THE "HERE'S AN IDEA" THREAD
Posts
Well, I thought I would make a thread that may get some posting going again here on the forums, I like to call it the "Here's and Idea" thread. So, here is how it works:
If you have an idea that you think would be really cool to see in an rpg, but you either don't want to do it youself, don't know HOW to do it yourslef, or just wanted to share it with others, you post it in here. By doing this, not only are you expressing some ideas, but you are potentially helping other game makers by giving them ideas. So, here are some of mine:
-A complete alchemy system, where TONS of things can be combined.
-A prefix/suffix system for weapons and armor, etc. Basically, certain items can be enchanted with powers, and by combining them ,you end up with a different name for the item, and it has differenjt prefixes and suffixes.
-Better dialogue systems which somehow incorporate you talking with the npc's, maybe something like morrowind and oblivion do.
So, just go ahead and post ANY ideas you may have for people to use, let's get this thread going.
If you have an idea that you think would be really cool to see in an rpg, but you either don't want to do it youself, don't know HOW to do it yourslef, or just wanted to share it with others, you post it in here. By doing this, not only are you expressing some ideas, but you are potentially helping other game makers by giving them ideas. So, here are some of mine:
-A complete alchemy system, where TONS of things can be combined.
-A prefix/suffix system for weapons and armor, etc. Basically, certain items can be enchanted with powers, and by combining them ,you end up with a different name for the item, and it has differenjt prefixes and suffixes.
-Better dialogue systems which somehow incorporate you talking with the npc's, maybe something like morrowind and oblivion do.
So, just go ahead and post ANY ideas you may have for people to use, let's get this thread going.
A game like KC(A).
Wow, I Wish I knew what KC(A) was, but I don't.
How about some more creative ways of leveling up. Maybe some skill creation?
Or perhaps weapon and armor forging with the use of magical items.
And how about some more collectables.
How about some more creative ways of leveling up. Maybe some skill creation?
Or perhaps weapon and armor forging with the use of magical items.
And how about some more collectables.
KC(A) = Kinetic Cipher(Again) some of the best dungeon design for any Rpgmaker game made, as well a story to boot. It was canceled because games with custom battles and shit were more appealing to people so in the end it was ignored, and thus made the creator stop working on it.
An idea aye.. more games to have no magic in it, or at least explain why magic is placed in their games? Well actually I had one idea.. nah it's been done haha.
An idea aye.. more games to have no magic in it, or at least explain why magic is placed in their games? Well actually I had one idea.. nah it's been done haha.
A game that doesn't suck.
Oh nevermind, someone already suggested it.
author=WIP link=topic=880.msg11614#msg11614 date=1207629619
A game like KC(A).
Oh nevermind, someone already suggested it.
-A game with voice-acting, which is possible through the use of Midis
-How bout a remake of a "Blurred Line" get Lysander's permission and stuff and redo it in RPG Maker XP or VX like update everything but keep it most the same. Like update the charasets and chipsets.
-A reputation system, I thought about putting it in my game but it would be tough
I have never played Kinetic Cipher(Again), why does it have (Again)?
-How bout a remake of a "Blurred Line" get Lysander's permission and stuff and redo it in RPG Maker XP or VX like update everything but keep it most the same. Like update the charasets and chipsets.
-A reputation system, I thought about putting it in my game but it would be tough
I have never played Kinetic Cipher(Again), why does it have (Again)?
author=NoblemanNick link=topic=880.msg11646#msg11646 date=1207680095
-A game with voice-acting, which is possible through the use of Midis
Er, don't you mean WAV or MP3s?
author=NoblemanNick link=topic=880.msg11646#msg11646 date=1207680095
I have never played Kinetic Cipher(Again), why does it have (Again)?
(Again) is just a remake of KC(RM2000) made in 2003 from the original creator.
I'm sorry, I'm not a rabid frothing at the mouth fanatic of KC(A), but I do acknowledge he makes a LOT of puzzles. I wish I could do a bit more of that in my own dungeons just to vary things up.
I've always wanted to do a crafting system. Not some hack little thing where you find "iron ore" talk to a forge and get "iron armor." But like... where you can make your own stuff based on different variables... your skill, the temp of the forge, the materials used, etc... and have many, many different outcomes, even for iron armor. But that'd be a massive PITA to impliment in rm.
True dual/triple-techs in battles. Without a CBS this is impossible in the chrono trigger sense. There is a not too difficult workaround in the DBS but still, that'd be really, really awesome.
In that same vein, a player-driven SKILL creation system in-game. Not a skill tree, a system that allows players to actually tailor their own abilities.
A class system JUST like final fantasy V. Man that class system rocked. Not impossible to pull off in RM either, just haven't strayed away from the skill tree system yet.
