New account registration is temporarily disabled.

YOUR RMVX/ACE/XP? GAME INTERACTING WITH RMN

Posts

Pages: first 123 next last
So, several years ago I believe WIP was toying with the idea of having a game achievement system similar to the achievement systems on consoles (XBOX Live, PSN, etc). Essentially we would work to produce an RGSS script (or set of scripts?) that would allow your game to send information to RMN.

If your game could communicate with RMN using Ruby/RGSS, would you use such a feature? If so, what would you use it for?

Keep in mind that this is totally theoretical for now...
Caz
LET'SBIAN DO THIS.
6813
If every single person put this into their game from now on to send every switch/variable value to RMN.. then theoretically a games club would be cool. "Complete this game in a week" achievements and whatnot. Or "kill this amount of enemies in this game before the end of the day". But that's if ALL games had it. I guess the same could be done with just the games which choose to have the scripts, but the pool of games would be much more limited.

But if it was just a handful of people who decided to send their data to RMN, then.. completion rates maybe? Like how many people have completed your game, where people most often give up playing (either after a storyline switch is flipped or average playtime?).. those might be useful statistics to have where someone picks the game up but doesn't have an account to comment or review, and never leaves any feedback or anything. If you knew they gave up after a specific boss battle, you'd know what to change.

It'd be cool for other people to see too. Some people might want to play a game with a high completion rate because they'll feel more able to complete it themselves. Or some may choose to play those with low completion rates with an aim to be a badass, or review and give feedback.

This is all theoretical though. I could be way off mark with the capabilities of such a script, or even aiming too low.
I'd use it, but for what purpose would be decided upon by what type of information could be sent and how openly available that information would be.

If I could have it rigged up to me be the only one to see data of how long it took people to complete a particular boss and what levels they were at, I'd use for that an entirely different purpose than if I could just just send data related to whether or not they've completed an achievement that everyone could see.

Depending on the types of data I could send, I could, and would, find a variety of uses for it.
Are you thinking of something like Kongregate? If so, you should probably find some way to approve the information being sent to the website or something.
I would love to see this!
Just achievement badge bragging rights or access to a super cool freebie folder that is only for those who completed my game would make me so happy.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
There would only be like ten games that ever used this, unless you set up a set of criteria for what kinds of achievements were appropriate for different numbers of points, and then made it mandatory for all completed game submissions.

I would be more opposed to that than I would to it being a thing only ten games ever used.

Assuming it's left completely up to the discretion of the game developer, I don't think a site-wide scoreboard would be appropriate. I think game designers should be able to put a page on their game profile, but there shouldn't be any way to see that LockeZ has gotten 38004 achievement points in various RMN games. Because seriously, the breakdown is gonna be 38000 points for dying fifty different ways in Not Bubble Bobble Chrono Trigger, and 4 point for finding the secret character in my own game.
If it resembled steam's achievement system, I'd make use of it in my games. Don't even need to involve points really. Just a badge system perhaps?

In my opinion making the achievements sensible should be the responsibility of the developer, not RMN. If they chose poorly they probably didn't make that great of a game either.

I'd even make the devs supply the icons.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
Perhaps a review board to prevent oversaturation of game based achievements? So if you intend on adding them to RMN they have to be approved first somehow? Maybe not a formal approvement system 'cause that sounds like it'd be hard to police, but maybe a topic or section dedicated to making achievements worthwhile and more even across the board.

I'd really like to use this too myself :D it sounds like it could be a fun idea.
Brady
Was Built From Pixels Up
3134
Well the immediately obvious solution is to have 'chievos added after the fact, checked by staff etc like Kong do, so that nothing is ever abused. But with few staff members who are already busy vetting submissions, reviews etc, that'd probably just be pretty unfair on them, if nothing else.

The other, better solution, is to do it xBox style; put restrictions on it and let the developers do whatever the hell they want within those restrictions.
e.g.: "Each game can only reward up to 100 RMNP" and then it's up to the developer whether this is one big 'chievo or 95 small ones and a big fiver at the end.
Or whether to only award a single point upon completion.
Then again, that could be moderated too: "each game can only have up to ten 'chievoes" or whatever.

That way the staff wouldn't need to pour countless hours into going through each individual game, and just rely on the developers. I'm sure there could be someway, similar to the "makerscore/submissions" page that checks what you've gained, so if someone suddenly does get 38k from a single game, that game gets edited/removed/'chievoes disabled or whatever.

Personally, I like 'chievos systems, like on Kong. It encourages me to spend more time looking for games to play, and encourages me to aim to complete those goals. It's more of a personal motivation thing; having it viewable for everyone just creates a bit of the competitive drive to urge you to keep doing so, which isnae a bad thing.

I'd completely support some kind of system like that, if it could be implemented. And I mean if any RPGM site was gunna do it, you'd figure it'd be RMN~
Puddor
if squallbutts was a misao category i'd win every damn year
5702
you're making me want cheetos, man, stop.
author=Brady
It encourages me to spend more time looking for games to play, and encourages me to aim to complete those goals. It's more of a personal motivation thing; having it viewable for everyone just creates a bit of the competitive drive to urge you to keep doing so, which isnae a bad thing.

