You know what is a fun lot: My bed. My bed is so fun. It is the best. :BAnother all nighter with you guys, which is not a bad thing, you guys are a fun lot. Maybe we can share more RPG Making experiences while we wait? Or maybe we can discuss the first project we are going to start with it.
I know you haven't been sleeping well since this all started but your time is appreciated. I'm just hoping you get naps in throughout the day to at least be able to drive safely. Naps do wonders but I know some people are adamantly opposed to napping since it messes with their Circadian Rhythm.You know what is a fun lot: My bed. My bed is so fun. It is the best. :B
More serious though: I've got a rough outline for the game I'm going to make for the Stream...
I legit tried to type it out in a coherent way for the last five minutes but apparently my brain is on empty so I'm going to just write random bits of information as my brain processes it:
Secret Fantasy World leaking in
4 Heroes (Punch Fire Girl (MC, I love Actor1_4 so much), Sword Ice Man, Dagger Wind Girl, Bow Earth Boy)
Modern World is actually fake world
Fantasy World was real world, was sealed away to seal big bad boogoo devil bad thing.
Big Bad (Magic Shadow Man) Wants to bring back magic to resurrect his fiance (bow earth boy's sister), so is purposefully collapsing the seal.
The 5 characters (4 heroes + big bad) are stuck in cycle of reincarnation and are the 5 heroes that sealed the fantasy world and magic in the distant past.
Now that it is in place and it is where people live, is "Fake world" actually fake? Should the "real world" return or is the fake world now actually the real one?
Big Bad becomes one with big bad boogoo devil bad thing in attempt to be powerful enough to resurrect people.
4 heroes win, yay.
Those are some deep stories for your projects. So mechanics/gameplay wise how do your current projects come across? What type of battle system is in use?I'm currently creating a multiverse of games. I have the basic outline for all games and how are related to each other and I've been working to create a cohesive system to be used by all games that doesn't clash or crash the game. Actually one of the games pretty much opens the door for each game's characters to meet. Some will remain in MV, the others will be all in MZ.
I hope we got information on System 2 tab. I hope we have some sort of way to configure weapons like in RM2k3 or something similar to action sequences, not fancy like with Yanfly, but something basic. That last one I think it will be a stretch because in the battle video, heroes only do a step forward like in MV. But if we have at least the option for "move towards foe" would be a nice addition. We can dream I guess.
I'll put the treatmens for each story in the spoiler section below if you want to know about them.
Project Ancient (6 games in total)
Ancient 1: Villian wants to control God to make the world in his own image. Main hero and villian have a common history. God seems to be playing both sides.
Ancient 2: Hero wants to be rich and popular, falls for a girl who is the sister of the villian. Villian is being manipulated by the goddess of creation.
Ancient 3: Evil mega corporation is trying to create portals to bring things from other worlds and get richier. Heroes try to bring down evil mega corporation down. Corporation is being manipulated by an entity who claims to be God but might actually be an elder race.
Ancient 4: Evil vampires want to turn everyone into a vampire or a monster. Heroes are hunting main Vampire villian. God is manipulating both sides to end both races.
Ancient 5: Villian claims to be a God, pollutes the world and attacks anything that is manmade or synthetic. Heroes try to stop the calamity from the villian. God says villian is not a God and actually tries to stop villian helping the heroes.
Ancient 6: Aliens try to rewrite history and destroy the planet. Heroes must seek help from previous game's heroes to avoid time-space catastrophe.
Project Shifter (2 games planned so far)
Shifter 1: Teenager finds out he has space-time manipulation abilities and will cause that the future will be a mess because of him. He and his friends, along with an assasin sent from the future to kill him, must find out how and why he got those powers and prevent the future to be a mess. Villians are basically nazis with the same powers as the protagonist.
Shifter 2 (sequel) : Because of events from previous game, now we have two versions of history, one bad and one not so bad. Now there are good superpowered nazis and bad superpowered nazis. Villian is trying to mess with space-time to bring back his dead family from World War II from a different timeline.