I've always wanted to do a crafting system. Not some hack little thing where you find "iron ore" talk to a forge and get "iron armor." But like... where you can make your own stuff based on different variables... your skill, the temp of the forge, the materials used, etc... and have many, many different outcomes, even for iron armor. But that'd be a massive PITA to impliment in rm.
True dual/triple-techs in battles. Without a CBS this is impossible in the chrono trigger sense. There is a not too difficult workaround in the DBS but still, that'd be really, really awesome.
In that same vein, a player-driven SKILL creation system in-game. Not a skill tree, a system that allows players to actually tailor their own abilities.
A class system JUST like final fantasy V. Man that class system rocked. Not impossible to pull off in RM either, just haven't strayed away from the skill tree system yet.
I have implemented a class system. You choose your class and then the gender then you enetr a name and then your character is made.
Also some other suggestion
-A fishing system and hunting system, to fish and hunt your own meat
-A hunger and thirst system- where you have to feed yourself over an amount of time
-MAX Form, when your character does a Super-Move that can greatly change the outcome of a battle.
-IS there any way to implement battle events into every monster group without going and pasting it all?
Also some other suggestion
-A fishing system and hunting system, to fish and hunt your own meat
-A hunger and thirst system- where you have to feed yourself over an amount of time
-MAX Form, when your character does a Super-Move that can greatly change the outcome of a battle.
-IS there any way to implement battle events into every monster group without going and pasting it all?
I think a class system like FF5 would be cool if they expanded it ever so slightly.
author=WIP link=topic=880.msg11665#msg11665 date=1207689951
I think a class system like FF5 would be cool if they expanded it ever so slightly.
I have SO many great ideas for class/progression systems, but so few games to put them in. Maybe I should get a productive RMer who likes something similar to the FF5 system who makes games.... not naming names
I have an idea that I may start working on when I finish Jasmine- (And I should, eventually, that game really isn't a very ambitious project)
Silly as it sounds, it's based off the premise of the "Ghost Hunters" TV show. Original characters would be used. Each level would be an area with a limited number of rooms. At the start of each level, you use your resources- (Cameras, Teammates, Audio Recorders) and decide where to put them around the building based of clues. (Artifacts, discussion, electronic or literary resources) The level starts at night, where you wander around the area for a limited time hoping to see some paranormal activity for yourself. Whether or not anything was seen or recorded could easily be measured by switches. The game itself wouldn't take any hard-core programming.
At the end of the level, it would grade you based on how much activity you recorded out of how much actually went on. Some events could only be "recorded" by one kind of equipment and not the other.
I don't think I described it very well, but it's something I'd like to do. I'd probably use RTP for it, however, only editing things when there was certain content I needed. Making a lot of original graphics for Jasmine has lead me to realize that it's not something I'd want to do in a project like the one I just described- it'd probably never get finished.
Silly as it sounds, it's based off the premise of the "Ghost Hunters" TV show. Original characters would be used. Each level would be an area with a limited number of rooms. At the start of each level, you use your resources- (Cameras, Teammates, Audio Recorders) and decide where to put them around the building based of clues. (Artifacts, discussion, electronic or literary resources) The level starts at night, where you wander around the area for a limited time hoping to see some paranormal activity for yourself. Whether or not anything was seen or recorded could easily be measured by switches. The game itself wouldn't take any hard-core programming.
At the end of the level, it would grade you based on how much activity you recorded out of how much actually went on. Some events could only be "recorded" by one kind of equipment and not the other.
I don't think I described it very well, but it's something I'd like to do. I'd probably use RTP for it, however, only editing things when there was certain content I needed. Making a lot of original graphics for Jasmine has lead me to realize that it's not something I'd want to do in a project like the one I just described- it'd probably never get finished.
I've always liked Persona 3's system:
Basically you play the role of a normal kid going through school, but at night, a tower appears that only you (and certain chosen others) can go to.
So by day, you're building relationships with others, making friends, which improves your stats.
Then by night, you attempt to climb further and further up the tower, where enemies get progressively harder.
And as the days go by, the environment changes to reflect that. For example, in summer, everyone switches to more casual wear. There were also special events that occurred on set dates, such as festivals, or vacations.
Basically you play the role of a normal kid going through school, but at night, a tower appears that only you (and certain chosen others) can go to.
So by day, you're building relationships with others, making friends, which improves your stats.
Then by night, you attempt to climb further and further up the tower, where enemies get progressively harder.
And as the days go by, the environment changes to reflect that. For example, in summer, everyone switches to more casual wear. There were also special events that occurred on set dates, such as festivals, or vacations.
author=harmonic link=topic=880.msg11683#msg11683 date=1207704709Hahahaha! Nice.author=WIP link=topic=880.msg11665#msg11665 date=1207689951
I think a class system like FF5 would be cool if they expanded it ever so slightly.
