believe is the best fit for this game. If it helps, try to choose which systems you think will be necessary rather than "hope and wish for" items. I've designed it so that some options are pretty much nearly mutually exclusive, so you shouldn't be able to just tick all the boxes ;) .

Have fun choosing, and feel free to discuss any of the options.
 
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Matombo

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ok looking at the poll i'm not the only one who want's a zelda like game made out of this ^^
 

C-C-C-Cashmere (old)

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Open Discussion of Poll Options

Hey guys, just making a few clarifications and putting a few questions out there. I am going to address several options in the poll that have become popular, and ask you to contribute to a discussion about how you envision they would work in this game.
 
"Action Battle System/2-4 person party": The most popular choice so far is to have an Action Battle System such as SAS IV used for the game, but I also see that the most popular option is 2-4 players in your party. How would you see that working? As far as I know, SAS IV only supports one player but I am open to the possibility of other existing scripts providing multiplayer opportunities. Maybe someone can enlighten me as to how this would work.
 
"Elder Scrolls-like 'improve as you use' skills": This option is also seeming to be popular, so I'd like to extend the opportunity to list some skills that you'd like to see in-game. Would that be skills such as Thievery and Bartering, or more general skills such as combat skills? It would benefit to list examples and possible systems that we could use to implement this.
 
"Crafting items": This seems like quite a popular choice. Would this be in the general sense of Rune Factory or Minecraft or even Runescape where you collect certain items and combine them to create other items? Would these items be crafted from general resources you could mine/chop/gather from around the map, or are they items that you collect from raids?


 
"Conversation choices": These can either be used to create branching eventualities in the story like Fallout, or to change the nature of relationships, an idea which is less popular than this one in the poll, but is not too far behind.
 ​
Naming the Project RMW World world
Also, due to the nature of the polls, I could not include another question, and that question is: What are we going to name our world?

We could leave it as Project RMW World as a kind of "meta" surrealistic thing, and have none of the characters mention why it is called that, or why it is so weird. But I get the feeling we'd want to have an actual real name for our world. So start popping things out there. I'll just pop a few names out there to get us started.

  • Gaia (the obvious cliche first entry)
  • Mozaik (because the map is a mosaic of different maps?)
  • Collagia (for the same reasons, it's a collage of maps)
  • Collaboratio (ok, i guess that's stretching it a tiny bit)
  • Green Earth (everytime the NPCs refer to the world, they could call it "this Green Earth")
or perhaps the simplest answer of all:

  • [unnamed]
That is, simply never get any NPC to refer to the world by any name because names that aren't cliche are hard to find. That is not to say that we can't find one, it can just risk sounding very stupid.

Let's get those suggestions flowing though. The maps are in the process of being judged right now, I am looking for another impartial judge as well who has not made a map to determine 1st,2nd,3rd prizes.
 
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Tai_MT

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Let's call the world "Collabria"!

EDIT:  As for "crafting items".  To be honest, I'd like to see the Synth Shop kind of crafting system.  As in, you combine weapons with other weapons to make cooler weapons...  Or combine armors with other armors to make cooler armors.  Maybe even combining healing items together to make stronger versions of them.
 
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The Prince of Sarcasm

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I love the name Colabria. I think we should have the pictured crafting system, the on map battle system, and lots of preset characters, and the player can choose who is in his party at certain times, and you may need different members to do different things. I will vote on the poll soon. I love to see where this is going.
 

C-C-C-Cashmere (old)

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General Discussion
  • The name "Collabria" does seem like a nice option. We will see what further options have to offer before making a true decision here.
  • @Tai_MT It would be good to have a Synth-Shop to synthesize common items together into rare items. There can also be the possibility of inserting gems into slots for weapons to increase their strength. Perhaps they can be crafted from enemy-specific loot such as Dark Wolf Pelt or Green Newt Eye which may be quite difficult to find.
  • @The Prince of Sarcasm I wonder how "lots of preset characters" would work if you have an on-map battle system? I'll discuss that in the next section.

Battle System Specifics
The battle system for Project RMW World will be instrumental in deciding what follows. Currently, it is almost even votes between the Yanfly Battle Engine and SAS IV, with SAS IV leading by one vote. However, I wasn't aware of another engine named Falcao Peral ABS Liquid which has some promising features. If anyone would like to enlighten me as to what their feelings are towards this system, then you can give me a try. It seems to be very flexible to provide skills and team play (which SAS IV cannot afford) but it does seem rather complex and could burden our project with unnecessary details. Of those who know about these types of battle systems, or even if you don't, let me know what are your general thoughts about this.
 






