[EVENT] CHAIN GAME - RMN STYLE!

Posts

Decky
I'm a dog pirate
19645
Does this mean we'll have eight ingredients, and then maybe a couple chapters after that? 10 chapters? I wouldn't mind doing chapter 9 or 10 too.
Is there anymore slots open? I'd love to participate in this! I'd gain experience without the giant weight of completing an entire project!
Dudesoft
always a dudesoft, never a soft dude.
6309
Lol one just opened up actually...

Messed with the inner chipset a bit.
- Added a table and some shop items
- fixed the walls and some tiling errors


Also added a Maccas Sign. XP
Dudesoft
always a dudesoft, never a soft dude.
6309
:) looks great!
Dudesoft
always a dudesoft, never a soft dude.
6309
Um paradise hinders the production of sprite sheets. I'm going to make a template when I get home so you guys can match what I was doing with the first part's dudes, so no one else has to edit them to fit (me).
:D
Decky
I'm a dog pirate
19645
Yeah, my chapter will be ready for testing soon as well.
Dudesoft
always a dudesoft, never a soft dude.
6309
Guys, given the battle set up, we need to decide a party cap.
Deckiller is discussing making all heroes just be job classes, sort of.
Where you change characters by reassigning the job class / name. It would have to happen to sort out the character alignments. Could even assign skills and exp/levels to variables. ( by job class now, I am referring to the RPG Maker 2k3 database job class page, not actual job classes)
Another option is just having 4 characters and leaving it at that.
ANOTHER option is doing both: 4 characters with a sort of job class system ala FF3 / FF5

Thoughts?
How about a character with multiple personalities to incorporate having several characters? Maybe there's a race that are like shape-shifters or maybe they were mutated by something. Maybe go the Alucard route and have there be a vampire-like character where the people they've killed can be 'drawn' on (if anyone knows what I mean?) Those are few more ways to go about it.

Either/or I'm not too fussed, but personally I'd prefer that there be more characters than fewer - mainly because I have plans for more, though I could change them a little if necessary.
Dudesoft
always a dudesoft, never a soft dude.
6309
Well it could always be that characters get added as Crew Members for the hub thing like in Skies of Arcadia?
I don't know. It will be an issue with back view fighting though, so we must discuss this. It's only fair that Deckiller and I keep quiet on this one though, since it will affect you other guys more than us. I'm not going to add any characters at the end, I'm sure there'll be plenty by then if you all go for lots of characters.
What all needs to be done where the cap has to be known? My 2k3fu is old and weak and I'm not sure what the problem is exactly. Ideally no caps would be great and that sounds like what Deckiller mostly has. What about character names though? Changing character classes means renaming the characters and you can't set one character's name to another to copy them iirc. Not a problem if character names are static though. It'd also break * skills learned via items if anybody uses them. There's still be setting up some common events to streamline the process for everybody else too, but I don't think it should be that hard using changing classes and a bit of stack work.

* Well, not break, but the fix is a headache.


If it isn't a lot of work the system could just be set up to nine characters: One character per maker. Obvious problems are temporary characters won't work out so well requiring additional work from the guy setting it up, everybody is locked in at one per maker (unless another wants to free up their slot for somebody else) and it might not be so easy to do.

I'd like to know what the problem is exactly before casting my lot.


The FF5/FFT/TO job classes is a completely different can o' worms. I'll discuss it if others are interested but I think it's a bit much for a chain game like this.

*edit*
The four party members would be the clean cut easiest way to do it which definitely has it's advantages in a chain game. Who would the four be though? We've got nine makers and only four characters (or seven and two, counting Dudesoft's and Deckiller's characters). Solution: FIGHT TO THE DEATH! (I don't care about making a character so if we do go this way it's six and two)

*reedit*
Forgot the even more obvious problem with premade character slots: People who join later can't add new characters! Yay!
tardis
is it too late for ironhide facepalm
308
i don't really see a problem with pulling an ff6 and having some sort of central base area that is introduced in someone's chapter where you could BUILD DAT PARTY out of 9 characters, one from each maker. that would ensure everyone is happy and add some cool dynamics and party customization to the game for the players. or keep one character a constant and let the players switch the other 3 out.