I have SO many great ideas for class/progression systems, but so few games to put them in. Maybe I should get a productive RMer who likes something similar to the FF5 system who makes games.... not naming namesKENTONAto use my ideas if they please.
Don't we all have tons of class/progression ideas and systems? I have an esper like system I have planned for Runelords (Again).
Well let's see...
Morrowind-type system:
You choose the race, gender, equippable items, and skillsets as a means of character creation. I want to do this next. No two games are the same!
FF5-type system:
Several classes available, can switch classes any time, can use multiple class abilities in current class as a skill sub-set or sub-ability.
FF6 system:
Many, many characters, who are mostly static, with some standard and limited variations in the way they turn out. The party of 4 can be any one of the large amount of characters.
Morrowind-type system:
You choose the race, gender, equippable items, and skillsets as a means of character creation. I want to do this next. No two games are the same!
FF5-type system:
Several classes available, can switch classes any time, can use multiple class abilities in current class as a skill sub-set or sub-ability.
FF6 system:
Many, many characters, who are mostly static, with some standard and limited variations in the way they turn out. The party of 4 can be any one of the large amount of characters.
A mission based rpg where a party of the players choosing (created from scratch at the beginning of the game) embark on missions from the safety of a home-location into a series of dungeons, with new dungeons released monthly. Basically slices of dungeon-crawling action with a custom party unique to each player.
Ideally this would work through RPGMaker2000 (because I love it) and simply each release would feature the same home location and overall setup, allowing for a simple 'drag save files into new release folder' formula to import your custom party between titles. From there you would get the option to leave into a big dungeon area containing monsters, puzzels, bosses and rewards. Hundreds of items, skills, weapons and armours to equip (released by the game as you break certain counters) and possibly an in-game class advancement system in the vein of Shining Force.
It'd be cool to include the community, starting with the first few missions self-made and then featuring guest dungeons, etc. Finally ending with an overture release containing everything in one package. A true community game.
Would that interest anybody?
Ideally this would work through RPGMaker2000 (because I love it) and simply each release would feature the same home location and overall setup, allowing for a simple 'drag save files into new release folder' formula to import your custom party between titles. From there you would get the option to leave into a big dungeon area containing monsters, puzzels, bosses and rewards. Hundreds of items, skills, weapons and armours to equip (released by the game as you break certain counters) and possibly an in-game class advancement system in the vein of Shining Force.
It'd be cool to include the community, starting with the first few missions self-made and then featuring guest dungeons, etc. Finally ending with an overture release containing everything in one package. A true community game.
Would that interest anybody?
It sounds pretty cool Enker but whether the rest of the community would want to? We have already had a previous community project which eventually just stopped due to lack of participation.
True, but volunteering to make 1 dungeon over the course of a month is pretty easy going, especially if all the hard work of characters, system, etc is already out of their hands. It would be more of a chance for them to show design ideas and puzzels they like / use a lot. They could mod the difficulty of their dungeon to their taste too, meaning that some would require more effort than others to complete and maybe even re-treading of previous released missions in order to power up enough to take them on.
Essentially rather than creating a whole game, they'd be given a single dungeon to add to the release, an allotment of switches and variables, and left to their imaginations. Meanwhile we can have a stockpile of additional releases to issue monthly in case someone pulls out or misses a deadline. Essentially meaning that anyone who wants to contribute can, but it's not something they are forced to do or even have to do within a time-scale.
Would people prefer that?
Essentially rather than creating a whole game, they'd be given a single dungeon to add to the release, an allotment of switches and variables, and left to their imaginations. Meanwhile we can have a stockpile of additional releases to issue monthly in case someone pulls out or misses a deadline. Essentially meaning that anyone who wants to contribute can, but it's not something they are forced to do or even have to do within a time-scale.
Would people prefer that?
author=Neok link=topic=880.msg11696#msg11696 date=1207713172
I've always liked Persona 3's system:
Basically you play the role of a normal kid going through school, but at night, a tower appears that only you (and certain chosen others) can go to.
So by day, you're building relationships with others, making friends, which improves your stats.
Then by night, you attempt to climb further and further up the tower, where enemies get progressively harder.
And as the days go by, the environment changes to reflect that. For example, in summer, everyone switches to more casual wear. There were also special events that occurred on set dates, such as festivals, or vacations.
I was so interested in Persona 3 but I can't bring myself to play a turn-based RPG with AI-controlled teammates. It's petty, I know, but I suspect that it's probably game-breaking. Too many awesome games come out these days to take risks with anything you might not like!























