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[VXA] Help with making my first game (Atelier clone)
Decided to start with a small game which I will hopefully complete. Because I don't like mapping and inspired by one of the Cookoff entries, I've decided to adjust my scope to trying to make some kind of Atelier/Recettear clone.
I do seem to have run into some issues with being unfamiliar with RPGMaker features though but first I will explain the game concept.
First, the player uses these bookshelves to pick a research topic. A cost and difficulty is displayed. After checking for cost and subtracting gold, a random number of 1-3 is rolled and checked against the item's difficulty. Research is cumulative and when the roll succeeds, you get a Recipe Key Item that allows you to craft said item.
The recipe item is also a helpful reference list for item properties. Other than price, each item has 4 elemental properties (Fire,Water,Earth,Wind).
Items, or rather, item patents can be sold to specific city districts (with their own specializations on which elements they like). Districts will start stocking a limited amount of said item (think Wholesale in Atelier) and also the elemental levels of a district will unlock new items to buy, research and craft.
Each action takes time, game ends in 100 days, total elemental levels will be calculated, final score given. Some minor but hopefully meaningful combat will be worked in as an alternative source of acquiring items for crafting but that comes after crafting system is done.
Anyway, current problems:
1) After making the event tree to research ONE item, I realized that trying to hardcode one for every researchable item in the game is probably not the smartest idea here.
Ideally I would to create one generic event that will read the properties in the Item Database like price and name but I don't know how to do that, the only thing I can find in the event editor for items is a check for whether you have the item.
I'm guessing scripts but I have no idea where to start with those.
2) Same thing with crafting I guess. Also, if I wanted some craftable items to consume more than 1 of said item, how am I supposed to make the game check that, event editor only checks a simple "If item is in inventory", no option of checking the number of specific items in an inventory.
3) Need to edit the shop function somehow to
a) stock your patented items.
b) Increase the elemental values of specific shops that you are selling to.
My current implementation of my concepts are a bit clunky ATM I think. Ideas on how to best implement them or suggestions on how to go about solving my issues will be appreciated.
I do seem to have run into some issues with being unfamiliar with RPGMaker features though but first I will explain the game concept.
First, the player uses these bookshelves to pick a research topic. A cost and difficulty is displayed. After checking for cost and subtracting gold, a random number of 1-3 is rolled and checked against the item's difficulty. Research is cumulative and when the roll succeeds, you get a Recipe Key Item that allows you to craft said item.
The recipe item is also a helpful reference list for item properties. Other than price, each item has 4 elemental properties (Fire,Water,Earth,Wind).
Items, or rather, item patents can be sold to specific city districts (with their own specializations on which elements they like). Districts will start stocking a limited amount of said item (think Wholesale in Atelier) and also the elemental levels of a district will unlock new items to buy, research and craft.
Each action takes time, game ends in 100 days, total elemental levels will be calculated, final score given. Some minor but hopefully meaningful combat will be worked in as an alternative source of acquiring items for crafting but that comes after crafting system is done.
Anyway, current problems:
1) After making the event tree to research ONE item, I realized that trying to hardcode one for every researchable item in the game is probably not the smartest idea here.
Ideally I would to create one generic event that will read the properties in the Item Database like price and name but I don't know how to do that, the only thing I can find in the event editor for items is a check for whether you have the item.
I'm guessing scripts but I have no idea where to start with those.
2) Same thing with crafting I guess. Also, if I wanted some craftable items to consume more than 1 of said item, how am I supposed to make the game check that, event editor only checks a simple "If item is in inventory", no option of checking the number of specific items in an inventory.
3) Need to edit the shop function somehow to
a) stock your patented items.
b) Increase the elemental values of specific shops that you are selling to.
My current implementation of my concepts are a bit clunky ATM I think. Ideas on how to best implement them or suggestions on how to go about solving my issues will be appreciated.
Dragons' Descendants
Finished game. Random thoughts.
Well, not a big fan of a linear series of battles up to the end but I guess contest limitations and all that.
