MY FIRST GAME DRAFT

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While I haven't purchased RPG Maker yet, I'm set to do so by the end of this month when I get my paycheck. In the mean time, while I already have the premise set, I have yet to make up my mind on a clear way to tackle it. Here goes nothing.

This Server Is Mine!
Since ancient times, Seraphims and Daemons have been warring over the land of Zwielicht for total dominance. Recently, the human race who were previous a slave race under the Daemons have... okay this intro is too long. When do I get to conquer this server?

You are a new player in an MMORPG. As with any MMORPG, you could be anything. The best PKer, the best PKKer, the richest merchant with an army of Chinese gold farmers or even the leader of the best guild! (Good luck with the Korean guilds, though)

Form a guild, recruit members, participate in nation wars, do everything that can be done in an MMO and conquer the server!


***********

Basically, it's a fake MMORPG, like the dot hack games. However, I'm focusing more on the MMO part and totally ignore the RPG part. The game focuses more on strategic inter-player relationships. The MMORPG part could be more of like a simplified GrindQuest interface.

One route would be that you form a guild, you recruit members, you interact with other guilds whether you want to form an alliance, declare war or a peace treaty. You meet and possibly befriend a couple of Game Masters. Keep your guildmates happy by organizing meetings, silly games and fun events. If they're unhappy with you, they would leave and you might find them in an enemy guild.

Was thinking of maybe integrating monthly in-game events like "Warriors are nerfed! Wizards are now OP!" and you have to reshuffle your attack team before you go to war. Minor romance element might be included as well. It is supposedly an MMORPG after all. Can get married and such. I imagine that would play out more like a visual novel route.

Well, anyway, as I asked, what sort of a cookie-cutter mold should I go for with this premise? I'm not creative enough to make or find a revolutionary new scripts but at the same time competent enough to use something that's already out there.
Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
If you're going for an MMO feel, then I recommend 8-directional movement scripts. They are available for all versions of RPG Maker. I also recommend time of day/weather scripts, also available for all makers, and doable with built-in events and functions. Same goes for the monthly events (the time script can do those). I like seeing games that use social and time-based aspects, as they give so much more to do than just "Fight. Story scene. Shop. Fight. Boss. Story. End." You could easily do a relationship system using variables and switches, and I think some scripts exist for really complex dating-sim style relations. So good luck with the story and preparation, and hopefully you'll have more to show about your project as you get closer to the purchase of the maker, and can start taking some more ideas from the community.
Thank you for your suggestions. Currently I'm reading about the scripts that you mentioned and trying to pick them up.

While what I had in mind at the moment is mainly the "Make guild, build it up, get turfs" storyline, I'd like it to have more than one ending. While the merchant ending is pretty much the same as the guild leader one except with a more business-like model, I can't seem to marry this idea with the PKer/Duelist route.

So let's say the main mechanics would be making a group, pit that group against another group and let the RNG decide the outcome. What if you don't have a group? What if you're alone? At least I could focus more on the socializing element when it comes to making a guild. The only viable option that I can think of for now is a separate 1-on-1 fights for duels and such, which I don't really like. So maybe I can use the same mechanics except limit it to 1 on both sides, which seems weird or make a different battle mechanic for 1 on 1 fights which seems weirder. Any suggestions?

Besides all that I've mentioned, are there any other ways to conquer an MMORPG server besides being the best guild, the richest merchant and the deadliest solo player? I think I would like to have 5 different endings rather than 3.
Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
author=Kadamode
So let's say the main mechanics would be making a group, pit that group against another group and let the RNG decide the outcome. What if you don't have a group? What if you're alone? At least I could focus more on the socializing element when it comes to making a guild. The only viable option that I can think of for now is a separate 1-on-1 fights for duels and such, which I don't really like. So maybe I can use the same mechanics except limit it to 1 on both sides, which seems weird or make a different battle mechanic for 1 on 1 fights which seems weirder. Any suggestions?

Besides all that I've mentioned, are there any other ways to conquer an MMORPG server besides being the best guild, the richest merchant and the deadliest solo player? I think I would like to have 5 different endings rather than 3.


Well if you're using an RNG for the outcome of battles, you could have guild/party size as a variable that will be added to or used as a multiplier for the RNG, with a larger guild and higher level characters increasing your odds of winning. A solo player is unlikely to beat a large guild alone, unless their level is high. Likewise, a guild with a dozen low-level members wouldn't be able to conquer a trio whose level is much higher than theirs, unless the massive number of members somehow overpowers the trio. If you're going to be randomly generating guilds, this could lead to issue where the game makes an absurdly large guild to take on a strong player, unless you impose limits. I'm not quite sure where you're going with the battle concept, but I might just be reading it wrong.

As for the endings, you could have a bachelor/bachelorette ending, where you are the player with the most lovers in the game. This would really make heavy use of any social functions you put into the game. You could also just have a retirement ending, where you settle down and have a family (if you end up implementing marriage, then this would be like an 'easy' ending). Some other more abstract ideas would be a Craftsman/Collector ending, where you either craft or possess every item available, or a monster hunter ending where you've killed every monster in the game (if you add any non-human/non-guild battles), or a City-Builder function where you can buy land and upgrade it to a city, and when big or populated enough, it becomes the new capital and you win with a Political ending. Most of these would be hard to implement, but if you were planning on adding the necessary features anyway, such as crafting, then it might be worth a shot.
It's pretty much as you put it. Something simple and doable. When you put it that way, it does make sense for a solo play integration. Perhaps I can include tournament events and limit it to 1 player in these events. Well, my sketchy battle concept would be 1. Pick your people. 2. Send to battle. 3. Get results immediately. Pretty sure that wouldn't be impossibly hard to script.

As for the endings, none of the ones you suggested really meshes well with the "real life player trying to conquer an online server" setting that I had in mind. But, that city-builder function caught my attention. You can do that with RPG Maker? It's just that in some MMO, if your guild is prestigious enough, you get your own castle. I'd love to have that feature where you end up purchasing a castle and make that your new headquarters to interact with guild members.

Anyway, interface question. Rather than an overworld, I would like to have an "Action" menu on what to do when you're out of a town. For example, visit town, contact players, go on raids, etc. Can't really remember any games in particular with that sort of interface, I think Monster Rancher had it. If you have any idea what I'm talking about, could you tell me what is it exactly call and what sort of script do I have to look up for that?

Edit: like this one.
Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
There's actually a built-in event command called "Show Choices" that opens a box where the player chooses from a few options. I don't remember the limit of choices, but you can just have a Page Two of choices, or find/make a script that expands the number of choices if the default isn't enough. Just have the choice menu pop up when the player leaves town.

As for the city/castle builder, the easiest way to do it in RPG Maker is to have a place where the player invests money, and at certain amounts, the city/castle gets bigger. For an actual build-your-own type of thing, I wouldn't know where to begin.

Edit: Similar to The Elder Scrolls IV: Oblivion castles & houses, where you chose what to add to your house from a merchant menu, and then it was added in a predetermined location.
This seems like a VERY hard first project to do. If this is your first game ever, I suggest you make something smaller to get a feel for the maker and how it works before tackling this one. More experience is never a bad thing if you want this game to be as good as possible.
Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
In related news, VX Ace is on sale on Amazon for both the digital version and the physical version. That should lessen the blow to OP's paycheck.
author=Backwards_Cowboy
In related news, VX Ace is on sale on Amazon for both the digital version and the physical version. That should lessen the blow to OP's paycheck.


Son. Of. A.

I just bought it off Steam for 35 dollars. Damn if I had some patience I could've saved that 5 bucks (Which is 16 bucks in my currency).
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