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Synopsis


Wastelanders is a “dungeon crawling” RPG game where the player takes the role of Tessa and her company of "wastelanders" 


The player will find themselves Raiding dungeons, ruined towns and dense forests for artefacts, weapons and resources which the player may then sell to one of the four great cities that remain in the world.


Players can choose to work for one of the many shops in these cities, the Kings/Queens running these cities or random folk they find in bars. Each giving them a unique quest which can range from the player needed to retrieve some sort of item, kill a boss creature or finish off five wolves that are hidden on a map.
The player will find that the more quests they complete in any given area the more items become available in the shops, the more people appear to give them quests and those new quests give bigger rewards (The idea being to show that the players actions are allowing the cities economy to thrive).



Scattered around these random quest givers are NPCs that give the player story based missions that will normally have a much larger impact on the world than the standard missions, we also plan to make these missions far more scripted and planned. For example players may find themselves clearing the ruins of a town of a boss creature only to find when they return after completing the mission there are solders who have taken up camp in that town in the hopes to rebuild it in to a new and safe outpost unlocking new shops for the player to access and a new save zone (Players will only be able to save inside cities or outposts).


The main goal of this game is to give the player a massive amount of content (Though most of it would be randomly generated) and new things to see, I plan to achieve this by filling the world with unique creatures, characters and hopefully tile sets that most players wouldn't have already seen in other RPG Maker games. We still have a long way to go before finishing the game but we hope to get as much feedback on it as possible!


Our team consists of a programmer and two artists and we hope that we can keep everyone in the loop of the development of our game, we hope to get some feedback on the initial idea and gameplay choices we make in the hopes of creating the best game we possibly can. Each month we set ourselves a few goals and will update this post to keep everyone in the loop of what those goals currently are.


Thank you for reading! Be sure to check out the screenshots and details of what we plan to do next below!


Combat System:


The combat system in Wastelanders is an "Active Turn Battle System" much like in final fantasy 7 the player is given a bar that slowly refills for each of there heroes, this bar refills more quickly depending on the characters agility stat. The enemy unit has a similar bar which will also allow it to attack when the bar is filled.


Another thing we are trying to do in wastelanders is to create more strategic thinking when it comes to enemy encounters, we have found that in most games the only time people are thinking about what enemy they are fighting is when it comes to magic in games, to try to find the element that counters the enemy they are currently facing (For example in pokemon if you are against a grass type pokemon you will favour using fire time moves even if they aren't your most powerful moves by default)


So we are applying this system to our non-magic using characters as well with the "Melee types" system we have in place, the current verity of move types we have right now are as follows:


Slashing - Swords and knives deal this by default, the effective element against light armoured enemies or enemies with no armour at all, but is dulled a lot be heavier armours.


Piercing - Arrows and spears tend to do this by default though other weapons often come with a move that allow you to stab as well, piercing is the effective element against standard armoured units, soldiers, guards and small armoured creatures tend to do poorly vs piercing damage, though quicker and lighter enemies are able to dodge and negate the damage whilst heavier units aren't effected as much


Blunt - Axes, hammers and shield bashes tend to do this by default, blunt damage is good vs heavy armoured units but can also do a fair amount of damage to standard armour units too, blunt attacks have the drawback of being slow and sluggish though meaning you will likely be the last to strike when you have a blunt weapon in hand, and this slow movement means light or unarmoured units can more easily avoid the damage you are trying to deal.


Along with a magic system we hope these "elements" keep players thinking as they find new enemies, keeping a mental log of which weapons work well vs which enemies in a certain area, players will often find they unlock new moves that allow them to use these elements as well as they level up and find new weapons and armour which unlock new moves.


Weapons and Creation:


In Wasterlanders the selection of weapons the player can wield is actually quite small (The current count is 30 we plan to create about 40) but the player is able to change and adapt these items with almost every item in the game.


Weapons can be socketed with any item the player picks up to give the item new effects, buffs and in some rare cases even unique moves the player can use. The player must think before putting an item in a weapon though as once they have done it they cannot undo it, the weapon will forever lose one of its slots and the item will also be lost.


The verity of items the player might be able to find will be huge (As of now it's 100 items but we plan to put in as many as possible)


Screenshots to show this system will come soon.


Right now we are working on (Plan to finish July 18th)


  • Creation of the main 4 towns (1/4 complete) 

  • Drawing out more unique creatures (Ongoing - 24 creatures done to date)

  • Creating new backdrops for players to fight in (Ongoing - 3 Backdrop finished! 3 Incoming)

  • Developing the random quest system (Giving players a certain item to locate) - WIP

  • Complete our website

  • Redesign UI - (Battle - Done, Menu - WIP, New art - WIP)



Completed!


  • Finishing drawing the main cast (7/7 complete)

  • Developing the random quest system (Giving players a random creature to hunt)

  • Research how to redesign the UI







Characters (Descriptions coming soon!):


Tessa:

Full Name: Tessa Manes
Age: 17
Gender: Female
Class: Duellist
Bio: Tessa was a young girl when she joined the wastelanders guild, she wanted to travel the world and see a view outside of the walls of her small village, at the age of 13 she was sent out to deal with her first disturbance, slaying a large dire wolf single handily. She earned herself the title of "Dire Hunter" and quickly flew up her villages ranks, at 15 her village was attacked and burnt to the ground by the cult of Mire a group of people who believe that humans live to serve a being called "The Faint" and all those who don't should be murdered, burnt or eaten.



Tessa did what she could to save her city but was overwhelmed, she was captured and kept alive due to her reputation as a wastelander. 4 months later after much questioning and abuse she was saved by Tabatha during a raid on the cults base. who recruited her in to her little team.





Tabatha:

Full Name: Tabatha Goodwyne
Age: 19
Gender: Female
Class: Defender
Bio: Tabatha was an agent of the Cindar unit from the moment she was of age at 14, she was trained in the art of blessings and defense, her job was to protect the more valuable mages whilst in combat. At 16 the Cindar unit was utterly wiped out by a northern raiding party leaving Tabatha homeless, jobless and heavily wounded. Luck would have that she was found by a member of the Faith who knew her armour well and took her in to care for her.


Tabatha then became a vigilantly of sorts, fighting crime in what ever city she happened to be staying in and collecting the rewards for doing so. At 17 she raided a cults base with a group of city guards and in doing so met her new partner Tessa





Gale:

Full Name: Gale Yagamari
Age: 18
Gender: Female
Class: Assassin
Bio: Gale was raised from birth to kill, her father and mother were both Assassins of the red hand and therefore she was assumed to follow in there footsteps. By age 11 she had claimed her first life, a farmer whose wife had paid the red hand to get rid of. Gale was noticed by the leaders of the red hand as she grew, she had become distant, cold and uncaring for her fellow red hand members, she had even openly attacked those who had woken her in the night for a mission.


At 15 Gale was dismissed from the red hand, after she for a whole year had refused to do any more killing for money. Three days after she was dismissed she returned to the red hand and slaughtered everyone inside, her mother and father included.





Yui:

Full Name: Yui-Shea Tilthra
Age: 20
Gender: Female
Class: Warrior
Bio: Coming soon!





Faye:

Full Name: Faye
Age: 14
Gender: Female
Class: Witch
Bio: Coming soon!







Screenshots (More to come!)





















Credit (For those outside the team):


Window skins by: Scotty TV


Plugins used are created by: Yanfly + Amuseum

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