I WANT TO MAKE GAME ABOUT CHARACTER LEARNING AND MASTERING TRADE

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In classic medieval sense. So should I just change term around in battle system to reflect that? make mini game any ideas?

Or should I get rid of entire leveling thing all together Since are guy is not hero running around fighting.

So idea least for battle system, the character will go different part of his work shop that lead to battle event, where *using his tools and skills* he make his pieces item he need to make finish product each part of the shop product different pieces.

Any idea guys?
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
I can hardly understand what you're saying.

It sounds like you're just asking what genre of game to make. I think that only you can decide that. Make the type of game you know how to make. Make the type of game you enjoy.
It sounds like a neat idea. Personally I like the thought of eschewing battle altogether and going with a custom made 'battle' system that could simulate haggling and the like. It'd make the game more unique but still give you the challenge of having to overcome your foe. Hell, you could give the character skills that they have to level up during these... bouts. Like, 'Silver Tongue' which adds to glibness or "Critical Eye" which lets you find faults in pieces so you can try to get them cheaper - that kind of thing.



Or if you have to have battles, make them a part of 'dat grind' to get drops to trade, but not an integral part of the game (maybe not dungeons, just monsters between travelling).

You mean like buying and selling goods and getting good at it? I reckon you'd be right in eschewing the battles altogether. Make it like a sim game, where prices rise and fall based on the market, and that you can either choose to produce your own goods or buy them from someone else. You can choose your own prices based on graphs of demand/supply and try to sell all your stuff before it goes rotten.

This'll mean you have to balance a lot of the gameplay aspects, but it might turn out good.
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
I can't tell if he means a game about "trading" like buying and selling, or a game about a "trade" like blacksmithing or leatherworking.

You mean a game about the marketplace, you should play a game called Recettear. It will give you a lot of good ideas.

If you mean a game about a profession where you craft items, you should play Monster Hunter 3. Monster Hunter is advertised as a game about killing monsters, but it's not. It's about item crafting. You only rarely kill monsters in order to get ingredients for new items.
Guys it about traditional crafts such carpenter, goldsmith mason painter etc Go through stages knowledge form apprentice where learn the trade to there traveling Journeyman year work under different master of craft. And then when they become master themselves after masterpiece run there own worship with very own apprentices.


PS love idea haggling system for merchant trying make money and become maybe come lord mayor the city.
pianotm
The TM is for Totally Magical.
32388
This is what he's talking about:
http://rpgmaker.net/forums/topics/14774/

I personally think it's a fantastic idea. And I agree that Liberty's idea for a haggling system is a very good one.
Helmet as another accessory and shields increase evasion. Think about it as the Weapon Ranks from Final Fantasy: Blackmoon Prophecy in defense instead?
Way to bring back a dead topic, dude/tte~ XD
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
And with a nearly incomprehensible contribution, at that! o_O
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