What Type of Games are you Working on?

Jiffy

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Greetings Yet Again RM Community!
So, I'm curious on what games you people are working on! Are you making a tradition JRPG? Or maybe something totally different?

Personally, I'm working on a Harvest Moon/ Animal Crossing game that I started last September (TONS of work btw).

But, enough about me, what's your project? Let me know, I'm way more curious than I should be xD.
 

bgillisp

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Right now I'm working on a standard JRPG game, but I have ideas for making a possible puzzle game in RPGMaker at some point. No idea if I will pursue it or not once this first game is done, but I got a few more months before I have to worry about that.
 

Jiffy

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@bgillisp
Nice, I love the idea of a puzzle based RM game, I could see that turning out really well.
 

mogwai

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I want to make a fighter with ComiPo! Manga Maker sprites/characters.

I'm just hanging around the forum for a few days to follow up / see how people respond on some help threads that I posted plugins/event-script solutions to before I get started, because when I do get started I'm probably not going to be on the forum for a while.

I actually own two ComiPo Manga Maker licenses because I bought it a second time on Steam to get discount DLC and I was going to get a refund on the first, but I notice each version has a few unique sprites that the other one doesn't have, so I kept both.
 

Reapergurl

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Well, as for me, I'm working on a massive RPG with a lot of features.

However, I've kinda backed off of the project for a bit because I'm struggling with Real Life problems.

So, in my lesser free time, I've rediscovered a software that allows one to create fan games of Super Mario Bros., SMBX.

It's quite fun, honestly. lol I had forgotten about being able to play as LoZ II Link...
 

Quxios

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I'm working on a survival / dungeoncrawler/adventure game. I'm just working on creating all the mechanics and assets while I plan/write out the game
 

Warped_Tales

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Too many things! DLC for my traditional RPG, polishing off a Monster Trainer/Battler, and playing around with an alchemy shop simulator.
 

Milennin

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Not actively working on it right now, but I have a single character RPG in development. Just waiting till I have more time to actually continue working on it...
 

Jiffy

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@Warped_Tales Wow! That's a ton! Best of luck to you my friend.

@Quxios Glad to see you're making a dungeon crawler, these games always have a special place in my heart :kaopride:

@Reapergurl Hope you get those life problem solved! I recently discovered an engine that lets you make LoZaLTP fan game, which was super fun to mess around with for a while.

@Milennin Havent seen many solo RPGs lately, sounds like fun!
 

Sausage_Boi

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I am working on a Stealth Adventure with a touch of Exploration. I have been trying to find testers for it, before I call it 100% and ship it out. I am also working on a Beat-Em Up starring Santa Clause and most of my efforts are directed to a Metroidvania/Mining Adventure, but I don't know if I will be able to keep on doing it. #1 because my art is terrible, and I have to make it all myself. And #2 because I think the engine limitations of VX Ace/MV are going to prevent me from doing a great many things I want to do with the game.
 

AbyssalDarkness

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The project I'm currently working on, is based around a story I’ve written about 5 years ago, it’s a light horror drama with some romance, taking place in modern times. Well at least that’s how I would classify it. I’m in the process of taking from the story I’ve written, convert them to RPG elements, fleshing out the “Gaming Aspect” of things & building up the database in case all this ends up leading somewhere.

The “Game”, is highly story driven, and for the moment focus on how player made choices can affect the way scenes are played. I made a scene where the player must answer 5 questions, with multiple possible answers each, that will determine the outcome of a lot of things through out the game.(Powers/Interaction with NPC's & Party Members/Game Objects/Story.) Unless “our” (me and some friends) maths are completely off, so far, the end of that scene has 288 possible way of being played out. The funny part is I made the scene without taking the total output into account, the less funny part is... it took me around 300 hours to get it done, before moving on. Being a chaotic "eventor?" it’s a mess… but it works. (Writing this makes me think that I should really try out VNM when it comes out.)

Lately I’ve been thinking about what is it that I would like/want about the battle system.
Random encounters, which as a player I find incredibly annoying when I just want to get from point A to B.
-Or-
Evented Encounters, which I prefer if I still have the Option to grind, in case I feel the wants/needs to. I think it would require more work, but it would also benefit the game flow.

