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Post by Neo Samurai on Feb 27, 2005 13:17:41 GMT -5
Okay... I just spent 3 friggin' hours (from 2 in the morning to 5) making my own Battle Formula and the worst part is, I still have more stuff to flesh out. So, I got a lot of work. And I got no sleep all last night . But I'm actually not tired for some reason. I don't need any help. This is something I can fix myself. Just giving a status report on how I'm doing with my gameplay elements.
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Post by Neo Samurai on Mar 1, 2005 16:28:38 GMT -5
If anyone may remember, I made a topic in the "Domain Chatter" forum about the reasons why we got RPG Maker 1 or 2. In it, I spoke about my inspiration to make a game, which was influcenced by the game magazines I had in elementary/middle school. I remember wanting to create a game just like Zelda. You know, an Action RPG, but I forgot that long ago. But that dream has been revived. I'm going to attempt creating an Action RPG. This, luckily, won't affect the storyline since I wasn't to deep into it. I'll be using Nash's Distance Formula (Thanks, Nash. You the man ). I'll also be adding my own touches to it, such as an elemental system and such (Has anyone thought of this). I know a lot of Action RPGs have been done, but this is my dream, and I'm a big fan of such games. I think it could be fun.
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Post by Doan the Nado on Mar 1, 2005 17:46:20 GMT -5
I think Nash was talking about making a magic-based action game that he was going to call "Mana Craft", but he decided not to do it. I really do like the idea, and wish you the best of luck with it.
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Post by Deleted on Mar 1, 2005 21:08:17 GMT -5
I think the bank system can be good if it doesn't become a hassle to the player. I think 5% interest and 25% loss is pretty good. Making save points be 'warp points' (or something like that) that let the player transfer or take out money to/from the bank would make it be convenient for the player. It's all up to you, just hopefully you didn't cut it just because I wasn't for it. Gl with the action-rpg!
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Post by Neo Samurai on Mar 1, 2005 22:09:45 GMT -5
It's not your fault, Will. It just hit me at school one day and it seemed like a good idea. Sometimes, when I get an idea, I don't really think things out until later on. I know, it's a bad habit that I should work on. However, if anyone else would wish to see this in my game, I could reconsider. Just post, telling me why you'd like to see it. Will's last post made me turn my head back to the idea a bit. If your post is good enough, it may just make me change my mind.
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Post by Doan the Nado on Mar 2, 2005 20:20:39 GMT -5
I liked the idea just because it was unique and realitic. If it doesn't fit well into the context of your game, by all means, leave it out. But if it seems to go with everything else, you should certainly leave it in there.
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Post by Neo Samurai on Mar 5, 2005 22:07:54 GMT -5
I know it seems like I'm almost switcing from one BS to the next, but I've been thinking that I might go back to the MDBS. It's not that I don't like the idea of the Action BS. It just that I can't seem to come up with something that could suit me.
As of right now, I'm going to try both and see which I like better. I may just combine the idea of the MDBS with aspects from the Action BS (such as bombs blowing holes in the wall and etc.)
If it comes down to the MDBS, the battles won't be random. You will actually see the monsters in dungeons. I'll be using Nash's Distance Formula for the monsters to determine if they should chase the party or not. Sort of like from the Lunar games and Tales of Symphonia.
I hope I can decide on a working BS. I'm pretty sure I will, though. Sorry if people are annoyed that I keep changing my mind ;D.
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Post by Doan the Nado on Mar 6, 2005 18:45:33 GMT -5
That sounds like a good change to me. Over the past couple days, I've been thinking of an idea where your party members mill around you as you walk (as we had briefly mentioned previously). Then, you would see an enemy or group of them come into the screen and the camera would change some or something, and then my CBS would come up, which I planned on running from action scripts anyways. This is similar to what you proposed, just that this idea is outside the context of the DBS.
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Post by Deleted on Mar 13, 2005 23:51:31 GMT -5
Your site looks good and is nice and informative. The cooking sounds cool and interesting. Star Ocean 2 did this thing where each character had their favorite food and that one food item healed that certain party member 100% HP/MP regardless of what it normally healed. You could make certain foods react different for different characters (although of course that means more work ) by doing this in the Direct Effect Script for the food items. These commands can help to find information about the instigator (target) as a 'member' in battle (and DW'll know if it works outside battle probably): (I use it to load the instigator's weapon and sort with it) Data: Member Info: Change to Member Order Data: Variable [Member Number] = [Inst Member] + 0 Data: Member Info: Load Sort whatever (for the food you'd sort Member Number and wouldn't even need the Data: Member Info: Load line) It sounds quite good. If there's enough things for the player to do this will definitely be fun (the game). Edit: And feel free to use any of the links on my site.
