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I Woke Up
In A Generic
RPG Maker Game
Guess I'll Grind?


Latest Version: 0.1.2e


This travesty was created by dionthorn

The Most Generic Game of 2022


Focusing on level 1-10, specifically on 1-4 at the moment. The game world is NOT set in stone, it is used to test out my concepts and leveling/balancing. Current target is v0.2 whereby all combat, balancing, items, etc should be done. I might add more of those things but I want a pretty wide base already worked out. Think of everything pre v0.2 as a Tech Demo.


Please give me any and all feed back.


- ATTRIBUTES -


## NOTE: ##
All Monsters have Attributes, they roll at the start of battle 3d6 per attribute. If you run into an 18 strength slime it is getting +4 to damage rolls, slimes have 2 DMG so the damage would be 1d2+4 or 5-6 DMG per hit! At level 1 an 18 strength slime could easily kill you.


Strength - Affects damage roll for physical attacks
Dexterity - Affects Armor Class calculations against physical attacks
Constitution - Affects HP increases per level
Intelligence - Affects damage roll for magic attacks
Wisdom - Affects damage reduction against magic attacks
Charisma - Used in various in-game checks, not really used much atm. (will be)

Modifiers are = ((attribute/2)- 5).floor

18 = +4
17,16 = +3
15,14 = +2
13,12 = +1
11,10 = +0
9,8 = -1
7,6 = -2
5,4 = -3
3 = -4



All of the below start at 1:
DMG - physical attacks are 1dDMG + modifier (usually strength)
AC+ - Armor Class is 5 + (AC+) + modifier (usually dexterity)
MAG - magic attacks are 1dMAG + modifier (usually intelligence)
HLY - heal rolls are 1dHLY + modifier (usually wisdom)
SPD - Currently in works, affects turn order atm.
LUK - Affects critical damage, nothing else atm.

Physical attack hit roll is 1d20 vs target AC=(5 + (AC+) + modifier)
SPD now affects hit rolls as a modifier of adding SPD-1 to the hit roll
You must still roll a nat 20 to get the critical affect.
Magic auto hits.

- INTRO PHASE -


  • Player Creation: Roll for Attributes and Choose 1 of 4 Classes


Warrior


Starting HP = 12 + Constitution modifier
HP per level = 1d8 + Constitution modifier
Starts with: Spear(+3 DMG)
DMG = 4

Thief


Starting HP = 10 + Constitution modifier
HP per level = 1d6 + Constitution modifier
Starts with: (2x) Dagger(+1 DMG)(+1 SPD)
DMG = 3, SPD = 3

Priest


Starting HP = 8 + Constitution modifier
Staring MP = 10 + Intelligence modifier
HP per level = 1d6 + Constitution modifier
MP per level = 1d6 + Intelligence modifier
Starts with: Wood Club(+2 DMG), Holy Symbol(+4 HLY)
DMG = 3, HLY = 5
Start spell: Heal for 1dHLY+Wisdom mod in recovery

Sage


Starting HP = 6 + Constitution modifier
Starting MP = 10 + Intelligence modifier
HP per level = 1d4 + Constitution modifier
MP per level = 1d4 + Intelligence modifier
Starts with: Wood Staff(+2 DMG, +2 MAG), Robes(+1 MAG), Pointed Hat(+1 MAG), General Magic Tome(+2 MAG, +2 HLY)
DMG = 3, MAG = 6, HLY = 3
Start spell: Fire for 1dMAG+Intelligence mod in damage

  • After Player Creation, Roll for Start Scenario 1 of 4


1. If you roll a 20 you will start in a house with bonus Silver!
2. If you roll 8-19 you start in a house.
3. If you roll 2-7 you start in the dungeon!
4. If you roll a 1 you start in the endless field!

  • Get Grinding!


