AEGIX_DRAKAN'S PROFILE

About me:

Pun loving Canadian, friendly neighbourhood "Ace", and Narrative Designer at Nine Dots Studios.

I've been a huge fan of RPGs (especially turn based ones) since I was young, and it warms my hearts to be able to make RPGs that other people can enjoy.

I thrive on crafting stories that others enjoy, as well as finely tuning combat to be challenging, but fair.
Glories of the Hunt
Face your trauma. Conquer your dragon.

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50 Days of Representation

author=AtiyaTheSeeker
Soooo... here's my ideas for the missing moves? I do like giving Fighters a counterattack move, but it's a bit OP in VX Ace/MV as it's basically a Physical Attack reflector, IIRC.

Yeah, I learned how insanely OP that was waaay back when I made Illusions of Loyalty. XD

-and a support-but-harmful move for Doge.

I thought along these lines and this led to a breakthrough.

I've decided to use the Party Limit Gauge on the enemy's side as the warning for when a super powerful attack is about to happen, instead of "At turn X the boss starts charging up. Next turn he does a thing".

So, with that in mind, the dog's final Advanced skill will reduce the enemy's Party Limit Gauge by a bit (and do some damage). Thanks for the brainwave!

-those moves are as intricate as I'd expect from Mayhem Maiden.

SHHH!!! :o Anytime that game is mentioned, you will summon people who start asking me how it's coming along!

I swear I intend to finish it, it's just that the next dungeon I'm making is a tremendous pain in the ass to make. I really REALLY shouldn't have committed to having each one have a unique puzzle gimmick, it gums up the whole works! XD

50 Days of Representation

author=AtiyaTheSeeker
Aegix, what's the existing skill sets? I'd say to either fill a missing gap, or even a weaker version of an existing move. Things like, say, a Monk getting a self-healing move instead of a heal-anyone move that a Cleric might have?


Ok, so, this uses my old combat system, with 6 skills per person, you use the 2 weaker ones (or a normal attack) to generate TP, which is needed for the stronger skills.

Basically:
Attack or - Basic Skill +20 TP
+ Intermediate skill costs 40 TP
* Advanced Skill costs 60TP

Fighter:
- ???
- Heal and Status Heal
+ Damage over time
+ If this one kills an enemy, next hit is a Crit
* Damage and Debuff Defense
* Some kind of Finisher move or risky move (lower health = more damage?)

Huntress
- Ally +50 Evasion for one turn
- Damage and lower Agility (important since this is ATB)
+ Silence Mouth-based skills
+ Bypasses Taunt and Hits an enemy with Taunt (so you can open them up to your allies)
* More damage for any stat buffs the enemy has, and removes them.
* More damage for any Debuff your enemy has, gain agility for one turn if they have a debuff.

Gunner
- Damage, penetrates any Barrier then enemy has, and remove a lot of extra barrier on top of that.
- Remove evasion for 3 actions, lower defense for one hit.
+ Damage and Debuff Attack
+ Enemy Accuracy debuffed by 75% for one action.
* Charge up for a bit, then hit all enemies
* Charge up for a bit, then do unblockable damage that ignores defense.

Doggo
- Gain Taunt for 3 turns, Buff Self Attack and Defence for a turn.
- Provides Barrier for 2 turns, target ally also heals 20% HP for 5 Turns. (Basically a delayed heal)
+ All allies gain DEF. Use while Doggo has the buff, and everyone gains some Barrier.
+ All allies gain ATK. Use while Doggo has the buff, and everyone gains some ATB bar
* ????
* Heavy Damage, empty enemy's ATB bar and lower their agility heavily for one turn.

And finally, I have a stack of "Party limit breaks" that don't use up your turn to cast, but are limited by a second bar that the whole party shares.
- Boost an Ally's ATB bar by 50%
- Revive an ally
+ Big Defense boost for one incoming hit
+ Immunity to status effects for a short while.
* Remove any "charging up" effects on an enemy, and empties their ATB bar
* The caster gains their next turn almost instantly
! Whole party gains huge attack power for their next move
! Whole party is nearly invincible for a short while.

I've basically covered all my bases already. XD

50 Days of Representation

Combat system mostly done, half of it's actually implemented...

But now I'm blocked on the fact I'm missing 3-4 skills for my characters.

My fighter needs one weak one and maybe one advanced one (since the Huntress already has a "Gains power if enemy is debuffed" skill).

