Event - RPG Maker 28th B-day!
Event - Revive the Dead 2: Deader or Alive
No RTP needed. About 1-2 hrs.
You are Ralph, the eponymous protagonist of countless RPGMaker VX games. You wake up in a stranger's home. The local village elder sends you out on a quest and your short little adventure begins.
My Ultimate first RPG. It's pretty short, and inspired by Pointless Actions, a game where you just explore around doing random things, basically. There is a general plot but it's really just an adventure going to various places and doing various things. I hope you have fun playing my Ultimate Game.
Here's the scoop. Since I can't hope to finish this feature length game in one go, it will have to be released in episodic bursts. I plan to drastically change the game's plot with each new episodic release, while building upon the content that are already released. The result is a dynamic game that constantly changes and become entirely unpredictable. Because of this, I plan to incorporate forward compatibility of save files from earlier episodes with later ones. (E.g. you can use a previous episode's save file in future episodes.) The resulting game should be quite interesting.
FEATURES
- The biggest feature, at least based on man-hours, is the completely custom battle system. It's based off another game's battle system which was inspired by CT. I didn't like the default front battle view in RMVXA, so I made a completely new one from scratch using a heavily bloated common event. Take a look if you're curious.
- Second biggest feature, concurrent with the one above, is the skill system. There are but a handful of skills in the game and you can only carry 4 with you during battles, like a Pokemon. Every weapon in the game contains a skill on them and you may use it as long as the weapon is equipped, but you may also memorize up to 3 other skills from weapons that you obtain. There's really not that many skills in the game, so I'm totally taking any suggestions (your be credited, mentioning exactly which skill you suggested).
- All enemy encounters are scripted. And I dont mean randomly wandering fire spirits either. Almost every encounter is a cutscene. You bet I worked my backend off for them all to work.
- Take enemy drops and use it to learn their skills. I always liked doing that in games and that's what this game is all about. (Or would be if it were that long)
- Exploit the mechanics in the game to quickly become overpowered and decimate your opponents.
- Things that seem relevant to your adventure but are actually not, aka Red herrings
- Loads of unfinished ideas: The game is actually 10% complete, but I made it look like the game is totally complete so you'd think this is a completed game. Also forget what you just read.
- The familiarity of RTP first games, expect your typical begginer mistakes and weird design choices. (Unfortunately, I decided to forgo using the best begginers tools: Sample maps and Auto-generated dungeons)
GAMES THAT INSPIRED ME TO MAKE THIS
Creepypasta Land - B-grade Horror game that made me think that making a fun (not necessarily good) game is pretty easy. That game is hilarious.
Longing Ribbon - Another B-grade Horror game, it's very strange (because it's made up as the dev went along, just like my game) and the battle system in that game inspired me to make a similar one in this game.
Pointless Actions - A game which has no true purpose or overarching plot and is solely built for the player to go around in. You can do whatever you want within the limitations of the game, and seek your own way. But in the end, we just want to go as 'far' into the game as possible, just to see what the designer had made. In effect, we keep going because we 'can'
Other inspirations include major classic RPG's such as CT, M2/EB, PKMN, FNV, the FF's, and others.
FEEDBACK
I like feedback but one of the biggest reason for me to play RPGmaker games is the creativity, something you dont see much in AAA games. Which is why I am interested in listening to your opinions of this game including: bug reports, balance suggestions, skill and monster ideas, or anything else you think would be fun for the game. I'mma add it in if I agree that it's cool to have. Then I'll probably fall victim to the creeping feature syndrome and end up with large bloated game that never got finished, then we'll know for sure if this game was deader or alive.
Honestly though, I do like listening to feedback/comments/suggestions and stuff. It's fun. And I hope you have fun when this full game comes out at the start of the next century. Thanks and Subscribe if you wanna get notified when the game updates.
Event - Revive the Dead 2: Deader or Alive
No RTP needed. About 1-2 hrs.
You are Ralph, the eponymous protagonist of countless RPGMaker VX games. You wake up in a stranger's home. The local village elder sends you out on a quest and your short little adventure begins.
My Ultimate first RPG. It's pretty short, and inspired by Pointless Actions, a game where you just explore around doing random things, basically. There is a general plot but it's really just an adventure going to various places and doing various things. I hope you have fun playing my Ultimate Game.
Here's the scoop. Since I can't hope to finish this feature length game in one go, it will have to be released in episodic bursts. I plan to drastically change the game's plot with each new episodic release, while building upon the content that are already released. The result is a dynamic game that constantly changes and become entirely unpredictable. Because of this, I plan to incorporate forward compatibility of save files from earlier episodes with later ones. (E.g. you can use a previous episode's save file in future episodes.) The resulting game should be quite interesting.
FEATURES
- The biggest feature, at least based on man-hours, is the completely custom battle system. It's based off another game's battle system which was inspired by CT. I didn't like the default front battle view in RMVXA, so I made a completely new one from scratch using a heavily bloated common event. Take a look if you're curious.
- Second biggest feature, concurrent with the one above, is the skill system. There are but a handful of skills in the game and you can only carry 4 with you during battles, like a Pokemon. Every weapon in the game contains a skill on them and you may use it as long as the weapon is equipped, but you may also memorize up to 3 other skills from weapons that you obtain. There's really not that many skills in the game, so I'm totally taking any suggestions (your be credited, mentioning exactly which skill you suggested).
- All enemy encounters are scripted. And I dont mean randomly wandering fire spirits either. Almost every encounter is a cutscene. You bet I worked my backend off for them all to work.
- Take enemy drops and use it to learn their skills. I always liked doing that in games and that's what this game is all about. (Or would be if it were that long)
- Exploit the mechanics in the game to quickly become overpowered and decimate your opponents.
- Things that seem relevant to your adventure but are actually not, aka Red herrings
- Loads of unfinished ideas: The game is actually 10% complete, but I made it look like the game is totally complete so you'd think this is a completed game. Also forget what you just read.
- The familiarity of RTP first games, expect your typical begginer mistakes and weird design choices. (Unfortunately, I decided to forgo using the best begginers tools: Sample maps and Auto-generated dungeons)
GAMES THAT INSPIRED ME TO MAKE THIS
Creepypasta Land - B-grade Horror game that made me think that making a fun (not necessarily good) game is pretty easy. That game is hilarious.
Longing Ribbon - Another B-grade Horror game, it's very strange (because it's made up as the dev went along, just like my game) and the battle system in that game inspired me to make a similar one in this game.
Pointless Actions - A game which has no true purpose or overarching plot and is solely built for the player to go around in. You can do whatever you want within the limitations of the game, and seek your own way. But in the end, we just want to go as 'far' into the game as possible, just to see what the designer had made. In effect, we keep going because we 'can'
Other inspirations include major classic RPG's such as CT, M2/EB, PKMN, FNV, the FF's, and others.
FEEDBACK
I like feedback but one of the biggest reason for me to play RPGmaker games is the creativity, something you dont see much in AAA games. Which is why I am interested in listening to your opinions of this game including: bug reports, balance suggestions, skill and monster ideas, or anything else you think would be fun for the game. I'mma add it in if I agree that it's cool to have. Then I'll probably fall victim to the creeping feature syndrome and end up with large bloated game that never got finished, then we'll know for sure if this game was deader or alive.
Honestly though, I do like listening to feedback/comments/suggestions and stuff. It's fun. And I hope you have fun when this full game comes out at the start of the next century. Thanks and Subscribe if you wanna get notified when the game updates.
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- bicfarmer
RPG Maker VX Ace
- Adventure RPG
- 11/03/2017 05:39 AM
- 12/30/2021 09:37 PM
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