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REQUEST FOR FEEDBACK ON PROJECT CONCEPTS

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The way I figure it, I would be a fool not to take advantage of the vast pool of knowledge and expertise that can be found on this website. I am working on my first RPG and have some ideas but would like to get your feedback, suggestions, and any help that you are willing to provide. WIthout further ado:

The Game: Crimson

The Character: Lore Persephone, a vampire, and one of the most promising up and coming members of his coven. Lore is old but fairly young by vampire standards, but more important than his age is how well he has learned from his many years. He is a skilled warrior who understands that strategy is the strongest weapon of all. He is efficient, trustworthy, and loyal.

The world: Vampires are common, as are werewolves, zombies, ghosts, etc... Nevertheless Life thrives. Vampires and werewolves hate eachother (Cliche? Yeah I know) but werewolves are so primal and viscious that vampires usually lose in a fair fight. SO the five covens of the world work together as one to protect themselves and eradicate the werewolves. The covens are ruled by 6 Blue Bloods, 1 for each coven and then 1 to oversee them all. Humans know about vampires and some humans even run blood houses where a vampire can go, pay a fee, and have a drink from a lovely lady. There are also those who hunt and kill vampires though they are very very rare.

Classes
Wraith - a melee fighter with strong attack and an absorb effect with every attack. Since there is no healing class this fighter is also the primary means of healing. Abilities will be attack boosting or special physical attacks.

Blood Mage - a mage type class with strong magic. Deals magical based attacks and gives status effects to enemies. May have some buffs as well. These spells will be the best way on average to deal damage.

Reaper - a special class with strong defense. Every time the reaper kills an enemy with a physical attack it stores a "soul". These souls are then used to cast life manipulating type spells or summons. There may be a heal type spell as well.

Features:
A Day/ Night system - I plan to really use this system and not just have it for the sake of fleshing out the world. Monster encounters will change from the daytime to the nighttime. Most notably humans will be more common at day, and werewolves more common at night. Also, Lore will be stronger at night and there will be more vampires available to meet with or buy things from. Some areas may be unaccessible at certain times of day as well.

Class changing in battle. - I actually want this to be at the core of the battle system for my game. There will be three classes each with it's own strengths and weaknesses. It will be necessary in nearly all more difficult battle to switch classes at least once or twice to employ these differing strengths.

Hp cost abilities - being a vampire, the main character gets his strength through blood. In order to use most abilities and spells he will have to use some of his health. In my game health will be an even more valuable resource than normal.

Summons - The reaper may spend souls to create or call forth demons or old gods to join the party for the remainder of battle or until they run out of health. The best summons may have to be convinced to join Lore by battles or puzzles or something.

Rune System - Lore will not change weapons. His blood sword has been his since he became a vampire. It can however be customized by going to a rune master to inscribe up to 2 runes at a time. These may add an element or status effect to the weapon or it may just increase his stats.

Edit: I totally forgot to mention the feed stuff. So lore gains health form dealing damage because he is "feeding" on the target. This is usually good but there is some bad as well. Enemies will almost never cast status effects on Lore, but many enemies carry disease which Lore can end up catching from feeding on them. Worse still werewolf blood is posionous to vampires and will actually hurt lore rather than heal him. This makes werewolves a very difficult enemies.

So that's pretty much what I am looking at thus far... any critcisms, questions, comments, or help would be greatly appreciated!
It sounds good! I like the name, Lore Persephone and the fact that he is a vampire. I, myself, don't like changing classes at all during a game (unless it's a secondary class like Fighter - Brawler, Rogue - Thief, etc.) but it seems that you have a good start!
My hope with the classes is that it will keep it interesting. Since I want to use only hp as a primary resource and cut out mp, I was hoping that by having three very different classes it would add a level of strategy to the game.

Do I use my strongest abilities by being a blood mage? If so I will lose more hp from casting spells and have a lower defense but my damage output will quite high. Since I did that, my hp is low, so I will switch to wraith and gain health passively. Of course my damage is not that great and I am weak to magic! I have a lot of saved up souls so maybe I should just get a party member to help me out while I fight. I will switch to Reaper and summon my demon and then hopefully get the killing blow on this enemy to gain a soul.

That's the idea anyway. Do you think it won't work out well? If so I can tweak it into just one class.
Actually that sounds very unique. I don't think you should change it to be one class.
Me neither. I think it's a great idea and it can be effective too. Check out The Encephalon - it has that kind of system, though it's the only one that I know of that does.

