CHEAT SYSTEM
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author=RockBlitzHmm, i think this topic might work, it just needs to be redone.
is having a cheat system in my game a bad or good thing?
- So what kind of cheat system are possiable for the different makers?
- What kind of switches and variable would you have to use for RM2K/3, or what kind of scripts would other coder have to use
- What would your cheat system do?
As a side note I've made one in Rm2k/3. Just make an extra charater whos name is blank, then add a common event named like cheat effects or something. next make an event on a map that says something like: Imput cheat code, and open a charater naming menu for the new charater. go back to the common event and make a conditional branch for each name and so on. it simple but works
I never got much out of cheating. I'm content as long as the game is beatable by some method other than cheating.
I don't think cheating should unlock serious content, more like content that it's like a gift. I would only make a cheat code unlock something that you can't unlock without it so it doesn't make the player themselves feel like they've cheated themselves out a real good game. Some examples of what to unlock:
Joke Characters, characters that where left out of the game for obvious reasons.
Messed-Up Codes, codes that don't add on but take away and mess with the code like transforming every diolouge into binary code.
Concept Art or Sketch Design. Probably won't see this in RPG Maker games but it be cool random screenshots of what teh game was going through during production stages, maybe even a team photo if you have one or a secret message.
If you do however make codes that max out your stats I like to rub the player's faces in it if I they do cheat to max their stats or get 99x of every item. Like you don't see the whole ending, or the main character defeats the guy and after it all said and done goes "Can you do it on your own now?".
I know I probably contradicted myself their a number of times, but that's my opinion.
Joke Characters, characters that where left out of the game for obvious reasons.
Messed-Up Codes, codes that don't add on but take away and mess with the code like transforming every diolouge into binary code.
Concept Art or Sketch Design. Probably won't see this in RPG Maker games but it be cool random screenshots of what teh game was going through during production stages, maybe even a team photo if you have one or a secret message.
If you do however make codes that max out your stats I like to rub the player's faces in it if I they do cheat to max their stats or get 99x of every item. Like you don't see the whole ending, or the main character defeats the guy and after it all said and done goes "Can you do it on your own now?".
I know I probably contradicted myself their a number of times, but that's my opinion.
I like the cheat system that was implemented in later episodes of The Way which allowed you to pass a puzzle or duel. Helped me a lot because I was deep into the story and didn't want to be left hanging.
author=tsimehC link=topic=1754.msg27898#msg27898 date=1219363767
I like the cheat system that was implemented in later episodes of The Way which allowed you to pass a puzzle or duel. Helped me a lot because I was deep into the story and didn't want to be left hanging.
I was about to use the same example! Though The Way was annoyingly difficult. If possible ... try to make your game not like that.
well this is the basic cheat system i was gona use here is the tut postlink later (not done by me),
i like NoblemanNicks ideas but its beond me right now im still learning how to use
rpg maker some of my ideas wherelike unlock new land and put only one cheat oh and
here is a video of my cheeat system http://www.youtube.com/watch?v=igVUmHZBQfA
i like NoblemanNicks ideas but its beond me right now im still learning how to use
rpg maker some of my ideas wherelike unlock new land and put only one cheat oh and
here is a video of my cheeat system http://www.youtube.com/watch?v=igVUmHZBQfA
I have loads of cheats when I test the game. Usually some wall that will give me items I need when I started from a position that wasn't the start. And other bug testing cheats. ("what will happen if I double the items somehow and try to give a SECOND one to the guy?")
As for concept art and extras cheats. I don't really consider those cheats. They are Easter Eggs. There's a difference between the two. One is secret stuff that give you secrets and extras. The other one gives you stuff or abilities you shouldn't have. (godmode, unlimited ammo/potions/coinage etc)
Of course some easter eggs are semi-cheats in that they give you an easter egg weapon or something similar like that. But it could always be done so that even the easter egg doesn't break the game.
So there are beta-test cheats (that sometimes gets left in the game, by mistake or just for fun), easter eggs and cheats for people who suck so much they can't finish the game without them.