I’ve been messing around with Yanfly’s Battle Engine Core, with all Action Sequence Packs, it’s a blast to handle skills that way and I find those to be powerful plugins. It’s just sad I’m missing the knowledge to manipulate the MOGBattle_HUD Plugin to my liking with other plugins as its visual aspects impressed me.

My current focus is on limit breaks, not as a gameplay mechanic, but as I want to see where my own limit breaks. Using it to learn more about MV. Since I’m not a scripter nor an artist and much less a professional in any aspect of game design, I do what I can with what I can afford, find &/or use.

I never really got to the point where I am now in other makers, mainly for knowledge, time, compatibility & functionality issues. (Was trying too hard to make RPG maker XP & Ace, do something else than it was intended for without the necessary knowledge to accomplish it.)
And that’s about it.
Guess I had more to say than I originally intended. :dizzy::thumbsup-right:
 
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Rhaeami

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I'm working on a largely solo commercial project at the moment. A JRPG with collectible card game elements and a dash of creature-catching. Fight enemies, catch them as cards, build a deck, and use it to determine your skills in battle. Thematically, it takes place in a world where humans stopped feeling instinct, emotion, etc., and these things instead materialize as hostile, magically powerful creatures in the sunlight, driving humans to live underground or in shaded cities.

Hoping to finish this year, though a ton of work has gone into just getting all the base features to function right. Card game mechanics aren't as easy to program as they seem. :kaoswt:
 

Lihinel

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Currently working on a hybrid game thats a RPG/Spaceshooter/EcconomicSimulation/TacticsWarfare/FarmSimulation Mix with a Card&Boardgame as well as a GuitarHeroInputStyle brawl minigame.

Funny/sad thing is, I am not even kidding. :kaopride:
 

Jiffy

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@Lihinel Holy crap! Do all those features work together well? If so then props to you.
@Rhaeami I feel ya, FarmingSims are like 60% custom and most of it is not easy xD
@AbyssalDarkness Story driven games tend to captivate me, I'll find myself playing them start to finish in one sitting just to see what happens, this sounds like something I'd play over and over again to collect endings xD
@UNphiltered_khaos Oh boy do I feel you with engine limitations, what's your biggest struggle so far? Mines the 20 page event limit lol.
 

Alexander Amnell

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What has accidentally ended up looking like a more story-driven x-com clone (I only recently discovered x-com) though in reality was inspired primarily from the vampire earth series. Ironically in an effort to distinguish it from that it took on a much more x-com like overtone, and now that I'm aware x-com is a thing and a long running one at that I'm a little disheartened by it. I almost want to go back and rewrite it again without all the distinguishing tangents as a VE fangame, if it's going to look like a blatant theft of someone's intellectual property anyway might as well pay homage to the person who actually inspired me in the first place.
 
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Soul Tech

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I'm doing a arpg, it's an adaptation of a medieval fantasy epic novel that I wrote with a partner and has touches of humor, violence and many other fun things. Are ten chapters and in the arpg I go for third.
I keep working every day:kaopride:!
 

Jiffy

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@Soul Tech working every day is the way to do it! Good to see you have some motivation.
 

Kes

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I'm not sure that this actually qualifies as a "discussion" topic. At the moment it's simply a listing of what people are doing with a bit of commentary in response. As such, General Lounge might be a better place for it.
@WolfFS Do you intend this to be a discussion thread?
 

Lihinel

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@WolfFS: Depends. I think they do, some people agree, some think its just a mess. Guess once I get a demo done well see who is right.

The shooter is used in the intro and at the end to move from A to B.
Between intro and the end the city building is for creating resources that are used to produce soldiers which are used in tactical battles, which unlock new areas.
The RPG elements are used to give more dept to the world by means of exploration.
The Farming is done to produce food items which are used as a kind of grind/cheat alternative. (let the players work and make battles easier in exchange; of course if people like the challenge, they can completly opt out).
The other 2 minigames are just added to spice things up.
 

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