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- Jul 23, 2012
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Hi everyone, I've been making a little project of sorts and as I was designing the crafting systems I got a flash of an idea.
Now, I'm no scripter, and my eventing skills are telling me that simply events won't do here.
I'm looking to know if either of these ideas are possible within the current RPG Maker VX Ace framework.
The idea behind the project is that as you are exploring an enormous Dungeon Region, there are no stores where you can buy items. Therefore, you turn raw goods and loot that you find (Leathers, Ores, etc.) into armor, weapons and consumables. These items can be sold to this database store and other players can now access them and vice versa.
As such, the main objective is to get a player driven economy and mercantile system going. Players will figure out what items are in hot demand, what items are not being purchased and work together to complete the game. As the game gets difficult, you'll need to rely on the items crafted by other characters (either yours if from another save file, or another player.)
It's an economic experiment so to speak.
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I have no proposal as to how it would need to look, but the key functionality would be:
I would make players need to select their professions (much like an MMO), meaning while Mark may be a Miner and a Jeweler, he is not able to make potions, weapons or armor. His resources would be sought after of course, as would the gems he carves, these having some benefit in-game.
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Additional Content?
These are ideas that would compliment such a system, ones that I feel are not necessary, but would be useful:
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I appreciate all help, advice and comments.
I am also willing to learn and understand what would be required. I figure if I can do it myself, it'd be a good lesson to learn.
- Matt
Now, I'm no scripter, and my eventing skills are telling me that simply events won't do here.
I'm looking to know if either of these ideas are possible within the current RPG Maker VX Ace framework.
- Allow players to sell items in their possession to a specific store. This store would hold those items as variables or database entries of some sort, allowing these items to be purchased by players from either:
- Another save file on the same computer.
- A different gamer on a completely different computer.
The idea behind the project is that as you are exploring an enormous Dungeon Region, there are no stores where you can buy items. Therefore, you turn raw goods and loot that you find (Leathers, Ores, etc.) into armor, weapons and consumables. These items can be sold to this database store and other players can now access them and vice versa.
As such, the main objective is to get a player driven economy and mercantile system going. Players will figure out what items are in hot demand, what items are not being purchased and work together to complete the game. As the game gets difficult, you'll need to rely on the items crafted by other characters (either yours if from another save file, or another player.)
It's an economic experiment so to speak.
===
I have no proposal as to how it would need to look, but the key functionality would be:
- The ability to sell and buy from a store. This store's items are only those sold by other players. (Example 1: Mark sells 20 Uncut Emeralds, 15 Iron Ore and 3 Fulminating Embers to the store. These items are now available to be purchased by other players (from a different save file or another player entirely.)
- The price of these items is not determined by the players at this time. When they sell the item they receive a flat amount of gold, and when players purchase the items, they buy it at a flat amount of gold. (Example 2: Mark receives 100G for each Uncut Emerald, 20G for each Iron Ore and 500G for each Fulminating Ember. If Bill wants to purchase said items, they might have a set price of 200, 40 and 1000 G respectively.)
- Items in the store would hopefully be able to be categorized by type. (Weapons, Armor, Materials, Consumables, etc)
I would make players need to select their professions (much like an MMO), meaning while Mark may be a Miner and a Jeweler, he is not able to make potions, weapons or armor. His resources would be sought after of course, as would the gems he carves, these having some benefit in-game.
===
Additional Content?
These are ideas that would compliment such a system, ones that I feel are not necessary, but would be useful:
- Messaging System: An online "chatroom" of sorts. The reason I mention this is as additional is that I see no reason why I could not simply create a forum with a chatroom, allowing players of the game to get together, plan, meet and chat.
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I appreciate all help, advice and comments.
I am also willing to learn and understand what would be required. I figure if I can do it myself, it'd be a good lesson to learn.
- Matt