Gunslinger/alchemist needs a basic one.

Support Doggo needs an advanced one.

And I really feel like most of the niches I need are already taken by other skills.

Since fun/tough bosses are once again going to be the centerpoint of my game, I feel like I really need to get that aspect down pat before I can really do more than little nuggets of story scenes.

author=karins_soulkeeper
Still trying to figure out how to go to space...

People usually use rockets, or UFOs, or absolutely gigantic trebuchets last I checked.

50 Days of Representation

author=Liberty
I mean, you can make a demo, for sure, and you'll get a badge for that, but you'll get a better badge for a full game. As per usual. I'll also fix the time issue NOW and the banner issue in a few days.


Thank you, Libby! :)

author=karins_soulkeeper
I don't like ATB because it's like, half and half, if that makes sense? It's turn-based, but not quite turn-based. It's "action" but also not quite. I'd rather either a plain turn-based system (like most JRPGs) OR a non-turn-based "live action" system (like say Summon Knight or Dark Souls or Diablo or etc).


I hear you on that, which is why I dislike non-wait type ATB systems (outside of 1v1 fights)

The plugin I'm using pauses the fight during each turn, though, so ATB in this game mostly just provides some variation in when people's actions are available, and allows you do do the occasional "sick play" of "Enemy's turn is incoming, time to empty their speed bar or pop a Blind/Stun/etc NOW"

What are some great longer Newer RPGmaker games?

author=ryan7251
Was not sure where to post this so.....um I have Been looking for some good newer and longer RPGmaker games like Ace and up with maybe at least 10 hours of gameplay.


Probably more like 6-8 hours, but Turovero: The Celestial Tower is an EXCELLENT newer game made in VXAce.

It's also pretty replayable, with a divergence point at a certain area that changes a considerable amount of the plot.

50 Days of Representation

author=Craze
atb is lame

Any reason you can give for why you feel that way? :o

Edit: Initial scenes done, I'm getting the personalities of my three protagonists (and dog) decently settled. I'm enjoying this little project.

50 Days of Representation

author=karins_soulkeeper
To be fair, I don't see it being said anywhere that the game needs to be finished in 50 days. Just that it needs to be created within that time frame and, by the end, have at least 20 minutes of play time. Just mark it as a beta or a part 1 of X.


That's probably my plan. Although I may end up releasing the game in an unpolished state (no fancy Sideview actions, monster sprites just slapped on, etc) as version "0.9 - Only play if for the Event, wait like 2-3 weeks for the nicer looking version) and then refining it after. XD

I'm getting easily distracted as well, although getting into a state of "Just DO" for the mapping is helping a bunch. I don't need some perfectly devious sprawling dungeons, I just need a place where the player can traverse it while getting into some fights.

50 Days of Representation

author=Gretgor
I love this! You can't forget the helpful doggo <3


Doggo's mostly going to be a support character with one or two hard hitting attacks, so yeah, VERY helpful Doggo.

I'm torn between wanting to use ATB for some extra granularity in the combat (Differing Turn orders, being able to play with ATB gagues with skills), and going pure turn based (Simpler to manage boss patterns in a puzzle-like manner, easier to handle battle events, etc)

Other than that, I have the basic design skeleton for the combat done, got all my faces and stuff for my trio of humans.

50 Days of Representation

Scapped my initial idea. Too big. I'm going back to my roots.

Going back to my original RPGmaker setting, going back to that vaguely formed "Dragon Hunt" story I had, going back to the idea of just 3 dungeons with little story beats in between, with my old battle system.

Yeah, this seems more doable in about....oh god 3 weeks? *mild panicking noises*

But hey, by thinking along more diverse lines, my characters now seem more interesting, or at least have inherent reason to be traveling together for this.

Went from "an old man, wanting to go out in a vengeful blaze of glory, and a pack of other people with little in the way of story because they can be swapped out to make the game more replayable, story be damned" to "The lady seeking vengeance on the dragon, plus her highly supportive girlfriend, their dog, and what amounts to basically a dragon scholar".

Theme Roulette 3

author=volke_locke
It would be great if I could get some feedback for my game.


To be perfectly honest, I really didn't like the combat. Especially when surrounded by like 10 slimes. It turned the game into just "watch screen, hold attack after the flash and ONLY after the flash, for like 5 minutes, or you're dead". :s

Plot seems funny and silly, which is fun, but the way combat is handled just wasn't fun for me. :( Sorry.