This game somehow manages to make money management/economy interesting, so kudos for that I guess. You can buy consumables that are never rendered obsolete and never considered "cheap" at any point of the game. I think it's the best part of the game.
Resource management (basically how MP/TP/HP carries over through battles) seems wonky to me. Since you can 100% run from any battle, as a player I basically
1) Ran from everything and picked up all the chests first.
2) Go back to the entrance and just grind there, leaving the dungeon if you need a full heal.
3) Run all the way to the boss with full resources.
During the battles, I usually find myself completely stocked full of either MP or TP, depending on the character. Usually MP except for Camelia (even then, once you get a couple of good gear...). I think I spent the whole game wishing Faith had some way to dump MP to use her passive.
It's annoying trying to keep track of exactly what buffs/debuffs are on yourself and the enemy with the standard UI... ESPECIALLY the enemy since you can't see any of its status. Especially annoying on the last boss.
Some game mechanics, I don't think was made clear, especially the fact that characters get up 3 turns after being dead.
Individual character thoughts(in battle):
Jirou: Coursing Tides seem to become completely ineffectual halfway through the game even if you try to gear for it. Guardian doesn't seem to work on bosses... or at least not on the one boss I tried it on. Buff doesn't seem to be worth it past early game at least as far as I can tell, I didn't actually math it out. Which kind of makes him have lots of MP and nothing to do with it (I mean, Faith doesn't want MP, Katsu is super cost efficient... Camelia is the only one left I guess. MAYBE Etsuo...)
Jack of all trades with some niche (like only guy with revival), passive is a nice tank breaker for randoms. Flexibility drops a bit because you only get 1 turn per character, so you can't use him to fulfill every role. He ended up just being my single target heal monkey in boss fights as the game goes on. I would prefer having the heal cost MP instead of TP (although I'm saying that personally, and not under the lens of game balance or whatever) but it is probably the most cost-effective for single target heals.
Camelia - Indignation seems bugged. Every time I use it when Camelia is about to die, it always just does 0 damage for me. Tides of Pain seems to stop being viable halfway through the game. She has a spell that steals TP but you use TP to refuel MP which... generally isn't a problem for me.
Because of that, she's basically a really boring character. You use the magic buff and you use Danger Zone a lot... and that's about it. Maybe the buffs once in a while but I rather she has expensive powerful buffs rather than cheap ones. She's not a BAD character, but definitely the magic equivalent of a fighter.
Etsuo - Another jack of all trades. I think he's at his element in fights with around 2-3 people to keep Stormcloud semi-reliable and where there isn't any enemy tanks so you can use Multistrike effectively (it's not great against bosses IMO). Big Smile is nice for TP heavy parties. I think probably my favourite battle character in the game because he just has so many options.
I usually use him for First Response for bosses, whose combination of decent healing and debuff removal is nice.
Also I almost never try to spread his stats. Seems to me it's more effecient to just think about what your team needs in this area and focus on gearing that up.
Ren - party wide AOE heal, party wide DEF/MDEF buffs. Good for bosses.
Faith - Okkk... Whisperwind is basically one of the best random battle abilities and seems to be affected by MDef a lot less than normal? The damage is really consistent and while the damage is not impressive on single targets, as long as there's about 3 enemy in battle, the total damage is pretty high.
That being said, I don't know about the rest of her skills. I don't think I have ever seen Initiator deal significantly higher damage in randoms and it's only single target. Maybe on bosses I guess but it's not really impressive considering what Katsu or Camelia can do. Then I guess there's exhaustion, which once again, is outdamaged by Whisperwind in randoms, and in boss battle it has the whole "I don't know whether the boss is going to die yet" problem.
There's the TP dump skill which seems nice for bosses but Faith isn't exactly great at generating TP.
Just about no other utility abilities, so probably the only character I will say I really dislike the skill design.
Katsu - Great for bosses. He has one skill that seem to be made purely for randoms but I dunno.