This is very true. Just having achievements listed, EVEN IN GAMES YOU'VE COMPLETED, makes you want to replay to get them. And seeing someone else's achievements/point score can generate a healthy competitive atmosphere that boosts the amount of people who play games back into the dev base; devs usually don't spend as much time playing, but devs are also immensely competitive with other devs. It could start a positive chain reaction for RMN by appealing to people's want of 'things'.

Plus it would mean I'd superficially have more achievements than NewBlack.

edit: except for set discrepancy.
Well In my case A lot of people loves achievement, Some game became over addictive because player wanted to get all the achievement. But there a downside to this, If the RMN server can't keep up with all the data getting in and out. In which case the server crash for a while and both the game and RMN will have problems. But it is possible if the RMN have separate server for game data and the site itself. I mean it possible for RPG maker game to have a cloud save and achievement system if you make a specific script for it. like if someone make an RPG maker game and got approved by valve to be on steam, He had a choice to translate or to understand how steam receive data for achievement. So I think it possible.
Off-topic:
And also I don't want to hear about having an always-Online DRM system integrate into RMN Because I have DRM
I would use it to track in-game achievements (Find all the Tiny Medals! Kill this optional boss! etc...) and to track game completion. I am not terribly creative.

I wonder how the system would sync game data with RMN though... would it be user initiated? (ie- press the Sync button). Automatic on save game load?

I know that GameJolt has implemented a system like this. I should do some research.
Sailerius
did someone say angels
3214
author=ankylo
So, several years ago I believe WIP was toying with the idea of having a game achievement system similar to the achievement systems on consoles (XBOX Live, PSN, etc). Essentially we would work to produce an RGSS script (or set of scripts?) that would allow your game to send information to RMN.

If your game could communicate with RMN using Ruby/RGSS, would you use such a feature? If so, what would you use it for?

Keep in mind that this is totally theoretical for now...

I would love something like this. I think what I would most likely use it for, aside from achievements, is to add statistics about how many players choose certain major story paths and get which endings so you can compare how you played the game versus how other people played it.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Of note, RPG Maker is an open platform, any user can edit a game's scripts. I'm pretty sure, given the original script, I could easily edit it to give myself all the achievements for every game. At the very least I could give myself all the achievements for one game with like ten minutes of effort. There's no way that I can think of for the RMN system to tell the difference between a legit upload and a fake one. You can't give each developer a password or unique key for their game, because the password/key would then have to be in the script, which is visible to everyone.

Maybe we don't care if people cheat, though?
Of greater concern to me is the RMN login part of whatever system we employ. To be able to associate your ingame success with an achievement on RMN, we need to know who you are on RMN and verify that you are you. If this is handled in scripts, what is stopping me from just commenting out password.encrypt() and then sending myself the usernames and passwords of whoever logs into my game?
Sailerius
did someone say angels
3214
author=kentona
Of greater concern to me is the RMN login part of whatever system we employ. To be able to associate your ingame success with an achievement on RMN, we need to know who you are on RMN and verify that you are you. If this is handled in scripts, what is stopping me from just commenting out password.encrypt() and then sending myself the usernames and passwords of whoever logs into my game?

It would have to be handled with a binary .dll which is called through an RGSS script so that it can't be modified.
As someone who tries to 'get it all' even when playing RM games, I approve of the idea. It could even help inject some lifeblood into the RM community.
This message will self destruct.
Brady
Was Built From Pixels Up
3134
author=LockeZ
Maybe we don't care if people cheat, though?


I wouldn't say so, tbh. As long as they don't do something stupid like introduce a leaderboard for all users on the site (which certainly will encourage cheating). If the gamerscore (equivelant) just gets plonked, say, underneath makerscore or something, then it'd still let people keep track of their socres while sharing them, without really encouraging folk to cheat and such.

Of course, some people still will, but do we really give a shit about those people? S'not as if they gain anything, and cheaters who are stupid eonugh to make it obvious that they cheat just auto-lose respect anyways.

Although, I'm not saying to just completely abandon all form of security aroud [however you plan on doing it; all that coding jargon lost me), just that I wouldn't say potential cheaters should be a reason to not do it.
author=Sailerius
author=kentona
Of greater concern to me is the RMN login part of whatever system we employ. To be able to associate your ingame success with an achievement on RMN, we need to know who you are on RMN and verify that you are you. If this is handled in scripts, what is stopping me from just commenting out password.encrypt() and then sending myself the usernames and passwords of whoever logs into my game?
It would have to be handled with a binary .dll which is called through an RGSS script so that it can't be modified.
author=Sailerius
author=kentona
Of greater concern to me is the RMN login part of whatever system we employ. To be able to associate your ingame success with an achievement on RMN, we need to know who you are on RMN and verify that you are you. If this is handled in scripts, what is stopping me from just commenting out password.encrypt() and then sending myself the usernames and passwords of whoever logs into my game?
It would have to be handled with a binary .dll which is called through an RGSS script so that it can't be modified.
So that is possible to do? I am not familiar with ruby/rgss
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yeah, a game can load a .dll. I don't know how .dll files work, but I know I've used an audio script that utilized them.

The "cleanest" way would be to do it the other way around: make a custom RMN software that loads your game. The game would output the achievements to the software. There would be one piece of software, downloadable from RMN, that any game can be loaded into, so that users can't be tricked.

But .dll programming is a much higher barrier to entry than RGSS coding, so maybe the .dll file would be good enough. If stupid shit happens on occasion, then you get to ban stupid people on occasion.
Pages: first 123 next last