- Joined
- Aug 4, 2017
- Messages
- 50
- Reaction score
- 23
- First Language
- English
- Primarily Uses
- RMMV
Switches and Blades
SYNOPSIS
- Switches and Blades is a tactical, character-driven RPG. Opting for quality over quantity, the game will only feature two playable characters, each with diverse skill-sets. The core mechanic of the game is weapon switching, which replaces the Guard command found in RMMV's default command list. The skills and playstyles of each character is determined by the weapon they are currently wielding.
- Outside of battle, Switches and Blades will focus primarily on character development. (As a developer, this is really something I want to become good at.)
- In its current form, this game will be fairly short, but it will also be free! (See the Background section for an explanation.)
DESIGN GOALS
- Create an interesting game using "mostly standard" RMMV.
- This means no massive overhaul plugins, like Yanfly's Active Battle System or Quixios's QMovement.
- However, I am making heavy usage of Yanfly plugins. They're awesome!
- This means no massive overhaul plugins, like Yanfly's Active Battle System or Quixios's QMovement.
- Experiment with character development and player choice.
- Avoid stat bloat to help keep small power increases feeling relevant.
- Time permitting, make it visually pleasing.
- Time permitting, practice hyping up a project. (Hopefully it's working! ...right? Is it?)
BACKGROUND AND PLANS
- Thanks for taking the time to read through this stuff! This is my first time posting a project like this here. In fact, it's my first project of this kind! In my spare time, I typically work with Unity as a programmer. However, last month, I had a medical issue and couldn't use one of my hands to type. After being somewhat unproductive for a while, I decided to fiddle around with RMMV. Being inspired by Pokemon's switching system, I decided to try making a weapon-switching mechanic. It ended up being pretty cool, so I decided to continue working with it.
- Since my hand has fully recovered, I'm looking to wrap up this project. However, I'll still try to do it justice. I'll continue working on it until the end of this month (July 31, 2018). I really don't want to have it go on longer than that. My goal is to create the equivalent of about one dungeon, including cut-scenes, hidden items, etc.
- Regardless of what happens, this current iteration of the project will be totally free! If I decide to pick up this project later on, I'll consider charging for that version. (Which will obviously be much longer and more complete.)
- Currently, level ups don't do much beyond increasing Max HP and Max MP. If I return to this project, I would focus primarily on equipment-based progression. This means things like equipment level-ups, and the like. This would allow me to more tightly control the player's power level while giving a lot of choices. Right now, though, the game is too short for such a complex system to be viable.
- I don't consider this a prototype. The basic mechanics are fun, and I'm no longer just fiddling around with Eric and... the other basic actor. This is still an experimental project, but I'm no longer just tinkering with basic ideas. Rather, I'm trying to show that those basic ideas can work on a slightly larger scale.
SCREENSHOTS
CREDITS
This list is in no particular order. Keep in mind that I'm the only one who actually worked on this game. They cannot be blamed for bugs, typos, etc. Most of them have made nice resources that they've graciously allowed others to use. After all, my forte is code, not art!
- Autofire: Developer, designer, coder, writer, and artist
- Plugins
- Yanfly: Writer of countless awesome plugins and tutorials
- Karberus: Simple Follower Control
- nagolli: Wrote a bugfix for Yanfly's Animated Sideview Enemies plugin
- Faces
- Avery: Faces for Nature's Stewards
- Palxan & Verdibona: Reena's extra expressions
- Rhino: Erwin's faces
- Sharm: Guidance and assistance with Nit-1N's face
- Overworld Sprites
- Avery: Sprites for Nature's Stewards
- hiddenone: Razor Wasp's sprites
- Mur: Erwin's cloak
- Rhino: Assistance in editing Erwin's sprites
- Misc
- Kadokawa: Obviously deserves a lot of credit. They made RMMV and the RTP.
- GIMP: Used for every graphical edit I've made.
- Workflowy: Helping me organize the insanity.
- Github: Giving me peace of mind.
- Jayje: For being the first to reply to this thread. Your encouragement is more helpful than you know.
- ArmyUnit: Some playtesting. (Though he only played the first part of the game thus far.)
- And many others who didn't help directly with the itself but helped me in other ways, such as providing feedback to ideas, critiquing map designs, etc.
KNOWN BUGS & WISHLIST
- The final boss's Lock On ability lacks animations, and the state lacks any visual effect.
- I want to recolor many of the icons so that they make more sense for how they're being used.
- In some situations, battle animations draw under their targets instead of above them. I'm not sure what's causing this...
- As of now, I'm the only human being who's looked at 90% of the text in this game. There are going to be a lot of typos.
- More secret weapons. These things are fun to make.
NEXT UPDATE: PROBABLY NEVER (REASON HERE)
- According to the rules, I can't do a self-bumping update until 72 hours have passed since the last one. I'll reply to questions and things, but I'll space major updates 3 days apart just to help keep consistency while giving me space to develop things.
- At this point, I'll be primarily answering questions and/or talking about updates.
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