Oushi - Should have randomed with this guy just to try him out. OH WELL SKIP
Akane - Is Chie. Ok not really, her skillset is much more interesting than Chie. Seems like a physical version of Katsu where she's really great at boss battles because of all the debuffs and high damage attacks she tosses around, but has some niches in randoms. I'm fine with her.
TLDR version: I think Faith and Camelia needs some looking at, better interface for keeping track of states would be nice and personally I prefer more non-linearity but that's a game design decision I guess.
Well, not a big fan of a linear series of battles up to the end but I guess contest limitations and all that.
This game somehow manages to make money management/economy interesting, so kudos for that I guess. You can buy consumables that are never rendered obsolete and never considered "cheap" at any point of the game. I think it's the best part of the game.
Resource management (basically how MP/TP/HP carries over through battles) seems wonky to me. Since you can 100% run from any battle, as a player I basically
1) Ran from everything and picked up all the chests first.
2) Go back to the entrance and just grind there, leaving the dungeon if you need a full heal.
3) Run all the way to the boss with full resources.
During the battles, I usually find myself completely stocked full of either MP or TP, depending on the character. Usually MP except for Camelia (even then, once you get a couple of good gear...). I think I spent the whole game wishing Faith had some way to dump MP to use her passive.
It's annoying trying to keep track of exactly what buffs/debuffs are on yourself and the enemy with the standard UI... ESPECIALLY the enemy since you can't see any of its status. Especially annoying on the last boss.
Some game mechanics, I don't think was made clear, especially the fact that characters get up 3 turns after being dead.
Individual character thoughts(in battle):
Jirou: Coursing Tides seem to become completely ineffectual halfway through the game even if you try to gear for it. Guardian doesn't seem to work on bosses... or at least not on the one boss I tried it on. Buff doesn't seem to be worth it past early game at least as far as I can tell, I didn't actually math it out. Which kind of makes him have lots of MP and nothing to do with it (I mean, Faith doesn't want MP, Katsu is super cost efficient... Camelia is the only one left I guess. MAYBE Etsuo...)
Jack of all trades with some niche (like only guy with revival), passive is a nice tank breaker for randoms. Flexibility drops a bit because you only get 1 turn per character, so you can't use him to fulfill every role. He ended up just being my single target heal monkey in boss fights as the game goes on. I would prefer having the heal cost MP instead of TP (although I'm saying that personally, and not under the lens of game balance or whatever) but it is probably the most cost-effective for single target heals.
Camelia - Indignation seems bugged. Every time I use it when Camelia is about to die, it always just does 0 damage for me. Tides of Pain seems to stop being viable halfway through the game. She has a spell that steals TP but you use TP to refuel MP which... generally isn't a problem for me.
Because of that, she's basically a really boring character. You use the magic buff and you use Danger Zone a lot... and that's about it. Maybe the buffs once in a while but I rather she has expensive powerful buffs rather than cheap ones. She's not a BAD character, but definitely the magic equivalent of a fighter.
Etsuo - Another jack of all trades. I think he's at his element in fights with around 2-3 people to keep Stormcloud semi-reliable and where there isn't any enemy tanks so you can use Multistrike effectively (it's not great against bosses IMO). Big Smile is nice for TP heavy parties. I think probably my favourite battle character in the game because he just has so many options.
I usually use him for First Response for bosses, whose combination of decent healing and debuff removal is nice.
Also I almost never try to spread his stats. Seems to me it's more effecient to just think about what your team needs in this area and focus on gearing that up.
Ren - party wide AOE heal, party wide DEF/MDEF buffs. Good for bosses.
Faith - Okkk... Whisperwind is basically one of the best random battle abilities and seems to be affected by MDef a lot less than normal? The damage is really consistent and while the damage is not impressive on single targets, as long as there's about 3 enemy in battle, the total damage is pretty high.
That being said, I don't know about the rest of her skills. I don't think I have ever seen Initiator deal significantly higher damage in randoms and it's only single target. Maybe on bosses I guess but it's not really impressive considering what Katsu or Camelia can do. Then I guess there's exhaustion, which once again, is outdamaged by Whisperwind in randoms, and in boss battle it has the whole "I don't know whether the boss is going to die yet" problem.