one bit of difficulty this creates is cutscenes- lots of conditional branches would be necessary to ensure you don't have characters talking who aren't with your party presently. but that can be remedied by, again, pulling an ff6 and having the bad guys do all the talking.

on a different note, are there any plans for a caterpillar system? that would be a cool overarching thing that i think could look really nice with the existing graphical style.
I know where you can get a caterpillar system for 2k3!
Versalia
must be all that rtp in your diet
1405
author=tardis
one bit of difficulty this creates is cutscenes-


Actually the most massive bit of difficulty is each individual designer balancing their party members against every single other designer's party members
tardis
is it too late for ironhide facepalm
308
author=Versalia
author=tardis
one bit of difficulty this creates is cutscenes-
Actually the most massive bit of difficulty is each individual designer balancing their party members against every single other designer's party members


a way to fix that might be to just discuss characters and their balance in the thread. when each person's chapter rolls around and it comes time for them to make their character, they could post in the thread about it and we could all bandy about conversation regarding balancing.
author=Versalia
author=tardis
one bit of difficulty this creates is cutscenes-
Actually the most massive bit of difficulty is each individual designer balancing their party members against every single other designer's party members
Start by abstracting the stat values for the 9 party members. For example, when I brainstorm classes, I use a scale of 1-7 for each stat, and then work on balancing the relative values between the classes.

I also build battle command lists and skill lists for each class, and try to balance out abilities between the classes.

EDIT:
example from Generica: TNG I had handy (AGL is fixed in this game, as a value between 50 and 70)

HP MP STR DEF INT AGL
Raider 4 0 3 4 2 70
Cartomancer 3 0 2 2 7 65
Mageslayer 4 2 4 3 4 62

Cleric 5 6 2 2 4 58
Darkling 1 7 1 1 7 64
Wizard 2 5 1 1 6 52

Vanguard 7 0 5 7 2 50

Death Knight 5 2 6 6 3 50
Swordmage 5 3 5 4 3 60
Brute 7 0 7 3 1 55
Versalia
must be all that rtp in your diet
1405
author=tardis
author=Versalia
author=tardis
one bit of difficulty this creates is cutscenes-
Actually the most massive bit of difficulty is each individual designer balancing their party members against every single other designer's party members
a way to fix that might be to just discuss characters and their balance in the thread. when each person's chapter rolls around and it comes time for them to make their character, they could post in the thread about it and we could all bandy about conversation regarding balancing.

Well yeah, though that's not so much a "fix" as "what you have to actually sit down and do." Don't forget that this also requires defining what balance means for the game and the general challenge level; nine people trying to make nine unique characters without too much (and therefore redundant) overlap; etc. It's actually exponentially more work when your team is that big.

http://en.wikipedia.org/wiki/The_Mythical_Man-Month

In regards to Kentona's post above, that's an excellent start, though every member of the dev team needs to agree on the entire chart
Dudesoft
always a dudesoft, never a soft dude.
6309
Actually for what Deckiller was taking about for switching characters, it could probably be made possible in and out of battle (maybe just out of) with little difficulty, so the whole party could theoretically travel together a la Final Fantasy X, to trump the cutscene issues.
tardis
is it too late for ironhide facepalm
308
we could pull a shin megami tensei and just do a vanguard/party roster in the menu where you can swap characters at any time outside of battle.
Or we could pull a Paradise Blue and have four or five main characters and NPCs that travel with the party and add some sort of support during battle. Also, what about Lufia II? We could have a 'pet' character in battle that automatically does a random something every turn - for example: double attack, minor heal, buff one character randomly. We just choose what kind of support character we want in battle. That way it's just one change instead of three or four.

Why not just have a party selection out of battle? Eight characters would easily fit on the screen if we use little sprites instead of larger battlers. It wouldn't really matter where they were set - it may look a little odd to have three at the right and one on the left but it'd work. And they're easy to animate. For example - I did this in about ten minutes.


Oh, and seeing as this game is set in space with lots of technology, we could easily explain away that more characters are in a pocket dimension of sorts so cutscenes could have the input of all characters - they just popped out to see what was going on.