After starting you quickly find monsters all over the place.
Visit the Inn to buy upgrades, potions and now you can get your first NPC party member!
Get +1 to an Attribute at levels 4, 8, 12, 16, 20...
Skills learned at levels 2, 4, 7, 10 (so far)


------------------------------ I wrote several scripts for this project ------------------------------


  • 1. TownNameGen
    (Generates the Start Town name when you use Inn&Pub first time)

  • 2. MessageTools
    (In game message boxes from script calls)

  • 3. BattleGaugesOverride
    (Change drawing of HP/MP/AP gauges)

  • 4. CenterGameOver
    (Centers the Game Over graphic)

  • 5. MultipleTitleLines
    (Allows the stupid long Isekai light novel title)

  • 6. Dice
    (Used to roll die DND style.)

  • 7. Attributes
    (Class to store DND style attributes)

  • 8. AttributesOverride
    (Overrides on the status screen for attributes)

  • 9. BattleOverride+BattleSceneOverride
    (Override battle systems to use dice rolls and attributes)


SCRIPT CREDITS:


InputKeyOverride
(Allow different keyboard controls)

KeyInterpreterOverride
- by "Cidiomar R. Dias Junior"

GraphicsResize
(Allow 1280x960 screen resolution)

- by V.M of D.T

TownNameUtil
(Sets the map name using script calls)

- posted by Shaz on rpgmakerweb

EXTRA CREDITS:

-Marrend
(for pointing out luk stuff)

Latest Blog

Version 0.1.2e

Took a short break... >.> been playin bitburner and it distracted the hell out of me.

Agility(SPD) now affects hit rolls. This allows higher than 20 on hit rolls, Heavy weapons/armor will lower your agility.

Added a number of weapons and armor.
Starting armor removed, you just start with clothes and your class weapon.

Highly recommend to get the NPC party member in the tavern if you play as Priest or Sage.
  • Production
  • dionthorn
  • RPG Maker VX Ace
  • RPG
  • 02/02/2022 03:05 AM
  • 03/13/2024 01:42 PM
  • N/A
  • 7691
  • 3
  • 85

Tags

Posts

Pages: 1
Version 0.1 made in about 5 days. Just learning the scripting and how stuff works at the moment. Battle system is good going for now check out the BattleOverride script. Working on integrating d20 style rules into the overall system. When starting out you really only need high STR DEX CON for Warrior and Thief classes. For Priest and Sage STR/DEX/CON are important overall but WIS for priest affects their mdf and thus heal rolls while INT for sage affects their mat and thus magic attack rolls. Charisma is unimplemented and is not checked in anything yet.
Version 0.1.1. Hit roll displays now, the console will show detailed battle information. DEF is now dnd style Armor Class and hit rolls only land if you are over the targets AC=(5 + def + defAttrMod)

All new weapons and armors. Next version will be working on more class skills.
Version 0.1.1 hotfix, magic(cost mp) and heal don't hit roll only physical attacks.

Fixes a few bugs with healing lol.
Version 0.1.2 makes changes to the battle log, adds skills for all classes for level 4, adds priest skills level 7&10. No real balancing has been done until I get all skills/items/enemies worked out so just placeholder values atm.

Still contemplating how I should utilize SPD and LUK in the system. I know reworking SPD will be a nightmare as many small checks are default made for it. I might make SPD a hit roll modifier but that could be dangerous given the current AC check system.
Marrend
Guardian of the Description Thread
21781
What I've done with LUK for a number that I can't remember of games now:
class Game_Battler < Game_BattlerBase
  # Changes critical forumla include LUK.
  def apply_critical(damage)
    #damage * 3
    (damage + (luk / 16)) * 2
  end
  
  def luk_effect_rate(user)
    # Resistances are no longer based on LUK. Besides, I never liked this
    # formula.
    #[1.0 + (user.luk - luk) * 0.001, 0.0].max
    1
  end
end

author=Marrend
What I've done with LUK for a number that I can't remember of games now:


Thanks for the pointers!
Hello dionthorn! How are you?

I've played a bit your project and I must say your D&D battle system is really cool. You can tell dice roll have a major impact on battles (a simple slime just 1 hit KOed me once). He he

It's clear this is a prototype just to taste things and I understand (judging the game's title) that grinding is a key element, but...could you consider reduce the exp scale for players to level up? I think even if the game focus is grinding, that should be a fun aspect for the game, but just pressing the confirm key to smash the attack command or your fire spell (if you choose wizard) it makes the game pretty boring after a few battles due the lack of options (at least for me).