As to the general story/character ideas - you seem to know what you're doing at least, and as long as you don't make your vampires sparkly it sounds like it should work. I really like the idea of Day/Night being a large part of the gameplay/interaction. It makes it much more realistic for the vampire to worry about that kind of thing.

Just keep doing what you;re doing. It sounds like it'd be a unique game.
author=Liberty
and as long as you don't make your vampires sparkly it sounds like it should work.


I laughed so hard when I read this. Lol. Thank you very much for your feedback! I am glad to hear that I have a good idea. I was worried that there might be something that sounds good in theory but all of the more experienced designers would be able to tell me NO Don't Do it! It never works and will drive you insane!!! Or something like that.

I am definitely going to check out this Encephalon game because to be honest I am having some trouble making things work the way I want. If anyone else has suggestions of things to look at or has a good tutorial they think would help I would be particularly grateful!
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
My only concern is that if the rune system is your only form of offensive equipment upgrades, then almost all the player's offense will come from grinding XP. This means that a player who spends slightly more time than you expected in dungeons (whether that means getting lost, hunting down treasure, solving puzzles, or just trying to get more gold) will become significantly more powerful and potentially overpower your bosses. In a game with more types of equipment and other upgrades that the player has to obtain, this is less of an issue - gaining levels without progressing in the game doesn't have as big of an effect on its own.

There are different ways to solve this - adding more equipment slots is the most straightforward but probably also the least interesting. You could also make the summons be upgraded or replaced by some method as the game goes on. Or you could make new skills be obtained by feeding on specific enemies so that the player can't learn those skills until they reach a certain dungeon. Or any other way of locking certain upgrades until certain points in the game. Or you could use a scaling XP system, so that killing enemies more than 3 or 5 levels below you gives no XP, and thus grinding XP indefinitely is impossible.

I definitely like your concepts, especially using HP as MP for the entire game, and the focus on class changing mid-battle so that the player can never get too comfortable and bored doing the same thing. It has the potential to be very interesting. Due to the number of unique systems you have planned, I'm going to recommend you use RPG Maker XP or VX rather than 2003, but it's your call. Encephalon is a good example of how to do class changing mid-fight in RPG Maker 2003, so it's not impossible, and 2003 could actually be a lot easier if you know absolutely nothing about programming.
author=LockeZ
My only concern is that if the rune system is your only form of offensive equipment upgrades, then almost all the player's offense will come from grinding XP. This means that a player who spends slightly more time than you expected in dungeons (whether that means getting lost, hunting down treasure, solving puzzles, or just trying to get more gold) will become significantly more powerful and potentially overpower your bosses. In a game with more types of equipment and other upgrades that the player has to obtain, this is less of an issue - gaining levels without progressing in the game doesn't have as big of an effect on its own.


Hmm... I do see the problem here. I am planning on having new types of armor to get. The runes customize the weapons only. I am planning on having better and better runes become available as the game progresses, but I see how that doesn't fully make up for the fact that I am taking away new weapons.

author=LockeZ
There are different ways to solve this - adding more equipment slots is the most straightforward but probably also the least interesting. You could also make the summons be upgraded or replaced by some method as the game goes on. Or you could make new skills be obtained by feeding on specific enemies so that the player can't learn those skills until they reach a certain dungeon. Or any other way of locking certain upgrades until certain points in the game. Or you could use a scaling XP system, so that killing enemies more than 3 or 5 levels below you gives no XP, and thus grinding XP indefinitely is impossible.


I love the idea of upgraded summons. Like leveling up. In order for it to help with this particular problem though I would have to add something to the story to explain why they get stronger at certain points in the game only. I also love this idea of learning skills by feeding. Like blue magic but darker. I am not sure which class to give these kinds of abilities too but I think it is awesome and will probably try to fit it in the game somewhere. The experience would probably be the easiest way to fix the problem though. If it takes twice as much experience per level for instance than spending longer in an earlier dungeon should only be able to gain you a level or two. Nothing severe.

author=LockeZ
I definitely like your concepts, especially using HP as MP for the entire game, and the focus on class changing mid-battle so that the player can never get too comfortable and bored doing the same thing. It has the potential to be very interesting. Due to the number of unique systems you have planned, I'm going to recommend you use RPG Maker XP or VX rather than 2003, but it's your call. Encephalon is a good example of how to do class changing mid-fight in RPG Maker 2003, so it's not impossible, and 2003 could actually be a lot easier if you know absolutely nothing about programming.


