- Joined
- Sep 17, 2016
- Messages
- 139
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So I've been playing space survival rogue-like games lately, like FTL, Prospector and Into the Stars, and I'm wondering about making something like that in RPG Maker MV. I also like the MMO Star Trek Online, which isn't survival oriented, but I think it's a cool way to do a space RPG.
I'm going to be making my own character graphics, and I want to do a game with anthros (animal people) as the "aliens" or people in space. I'm thinking each anthro race has an inherent ability, like rabbitoids are super fast, turtloids are slow but tough, sharkoids are immune to fear and have electro-receptors, that kinda thing, and then they combine this with some kind of space job, like Engineer, Pilot, Gunner, Doctor, Scientist, etc, which gives more abilities or stats and determines what gadgets they can use.
I would like to do a system that allows you to interact with your characters. I feel like the characters in space survival games tend to develop a personality through play, and I'd love to make a way for the player to explore that a bit more, through hanging out or going on dates or whatever.
I'm thinking I want some degree of randomization. Into the Stars has a system where it picks from a selection of portraits, and assigns a randomized name and collection of stats. I think I could do that in RPG Maker, I'm not exactly sure about randomizing a character's stats, but I could fake it, and there's probably a plug-in somewhere to do something similar. For the maps, I know those would be tough to randomize in true Rogue-like style, so I was thinking I might make the sector or whatever stay the same in every game, but your starting point could be randomized. To visualize this, it would be like if the sector is a like a map of the United States, and you start randomly in New York City, Los Angeles or Chicago. There should also be some kind of fluid story that can change or build depending on your actions. Nothing crazy, but maybe like the game is built out of a bunch of side-quests, none of which need to be completed to beat the game.
So I'm thinking that the basic flow of the game is mostly like Star Trek Online and Prospector. You fly around in your space ship, find a ship, star base or planet, and you are given a mission or you explore on your own. For missions, it would be cool if these were non-linear in nature. Like say you have infiltrated a prison where they are wrongfully holding one of your buddies. If you find your buddy and free him without fighting, he joins your crew and you start a series of missions to get revenge on whoever framed him. If you fight the prison warden, you start a chain of missions where the space police starts chasing you across the galaxy. There should also be a fail condition, if you don't rescue your buddy or fight the warden but have to run away because you're out of healing potions or something. Although, this would obviously be a lot of work. It might work better to do a series of dungeons with randomized skill checks, like a room with an electronically locked door, if you've got someone with Hacking skill, thy can bypass the lock and enter the room, if not, better luck next game.
But I'd be very interested to hear any thoughts, and especially interested in what plug-ins might be helpful.
I'm going to be making my own character graphics, and I want to do a game with anthros (animal people) as the "aliens" or people in space. I'm thinking each anthro race has an inherent ability, like rabbitoids are super fast, turtloids are slow but tough, sharkoids are immune to fear and have electro-receptors, that kinda thing, and then they combine this with some kind of space job, like Engineer, Pilot, Gunner, Doctor, Scientist, etc, which gives more abilities or stats and determines what gadgets they can use.
I would like to do a system that allows you to interact with your characters. I feel like the characters in space survival games tend to develop a personality through play, and I'd love to make a way for the player to explore that a bit more, through hanging out or going on dates or whatever.
I'm thinking I want some degree of randomization. Into the Stars has a system where it picks from a selection of portraits, and assigns a randomized name and collection of stats. I think I could do that in RPG Maker, I'm not exactly sure about randomizing a character's stats, but I could fake it, and there's probably a plug-in somewhere to do something similar. For the maps, I know those would be tough to randomize in true Rogue-like style, so I was thinking I might make the sector or whatever stay the same in every game, but your starting point could be randomized. To visualize this, it would be like if the sector is a like a map of the United States, and you start randomly in New York City, Los Angeles or Chicago. There should also be some kind of fluid story that can change or build depending on your actions. Nothing crazy, but maybe like the game is built out of a bunch of side-quests, none of which need to be completed to beat the game.
So I'm thinking that the basic flow of the game is mostly like Star Trek Online and Prospector. You fly around in your space ship, find a ship, star base or planet, and you are given a mission or you explore on your own. For missions, it would be cool if these were non-linear in nature. Like say you have infiltrated a prison where they are wrongfully holding one of your buddies. If you find your buddy and free him without fighting, he joins your crew and you start a series of missions to get revenge on whoever framed him. If you fight the prison warden, you start a chain of missions where the space police starts chasing you across the galaxy. There should also be a fail condition, if you don't rescue your buddy or fight the warden but have to run away because you're out of healing potions or something. Although, this would obviously be a lot of work. It might work better to do a series of dungeons with randomized skill checks, like a room with an electronically locked door, if you've got someone with Hacking skill, thy can bypass the lock and enter the room, if not, better luck next game.
But I'd be very interested to hear any thoughts, and especially interested in what plug-ins might be helpful.