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Post by Neo Samurai on Mar 14, 2005 15:25:52 GMT -5
Thanks for the tip, Will. I wasn't thinking about it, but it would be a really nice and realistic touch to my game. I won't mind the extra work, because scripting can be fun. The only way I would mind is if I'm writing something like a CBS out. To those attempting to try this, know what you're getting yourself into.
Even if you are good at scripting, it will be very difficult, time consuming, and will chomp away much memory. I would like to see someone make their own CBS, though.
Edit:
I'll check out your links. I'll most likely use them.
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Post by Neo Samurai on Mar 14, 2005 19:24:29 GMT -5
I'm planning on my characters having certain abilities outside of battle. Sort of like the abilities you can get from Expheres in Tales of Symphonia (Zelos' was the best. Hitting on every girl in the game (including old ladies and little girls) was great ;D)).
Of course, if you checked my website, one of my characters will probably be a chef who can cook dishes for the parties and the battle tactician in the party keeps track of the different enemies you have fought and their weaknesses (This is, of course, after you've defeated one).
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Post by Deleted on Mar 14, 2005 19:33:22 GMT -5
That sounds really cool.
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Post by Neo Samurai on Mar 14, 2005 20:08:36 GMT -5
I thought of even greater touch to it. Make a way to upgrade these skills and make them better. Like, the chef's cooking will become more affective.
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Post by christi on Mar 14, 2005 20:27:55 GMT -5
I like it.
Maybe you could have a library, of sorts... a place where characters can go to study skills they want to get better at.
Or, you could even have it set up to where they get better with experience... say, every five or ten meals the chef cooks, the quality of the food prepared improves. Just a couple ideas off the top of my head.
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Post by Neo Samurai on Mar 14, 2005 20:39:27 GMT -5
Those are great ideas, christi!
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Post by Doan the Nado on Mar 14, 2005 21:17:34 GMT -5
Yeah, I like this idea and had something similar in mind for my game's characters.
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Post by Neo Samurai on Mar 24, 2005 19:41:05 GMT -5
Okay, I've decided to take out the Clock System. Though it was fun to script, it won't fit to the story of my game.
I will have Relationship values, like Will, where you can talk to the characters (I'll probably do Skits, like in Tales of Symphonia. I was talking about this earlier in smurf's topic about his game). Relationships will affect the ending of the game and certain parts of the storyline.
I will have plenty of classes. I'll of course, have the basic ones (Knight, Wizard, Thief, etc.), but I'll also have some original ones (like Weapon Master (don't think I'll be able to fit that name in), which can equipped any weapon, but at a cost and Rage Knight, who can counterattack if he sustains a mighty blow).
Also, I'll have a Blacksmith System. Each time you enter a new town, you may pay for your weapon to be tempered to make it more affective. You don't need materials to upgrade your weapon (The Blacksmith will provide them). However, you could find materials to give your weapon special effects or abilities, like, if you provide a Hikari Crystal to the Blacksmith, it will give your weapon the power of Hikari (Light).
That's all I have to say for now.
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Post by Deleted on Mar 25, 2005 7:03:26 GMT -5
If you'd like I could private message you a list of all the classes that are (or were going to be) in my game to you to give you some ideas for classes to use. Actually, it may even be a better idea to make a topic about that and have everyone contribute. I'm too far along for that though. That sounds great, and is all on the easier side of programming in RPGM2.
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Post by Neo Samurai on Mar 25, 2005 8:19:44 GMT -5
Thanks. Yes. Feel free to pm me a list of your classes. I'd appreciate that. Also, I forgot to mention that, instead of having money, exp, and items being distributed after battle on the DBS screen, I would have it displayed on a screen where the party is celebrating. Well, while they would receive exp and such normally, on another screen, you'd see the party members celebrating and the camera hovering around them and it would tell you what you received. I'm in no need of help, because I have the script all planned out in my head. However, feedback on this idea would be appreciated. Edit: Yes. Perhaps creating a topic about Classes may be a better idea. It could help people who are having trouble coming up with original classes to get inspiration or such.
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Post by The Final Rune on Mar 25, 2005 20:10:23 GMT -5
Wow, that sounds pretty cool.
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