I am glad you like them. I thought from your topic on healing in the forums that you might disapprove of reducing everything down to hp use only and cutting mp out altogether. Unfortunately you nailed it on the head when you said rpg maker 2003 would be easier for people who don't know anything about programming. That's me for sure. Thank you so much for your input. I value the knowledge and experience of more advanced users like yourself.
One thing I was thinking of when you talked about summons was Hellsing. The manga version, not the anime. If you've not read it before, I recommend it. What I was thinking was how in it Alucard (vamp--dude) can summon the people he's killed before to fight for him - because blood is the currency of the soul or some-such. Translated over, maybe you could summon certain bosses that you defeated earlier. That way they keep getting stronger as you do.

I don't know. It's an idea I'm throwing out there.
Hmmm... that sounds really cool. I could make summons become available after beating them as a boss type fight.
Here is another question for anyone who wants to help me out. How do I make it so that the "attack" command causes a hp absorb type effect? I was going to make an event cause the use of a skill but I see that there isn't an option to make events use skills. Then I tried to add a skill to the weapon but I see that it only works that way if you use the weapon as an item. I am therefore stuck. I would like to know how to do this and similar things as they play a sort of big role in the game design. Any help would be greatly appreciated.
author=Hoddmimir
My hope with the classes is that it will keep it interesting. Since I want to use only hp as a primary resource and cut out mp, I was hoping that by having three very different classes it would add a level of strategy to the game.

Do I use my strongest abilities by being a blood mage? If so I will lose more hp from casting spells and have a lower defense but my damage output will quite high. Since I did that, my hp is low, so I will switch to wraith and gain health passively. Of course my damage is not that great and I am weak to magic! I have a lot of saved up souls so maybe I should just get a party member to help me out while I fight. I will switch to Reaper and summon my demon and then hopefully get the killing blow on this enemy to gain a soul.

That's the idea anyway. Do you think it won't work out well? If so I can tweak it into just one class.


No, no! I hope it does work out. I want it to. Your game seems to be piecing together nicely. I hope you're able to upload a gamepage soon! But by all means, keep doing what you're doing.
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 love the idea of upgraded summons. Like leveling up. In order for it to help with this particular problem though I would have to add something to the story to explain why they get stronger at certain points in the game only.

You don't necessarily have to make the upgrades be part of the story. I said they should be available after certain points in the game, but that doesn't necessarily mean that they have to be directly unlocked by plot events. The upgrades could be scrolls or orbs that you find in treasure chests, that drop from enemies (as long as they're one use only), or that you can buy in certain places. If you want them to be part of the story then that's fine, but if it doesn't fit in with your story then no one will mind things being in treasure chests. Just make sure that if your battles are balanced around the player having presumably collected all of them, that they're in obvious, unmissable spots. Like one tile from the exit of a dungeon, in a glowing blue chest.

Don't take my advice as an indication that your game absolutely won't work without more types of upgrades. Every beneficial feature you add to a game also adds new problems, it's unavoidable. Solving those problems will create different problems instead. Ad infinitum. A big part of game design, at least to me, is being able to see what the side-effects of each design choice you make will be, and figure out a way to limit the problems to minor things you don't mind.


Here is another question for anyone who wants to help me out. How do I make it so that the "attack" command causes a hp absorb type effect? I was going to make an event cause the use of a skill but I see that there isn't an option to make events use skills.

You can make a battle event be triggered when a character uses a specific command. A lot of RPG Maker 2003 games do this to create upgraded Defend commands - it sounds like what you want is an upgraded Attack command. When creating a battle event, the conditions can be picked at the top of each page. I don't have it in front of me right now but somewhere in those conditions you can set an event to occur each time your character uses the Attack command. Make sure your command is just "Attack" type and not "Link to event" type because the latter is buggy and doesn't work right (Enterbrain sucks).

To absorb HP, you just need to have the event heal the hero's HP. It's an attack command, so the damage is already being done. You have a choice here: you can either make HP be healed approximately equal to the damage done, or you can make HP be healed a custom amount. If enemies take far more damage from attacks than the main character, which is the case in a lot of games, then you will probably want a custom formula for the healing.

The damage formula for normal attacks in RPG Maker 2003 is (Attack / 2) - (Defense / 4). So if you want to heal about the same amount of damage as the attack dealt, then you can use variables to store the hero's attack in a variable, divide it by two, store the enemy's defense in another variable, divide it be four, subtract the second variable from the first, and heal the hero by the final amount in that variable. But normal attacks also do up to +/-10% damage randomly, and can crit, so the amount will never be perfect. And that will make healing very easy unless the enemies have very little HP compared to the hero, or the battles are very long and slow. So personally I'd just use a custom formula. Like 5% of the hero's max HP.
author=Blinkster
No, no! I hope it does work out. I want it to. Your game seems to be piecing together nicely. I hope you're able to upload a gamepage soon! But by all means, keep doing what you're doing.