Other Generalities
  • There seems to be large support of an open-world quest structure. I have started to implement the Basic Quest System script into the game, but let me know if there is another script that you believe would be better for this game.
  • It seems like no-one likes random encounters, which means that if we do end up choosing the Yanfly battle system, encounters will most likely be standing/walking encounters.
  • Books in-game can be extracted from the lore that we create around the locations when we do a cross-section examination of all the maps at our disposal.
  • Largely non-linear structure means that I think people want freedom in this game.
  • I think people's opinions are generally middling about  the non-levelling idea, so we'll keep that on hold for now.
  • Allocation of stat points and "improve-as-you-use" skills seem to be popular, so I'll figure out how we're going to do those. I'm fairly sure there are scripts we can use that do those things, but at the same time we don't want everything to be too cluttered. All in wisdom.
  • Relationship system has boosted in popularity so there may be the possibility of marriage (lol) or at least a persuasion mechanic. That will fit in with the "improve-as-you-use" skills idea, with persuasion being a skill you can use to leverage relationships, and thus information.
  • Buying skills seems quite popular too, and by this we mean battle skills I'm guessing.
  • Crafting items was discussed above.
  • Not many seem to be a fan of combo attacks, which might not fit with the theme of our game anyway. I will instate them if they become significantly more popular.
  • Bards!!!! have experienced a spike in popularity, so we gotta have those.

The Game Plan: How We Continue
  • Judging is underway right now (for the celebratory all-for-fun contest), and the competition is stiff (but casual, lol)! 3 leading prizes will be given for those unique entries with the best maps (I won't give 2 medal prizes to one person, sorry), and possibly a special appreciation prize for hard work. We'll see where that leads. I am waiting on someone specific to draw this badge up for me, but she is a very busy woman and if you can help me by drawing that up, then feel free to PM me. The date of prizegiving is unknown, because I need someone to draw those badges, but it will be soon.
  • The decision whether to do activities in series or in parallel will largely be dictated by how many topics I will be given jurisdiction to post. I have PM'd someone regarding how many topics I should optimally post, since in the case of my planning and sanity, I would prefer at least a few.
The areas that we need to cover (in rough order of execution) are:

  • World Concept, Logic & General Story Climate
  • Characters & Contextual Story
  • History of Locations
  • Sorting out/clarifying gameplay mechanics/systems
  • Quest Creation
  • Dungeon mapping
  • Interior mapping
Throughout this time, I am working hard to implement these systems as they are suggested. At first, a lot of the work will be in my hands, but I will start to delegate out tasks more and more, until you guys are working on most of it. The reason why I would prefer near full control at the beginning is because it's just easier to get the groundwork of the core systems done if there's minimal version control required, and that's easiest if I'm the only one working on it (for now).
 

The Prince of Sarcasm

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I like this quest log script. I have used it before and it is very user friendly. I used it with no problem, and I have no scripting knowledge. Another game that I think uses this script is Incitement.

@CashmereCat

I was thinking lots of preset characters, but not to many per map. You would only be allowed to have a maximum amount of people in your party, and you would need people with different skills to progress to certain things. Also each person would have a small quest to do before they joined your party, but after that, even if they left, they could still re-join at no extra cost. Along with this idea is the idea that there would be lots of interior dungeons to explore, and to access different dungeons of different parts, you would need party members with skills that can open the entrance.
 
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whitesphere

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This map definitely lends itself heavily to an open world gameplay, with lots of side-quests, hidden areas.   I think crafting would tie in nicely with an open world game.  Really I can't see the game being too story driven because I can't imagine the chaos that would ensue if several dozen people tried to collaborate on a single story.

But I don't think character levels make sense for this game, because that would require us all to make some somewhat coherent "difficulty map" which would implicitly force the player through the map in a certain order.  By difficulty map, I mean "This area has easy monsters, this has harder monsters, and so on"   Otherwise, we get silly things like "Well, the arctic land has the hardest monsters, but 1 tile over are very easy ones"

If the goal is a Zelda-esque feel, we really need to keep monster difficulty around the same consistent level throughout the map.  Unless we agree on a difficulty map as I mentioned, so players don't get curb stomped with no warning.

I guess the question I'm posing is:  How closely will we collaborate on the in-game items, monsters, et al?  After all, it would be tedious for CashmereCat to receive, say, the Monster data from each of us and have to painfully merge them all by hand. 
 
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Tai_MT

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Can I make a suggestion about the battle system?  If we have one that feels more like Zelda (free movement, free attack, no turn based battle), can we also have enemies that "run away" if you're too strong for them?  I very much liked the feature from Earthbound in which once you reached a level where you are capable of destroying the monsters in the first turn of combat, they simply run the heck away from you as fast as possible.  It made engagements feel fun and made me as a player feel powerful to watch enemies flee before my might.

It was also kind of unique at the time and it left quite an impression on me.
 

ShinGamix

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Battle System

I didn't see XAS Battle System up there! I voted other for that one!!! Have you heard of XAS?

Here is why I say Xiderowg Action System Courtesy of MogHunter for Ace.



(I also know several/multiple more battle system you did not include in the list.)

[sCHALA!]

*If you choose XAS I can help you with a lot of the setup and features of the system as I used XAS for a while now.

Party

One Player --->Skyrim meets Zelda!

Extras

Other

Zelda Style Dungeons!!!
 
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