Imagine killing 10 slimes just to level up to Lv 2 (and you only gain a small boost in HP and DMG, leaving the other stats as they were). Besides, killing slimes wont give money, only a slime ball that's worth 2 "Silver" or 30 if you do the quest. Even so, it's not enough to buy one single potion! This means you have to come back to your house and rest to recover every two or three encounters! Like I said before, it's okey to grind but...is it fun in this way? Well, no for me at least. XD

Lastly, I think it would be a nice idea to balance the item shop. You see, my current weapon (sage staff) cost 10 Silver, right? Well in order to buy my next weapon I need to gather 100 silvers, this means I have to kill 35 slimes plus the reward of 30 silvers of the quest just for one piece of equiment that only grants +1 of DMG! I consider this extremely unfair. Imagine how much time it would take to but the next equipment piece, and just for a small +1 stat? I would expect at least a +5.

Anyways, this is just a project and the combat system looks great with those rice dolls. I thought maybe this feedback should be somekind useful for you (I hope so). And please, keep in mind that these suggestions are only based on my personal taste, of course I can be wrong, you don't have to accept them, maybe you have a different approach for my points of view. But oh, well, I wanted to give my feedback. (And I hope I didn't sound rude, I'm so sorry for that, sometimes communication via text can be missunderstood). :(

Keep working on the game, I would love to see what comes next with this project. :D
author=Denyi
How are you?

Hi Denyi, I'm doing great! How about you?

author=Denyi
simple slime just 1 hit KOed me once

Yes those slimes can be dangerous at level 1 right now! I'm still working on more gear for the lower levels! If you have any gear ideas send me a mail and I'll add em in for ya. If you want your own quest in game just send me an idea and I'll see if I can work it in too!

author=Denyi
only grants +1 of DMG!

The stepping in DMG needs to be fairly small to be in line with DND style. If we did +5 DMG per item step we would need to make HP stepping much larger. The way physical attack damage is calculated is a random number between 1-DMG + modifier where modifier for 'attack' is Strength mod (18 str = +4 DMG) so if you want to do more damage with regular attacks make sure you roll high strength!

author=Denyi
Imagine killing 10 slimes just to level up to Lv 2

I believe the current system is you kill 6 slimes to get to level 2 (5 exp per slime 30 exp to level 2). There is a 1/100 chance of getting a HP or MP potion from slimes (worth 25 and 50 silver respectively). I still haven't done enough balancing for the low levels yet. I plan on getting level 10 skills done today. Maybe I'll focus on reworking the exp stuff as well today. I don't want the game to be SUPER grindy I still have a ton of balancing to do with that.

Something that might help with the grind that I'm planning on adding soon:
A new party member! Some adventurer will be hanging out at the Inn and is getting sick of these slimes.

Thanks for playing and giving me some pointers!
Oh, thank you for your reply, dionthorn! It was nice to read all yout thoughts for this prototype. Thank you very much for enlighten me with this, since there's a lot of D&D mechanics I don't know or fully understand, he he. So, I really apologize for that.

Thank you for your invitation on the quest creation! If I have some ideas, I'll make sure to contact you again. But, for the items ideas...I don't really know, I'm fairly new in RPG Maker and development, so I prefer to talk as a player rather than a developer for now (sorry again, maybe it's not the useful feedback you were expecting). Perhaps...you consider lowering the base price for the starter shop? at least for equipment? He he.

Oh, there's a new update that includes a party member? Yaaay! I love more "options" in battle. Also, wow, you are truly working all day with this. Your scripts about the rolling dice system looks amazing!

I wish you the best for this. I'm gonna try the newer version. :D
author=Denyi
I prefer to talk as a player rather than a developer for now

All good, any feedback from either side is good to have.

I put out another version for your feedback. I lowered prices again, it makes sense to keep them fairly low for the first tier upgrade so I went with 1 slime set per item roughly. T3 then is 2-3 sets per item. I might adjust further once I add more weapons/armor in.
Pages: 1