NOCHE (AN RPG IDEA THAT I AM RUNNING THROUGH AND LOOKING FOR FEEDBACK FOR)
Posts
author=suzy_cheesedreams
I can't be of help with the programming, I'm sorry to say.
The offer still stands though to help out with face graphics for the party, converting your enemy drawings into coloured designs, the title image, that sort of thing (so I guess secondary aesthetics - not stuff as important as the maps, tiles, sprites).
some things:
- why the similarity between the names Papan Zin & Papantzin?
- have you got a rough idea of the entire story, not just the prologue/events before the start of the game?
- what engine is this in?
Now that I think of it, I can't really help out with the writing/story as I have other stuff to do. (I should have been more thoughtful before I posted that earlier - sorry!)
I can't help with battle stuff/stats either, as I don't know much about it, definitely not enough to advise someone else. So I don't know how difficult or simple it would be to implement the kinds of abilities you're suggesting.
So... yeah. You'll need someone else around here to tell you how feasible the battle system and other mechanical things in your game would be.
If you're interested about the art stuff for when it will be more relevant/practical, I could do some mock-ups of party members' portraits or the title, or w/e.
I could really use any help I could get, so the help with coloring the enemies face graphics and other such things would be great.
As for you questions:
1. I liked the name, and it was relevant to the character
2. Yes I do, I just don't have it organized into proper chapters and such yet. Especially the parts with Itzpa being playable.
3. So long as it can show both sides in battle, and can also support in battle dialogue as well as the roaming encounter system, I am not really picky.
You can do the roaming encounter thing in VX Ace, Unity already said so and you can see for yourself in games like Remnants of Isolation.
Rm2k3 by default has the side-view battle system if that's what you're talking about. I think if you want it in other engines like Ace you have to make a custom battle system, so there is that to consider - extra programming and all that.
Fair enough about the names, I just thought that perhaps the two names are too similar and it might be confusing - BUT that is just me, and others (including you, obviously) mightn't find it to be so.
As for the graphical side of things, pm me if you want about ideas for how you want each character to look face-wise, and I can do some sketches for you to see if you actually like my work or not, haha
Rm2k3 by default has the side-view battle system if that's what you're talking about. I think if you want it in other engines like Ace you have to make a custom battle system, so there is that to consider - extra programming and all that.
Fair enough about the names, I just thought that perhaps the two names are too similar and it might be confusing - BUT that is just me, and others (including you, obviously) mightn't find it to be so.
As for the graphical side of things, pm me if you want about ideas for how you want each character to look face-wise, and I can do some sketches for you to see if you actually like my work or not, haha
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
As general advice, you're unlikely to get a lot of collaboration volunteers just off the bat with no product whatsoever. Your best bet is to start with a basic prototype of your game: doesn't have to look great, you can just use the RTP and do what you can. People are a LOT more likely to volunteer their help if they see that you have the hustle to actually get shit done.
As for programming, really the best route is to just do what you can and then ask any specific questions you have on the <a href="http://rpgmaker.net/forums/programming/">programming board</a>. They're a helpful bunch there. :)
As for programming, really the best route is to just do what you can and then ask any specific questions you have on the <a href="http://rpgmaker.net/forums/programming/">programming board</a>. They're a helpful bunch there. :)
@suzy_cheesedreams
I have some sketches up already, but I will put up some more as soon as I am able to.
@sooz
That's why I hadn't put out any real call for help yet, as I don't really have that much done yet. I could try getting a basic thing with an encounter system and the combat system, but it will take some time.
I have some sketches up already, but I will put up some more as soon as I am able to.
@sooz
That's why I hadn't put out any real call for help yet, as I don't really have that much done yet. I could try getting a basic thing with an encounter system and the combat system, but it will take some time.
Ok, I have two things to report right now:
1. I have two more sketch dumps to show you (yes, I tried to minimize their size, but it didn't work out all that well):
2. Aside from that...I started playing Persona Q, and have been debating about using the first person perspective of turn based combat. So then, which way should I go with then, especially since I have had no luck with getting RPGmaker running on my computer yet, so it is still early enough to use.
1. I have two more sketch dumps to show you (yes, I tried to minimize their size, but it didn't work out all that well):
2. Aside from that...I started playing Persona Q, and have been debating about using the first person perspective of turn based combat. So then, which way should I go with then, especially since I have had no luck with getting RPGmaker running on my computer yet, so it is still early enough to use.
Uhhhh I would probably go with the first person perspective battle screen, as it is the default for VX Ace. You may as well try to minimize your workload, as obviously the side view system = more script stuff, I would imagine.
Lessening the amount of stuff you have to do and compromising if you're green, which is what I am to game-making, is probably a more efficient way to go, otherwise the project could take too long and you could get frustrated that you can't learn things as quickly as you'd hoped, or find that you've loaded yourself with too much work. (I don't know if this is your first project or not, though.)
Lessening the amount of stuff you have to do and compromising if you're green, which is what I am to game-making, is probably a more efficient way to go, otherwise the project could take too long and you could get frustrated that you can't learn things as quickly as you'd hoped, or find that you've loaded yourself with too much work. (I don't know if this is your first project or not, though.)
author=suzy_cheesedreams
Uhhhh I would probably go with the first person perspective battle screen, as it is the default for VX Ace. You may as well try to minimize your workload, as obviously the side view system = more script stuff, I would imagine.
Lessening the amount of stuff you have to do and compromising if you're green, which is what I am to game-making, is probably a more efficient way to go, otherwise the project could take too long and you could get frustrated that you can't learn things as quickly as you'd hoped, or find that you've loaded yourself with too much work. (I don't know if this is your first project or not, though.)
Yeah, I have taken a game design course before, but it focused on Gamemaker or just designing the documentation for it, so Gamemaker itself is a bit foreign to me. Seeing as this is my first project in RPGmaker, I guess it would make more sense to go on the easy side of things.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Don't spend your time doing designs: that's a waste of energy before there's a game. Put all the superficial stuff on the backburner and focus on making the game itself happen. You can go back later and make it purty.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Problem with doing the designs beforehand is that 1) usually you blow all your motivation on that instead of a game and 2) there's less opportunity to allow the game to inform the design, which usually turns out better.
P. much every game starts with mechanics, THEN gets to the polishing. A sketch here or there is fine, but don't put off actual game work.
P. much every game starts with mechanics, THEN gets to the polishing. A sketch here or there is fine, but don't put off actual game work.

