There's the TP dump skill which seems nice for bosses but Faith isn't exactly great at generating TP.
Just about no other utility abilities, so probably the only character I will say I really dislike the skill design.
Katsu - Great for bosses. He has one skill that seem to be made purely for randoms but I dunno.
Oushi - Should have randomed with this guy just to try him out. OH WELL SKIP
Akane - Is Chie. Ok not really, her skillset is much more interesting than Chie. Seems like a physical version of Katsu where she's really great at boss battles because of all the debuffs and high damage attacks she tosses around, but has some niches in randoms. I'm fine with her.
TLDR version: I think Faith and Camelia needs some looking at, better interface for keeping track of states would be nice and personally I prefer more non-linearity but that's a game design decision I guess.
Wine & Roses
So I just completed the game in 2 days.
Well, this is probably my 2nd favourite game after Visions and Voices, I guess. By the way, please do another game like that one.
I think why I like both of those games is because you got the timing of "explore and find new stuff to pile on your characters" just right.
Regarding this game specifically, you find new toys to play with after every kill, and the new toys are actually interesting.
Great item design in this game by the way. I love the appearance of the Telgium, "Elena's Valour" and the LoL reference like Vayne's crossbow.
For comparison, I think Obelisk took WAY too long to progress, and then you got stuff like "3% resistance accessories" that you got to stack up a lot to see an effect and it's so... bland.
I pretty much steamrolled the boss at the end with Shooting Star so I think I'm missing a lot of conversation. Is the ending supposed to be that abrupt? Maybe there was something in the conversation I missed that would put the ending in context...
SPOILER:
The last thing the Mistress of Chaos said was that she became an angel of chaos. Did she exposit about what exactly happened in the game? If I'm not wrong, lord Bonehead was practicing human sacrifice and the other side cursed him as a result of that and then... the angels came in to meddle?
Well, I don't know how to end this comment. Uh, please remake Visions and Voices?
Well, this is probably my 2nd favourite game after Visions and Voices, I guess. By the way, please do another game like that one.
I think why I like both of those games is because you got the timing of "explore and find new stuff to pile on your characters" just right.
Regarding this game specifically, you find new toys to play with after every kill, and the new toys are actually interesting.
Great item design in this game by the way. I love the appearance of the Telgium, "Elena's Valour" and the LoL reference like Vayne's crossbow.
For comparison, I think Obelisk took WAY too long to progress, and then you got stuff like "3% resistance accessories" that you got to stack up a lot to see an effect and it's so... bland.
I pretty much steamrolled the boss at the end with Shooting Star so I think I'm missing a lot of conversation. Is the ending supposed to be that abrupt? Maybe there was something in the conversation I missed that would put the ending in context...
SPOILER:
The last thing the Mistress of Chaos said was that she became an angel of chaos. Did she exposit about what exactly happened in the game? If I'm not wrong, lord Bonehead was practicing human sacrifice and the other side cursed him as a result of that and then... the angels came in to meddle?
Well, I don't know how to end this comment. Uh, please remake Visions and Voices?
Visions & Voices
Can someone tell me what the criterias for getting Elena is?
I've gotten her twice when I played the game 2 years ago but I can't seem to get her again now.
I gotten the note that the Prophet threw her in the General Store, which I assume is the building with a rope (I think?) that's a portal and also another locked door that is a portal. None of them have Elena in it (although one of them does look a lot like where I remembered rescuing her the last two times I played)
I hope I didn't accidentally miss her or anything.
I've gotten her twice when I played the game 2 years ago but I can't seem to get her again now.
I gotten the note that the Prophet threw her in the General Store, which I assume is the building with a rope (I think?) that's a portal and also another locked door that is a portal. None of them have Elena in it (although one of them does look a lot like where I remembered rescuing her the last two times I played)
I hope I didn't accidentally miss her or anything.
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