Well I do value your opinion very much. After all, this is my first rpg and I have only had the rpg maker a couple of weeks or so. If one of you more experienced designers was to tell me, "That's probably not going to work out, I would try something different." I'm definitely going to listen. You would know better than I would.

author=LockeZ
Don't take my advice as an indication that your game absolutely won't work without more types of upgrades. Every beneficial feature you add to a game also adds new problems, it's unavoidable. Solving those problems will create different problems instead. Ad infinitum. A big part of game design, at least to me, is being able to see what the side-effects of each design choice you make will be, and figure out a way to limit the problems to minor things you don't mind.


This is a good point and I should take note of it. My game will not be perfect and I need to accept what small flaws there are. Thank you.

author=LockeZ
The damage formula for normal attacks in RPG Maker 2003 is (Attack / 2) - (Defense / 4). So if you want to heal about the same amount of damage as the attack dealt, then you can use variables to store the hero's attack in a variable, divide it by two, store the enemy's defense in another variable, divide it be four, subtract the second variable from the first, and heal the hero by the final amount in that variable. But normal attacks also do up to +/-10% damage randomly, and can crit, so the amount will never be perfect. And that will make healing very easy unless the enemies have very little HP compared to the hero, or the battles are very long and slow. So personally I'd just use a custom formula. Like 5% of the hero's max HP.


First of all, thank you so much for giving me this information. I was having a lot of trouble figuring out exactly what to do. Second, I was hoping to have the absorb damage be equivalent to damage done. Like half or so. However, that does seem like it would be complicated... Perhaps a 5% health increase would be fine. It would probably work out the same way overall anyway.
Ok. So I have just finished a bunch of technical features of the game. No noteworthy maps or anything like that but the completed list now includes:

Changing class in battle - 3 classes all with their own skills and commands. (Completed)
A playtime clock - to keep track of how much actually time a player has been playing. (Completed)
An in game clock - 1 hour of real time is 12 hours in game time. (Completed)
A day and night switch - to change panaramas, monsters, and access to certain places. (Completed)
Sundials and Moondials - these allow you to change time to noon or midnight respectively. (Completed)

Still to do:
Make or procure all graphical things. Sprites, panoramas charsets, facesets, animations, etc...
Build some maps.
Make some monsters.
Balance leveling.
Get some decent music and sound effects.
Make a rune weapon system.
Make a summoning system.
Set attack commands to perform special skills.
Write the story.
About a billion other things.
Avoid hanging myself.

Are there any of these things that I still need to do that anyone thinks they can help with? Tutorials, resources, advice, I'll take anything you are willing to offer. Thank you all so much for what you have done thus far. I really appreciate your help and kindness.
Sounds like you'll be very busy over the next few weeks. Good luck with everything!
I actually really need help with a rune system. I need it to be like materia from FF7. Just some sort of equipment that acts on the weapon. Does anyone know of a reasonable way to do this? I am thinking I should have runes be items that get equipped via events or perhaps actual equipment but I know there are limited slots for real equipment. Any ideas or fingers pointing in the right direction would be much appreciated.
How many runes per character are you aiming for? If one it'd be easy enough to use an Equip slot for it, then have a common event check to see if 'X Rune' is equipped, change skills if on, delete them if off.

If more than two then perhaps a custom menu system would be best. There are some tutorials around dealing with them and the skills are basically handled the same way as above. Of course, you'd have to make more pictures for the backgrounds but they can come off as really polished if done well.
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
If you don't want to use up your five precious equipment slots, and you don't want to waste time designing a custom menu, personally I'd make them items. Link the items to common events, and make the events be simple choices whether to equip the rune in slot 1 or slot 2. Then make the events give the player back a copy of whatever rune was already in the chosen slot (unless runes get destroyed when they're overwritten, of course).

If you put all the runes at the top of the item list, it shouldn't be too awkward. Equipment and other stuff should go below. Healing items that are usable from the menu could *maybe* go above, it's a preference I guess. If you don't leave yourself enough room though, whichever order you pick, your item list will become a jumble late in development. I'd leave 200 item slots blank to save them for runes. That way you have enough space to even seperate them into sub-categories and have space in those sub-categories to add new ones and they'll still be organized afterwards. Empty spots in the item list don't hurt anyone, and they make your item list waaaay easier to edit later.
LockeZ, once again you always have the answers I need. You are wonderful.
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