Project Terra (2 games planned so far)
Project Alma: Fantasy World, there are humans and magic people, but magic people has been extinct for millenia. Heroine is, apparenlty, the last of the magic people, but turns out they are not extinct but hidden. Villian wants to make humans servants of the magic people.
Project Kenja : Protagonists are transported from our world to a fantasy world, while finding a way back to their world, they have to help the Goddess of the world save the other gods from the villian. Villian wants the world to burn and reshape it to a more just one. Shifter 2 villian actually works with villian from this game.
Shifter 1, Project Alma and Project Kenja are in production right now, specially since they all share the same basic mechanics and resources. Of those 3, only Project Alma or Project Kenja might migrate to MZ but the others will remain in MV. Project Ancient probably will all start in MZ since as far as all the information we have right now, seems to be the best engine to use for development.
The bolded is intriguing. I often find that mainstream type stories with minor tweaks are often the most coherent and lasting stories.Wow, that did make sense, but only barely. Sleep is super important in all sorts of ways, get some if you can! You work slower when running on empty.
I'm trying to focus on a super small, super basic project right now in the spirit of just getting something done, but the next real project I'll be doing is . . . hmm. How to explain it without major spoilers? Think save the princess plot only with the typical rewards being taken much more seriously (half the kingdom and marriage is truly stupid, if you think about it), and gender flipped. Of course, that's just the setup, the actual plot will end up going somewhere different. I will absolutely put it in MZ if Galenmereth is able to make that retro plugin, especially since Shaz has said she'll port over the gage image script she made me.
Thinking back on it...Chrono Trigger did use elemental heroes but it seemed like it was more an afterthought except for a few skills. I've always been a sucker for games that let you cusomtize the heroes, stats, equips, and skills. Pretty bold to remove 'weapons' but the way you described the workarounds and implementation would make it work. I think at this point pretty much every decent project is going to need some plugins and I'm sure what you request will be made by someone soon enough.@Knightmare The element thing comes from something I did with the first game I ever designed. Basically I had played Chrono Trigger around that time and I liked the idea of elements as a central part of the character design.
So basically I just wanted to combine Weapon type + Element. And each of them will have weapon skills (which are all zero cost, because I want people to always have options, and it being about weighing the opportunity cost of a turn versus "oh I need to save MP") and elemental magic (which has MP cost). ANd then they will have "overdrives" which are like limit breaks that are combo weapon/element attacks that use 100% TP.
I was actually going to remove "Weapons" as an equip (as they are all using relic weapons) and replace them with an Overdrive equip, which determine your overdrive, plus power up one of your weapon skills and one of your magic skills, and have variation in their stat boosts And they aren't going to be about linear up power but more about what style you want to go for.
Honestly, my "IDEAL" design for it is going to require a few plugin requests (some minor ones I imagine to be honest), but we'll see how it goes. No design survives contact with the enemy (actually implementing it).
They all have some version of an ABS System I've been working on, most of it is evented with only some scripts used to make the eventing more simple. Actually most of the plugins used are from Yanfly with some created by me, based on other ABS Systems around here. Also all of them to a degree use the default side view battle systems but with a sort of an Active Time Battle System based on the one released by Yanfly with some modifications. I don't want to say too much, but the ATB does not use a bar that fills, is actually a numeric value that is used as the cost for skills and other actions like attack and guard and item. So, that's why I've been mostly been developing a sort of main project that uses all of the mechanics I want, but each game will use just some of them.Those are some deep stories for your projects. So mechanics/gameplay wise how do your current projects come across? What type of battle system is in use?
Seeing as I probably will miss your streams due to time zones and *ugh* work, will they be saved somewhere for us to view later? Any idea if you'll be doing it on regular days/times and what those days/times might be, and how long each one will run for? Maybe I can adjust my work hours a little bit.I've got a rough outline for the game I'm going to make for the Stream...