As for concept art and extras cheats. I don't really consider those cheats. They are Easter Eggs. There's a difference between the two. One is secret stuff that give you secrets and extras. The other one gives you stuff or abilities you shouldn't have. (godmode, unlimited ammo/potions/coinage etc)
Of course some easter eggs are semi-cheats in that they give you an easter egg weapon or something similar like that. But it could always be done so that even the easter egg doesn't break the game.
So there are beta-test cheats (that sometimes gets left in the game, by mistake or just for fun), easter eggs and cheats for people who suck so much they can't finish the game without them.
Cheats don't really fit into an RPG. RPGs are about using the rules to improve your avatars to the point where they can win the game. Any "cheats" coded into an RPG just become part of the rules - a tool to make your avatar better in some way.
Calling something a "cheat" in a RPG is just a cop out for a severely unbalanced rule. I don't like 'em.
Calling something a "cheat" in a RPG is just a cop out for a severely unbalanced rule. I don't like 'em.
Thats a good point kentona, but i'd only think of it as a Rule if it in the open, if its hidden i think of them as cheats
Stuff like the concept art is usually unlockable, like in Indigo Prophecy. Easter Eggs are hidden areas or messages. To me cheats are things liek the godmode/stat increase/ect.
I don't liek most cheats in Traditional RPGs because they completely unbalance the game. Small cheats (that wouldn't work in Traditional RPGs) like Big Head Mode, or something to change graphic detailsare better because they add a bit of replay value and don'tunbalance teh game.
I'm big on hidden content and Easter Eggs tho. My games have tons of little tidbits scattered throughout, but I make sure that even if you find them all, it only helps you out and never pushes you into a position of ultimate power. There's only one point in which I do actually grant that, and that's in the form of Maxed out equips. And even then I make the player work for them by putting them behind doors locked with hidden keys that are themselves hidden in a bonus dungeon full of tough mobs.
But I'm ranting >_<
I don't liek most cheats in Traditional RPGs because they completely unbalance the game. Small cheats (that wouldn't work in Traditional RPGs) like Big Head Mode, or something to change graphic detailsare better because they add a bit of replay value and don'tunbalance teh game.
I'm big on hidden content and Easter Eggs tho. My games have tons of little tidbits scattered throughout, but I make sure that even if you find them all, it only helps you out and never pushes you into a position of ultimate power. There's only one point in which I do actually grant that, and that's in the form of Maxed out equips. And even then I make the player work for them by putting them behind doors locked with hidden keys that are themselves hidden in a bonus dungeon full of tough mobs.
But I'm ranting >_<
I don't think there's anything wrong with cheats in games as long as they are unlockable by game accomplishments. I love cheating through RPG's if I just want to run through the story again or pick up other unlockables I missed. Also, cheats that make gameplay harder tend to please some people as well. Only problem is that it's tedious to do with eventing (rm2k/3), but pretty easy with scripting (XP/VX).
I think the option to use cheats/a debug menu would be awesome New Game + material. Fill it up with interesting gameplay options. Turn off EXP if you want to try a low level run, if your game has a class menu then the option to use late game classes earlier (something like getting your third class in Seiken Densetsu 3) or simply unavailable classes usable (think of all those classes in FFT that you can't use)
Not all cheats are to make the game easier. Some make the game much more interesting!
Not all cheats are to make the game easier. Some make the game much more interesting!
I'm thinking on adding cheats to my game that make that game more difficult, such as "Upset Balance" which causes enemies to deal double damage while party members deal half. Or, one could go for the dreaded "Absolute Zero" - No experience points. Ever. How's that for evil?
(The game - Pimp - will still be beatable with a level 4 character, using a combination of Piercing, Reraise, and Potato Mashers.)
(The game - Pimp - will still be beatable with a level 4 character, using a combination of Piercing, Reraise, and Potato Mashers.)
I wouldn't so much mind 'cheats' if they were things like concept art(hell, I'd do this) or actually made the game harder. I just don't really think you can call those cheats anymore...just unlockables.
Yeah, but unlockables are the best kinds of hidden content. If you have a seperate menu where they're listed, and with a description of how to unlock them, you create sidequests, or maybe even replay value (the most elusive of the RPG elements). At any rate it extends the time a player can play the game and still have something new to do.
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