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Proof Of Concept: Borderlands Style randomized Loot System

Yep, that's pretty much it. This isn't actually a game, just a showcase. Basically, I got bored and wanted to see if I could create a loot system in RMVX that somewhat mirrors the loot system seen in the Borderlands games. There's no story, no plot, heck, there's barely any combat or gameplay. But, there are still some cool things here, so I figured I'd share it with the community.

What's here?
  • A loot system that generates completely randomized equipment
  • A storage system that allows you to stash your prized weapons and armors
  • A locker that allows for moving items between different save files
  • Shops that allow you to buy and sell single-instance items, and have randomly generated stock that resets on a timer
  • A rarity system with unique Legendary (and maybe better) weapons and armors with unique effects
  • Variable monster drop rates that determine the quality of loot
  • A custom equip and item scene that displays the stats of all the loot you find
  • A comparison screen that compares an item you find to what you have equipped
  • Adjustable backpack and storage capacity

That's about all there is to this, but it's still fun to play around with, so give it a try if you want to see how it all works. I did import several scripts from my other game, Bloodstained Hands, so there is the Tankentai SBS to really showcase the different weapons, and I've done quite a bit of work to modify that system for the project I have in mind for this system.

Oh yeah, and this was all done with the basic RMVX engine. About a weeks worth of coding went into this, but it's all running on RGSS2.

Now, why did I do this? Because I was bored and wanted to play Diablo, but I couldn't, so I figured I'd cure that itch by making my own loot-based game. Will I ever take this and actually build a game around it? Probably. I don't have any specific ideas yet, but I love how this system works, so I most likely will do something with this.

Anyway, that's all there is to it! Hope you like it.

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  • Strak
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  • 02/19/2023 08:19 PM
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I've uploaded an updated version of this concept, with a lot of new functionality and features that I've been working on for the last few weeks. The loot system is basically finished now, with all the uncommon, rare, and epic prefixes coded in for all weapons and armors, some brand new armor templates, new legendaries, wicked legendary weapon and armor effects (see the notes folder), and proper stat generation for every item.

I've also added things like a storage locker that can move items between save files, and a unique save system that prevents item duplication.

I do still need to add Overdrive techniques for weapons when you have them equipped, as well as action skills and skill trees for the party members, but that can all come later. For now this is fully functional as it is.

Gonna keep working on this, but any updates past this point will be for the actual project I plan to implement this system into, so keep an eye out for a new game page when that's ready to demo!
Really cool, thank you for doing this!
Yeah, thanks for checking it out! Still working on this every day, just figured out a way to enhance the save system so that you can save anywhere, but upon loading the game you'll start at the last save point you walked through. Working on random dungeon generation now. Hoping to have a playable demo of the final project out by the end of the year, hopefully sooner!
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