BACKWARDS_COWBOY'S PROFILE

Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
Gaming and game design are my hobbies. I've spent the most time with VX Ace and 2k3 (prior to Steam release), but the only thing I've ever finished anything with is 2k.

Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
Last Quest IV: The Prequ...
RPG Maker 2000 adventure for the Golden Game Mak Contest

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RMN Christmas Pixel Quilt 2013

I'll snag E2 while it's open. Seems like an easier panel for my spriting level.

Feelings About Dungeon Crawlers?

I'm definitely not looking at making a rogue-like, so random dungeons aren't going to be a problem. As for the story, I'm thinking it'll be about as prevalent and involved as Resonance of Fate/End of Eternity's story was. There's a general plot, but you piece it together yourself, and a lot of the immersion comes from idle chit-chat between characters, and the story would only appear at the beginning of new chapters (or in the case of a dungeon crawler, floors/zones). I don't plan on restricting access to any floors or zones too much, with the exception of maybe bonus floors or post-story areas. The player will be able to move through freely, restricted only by their skill level, unless the next zone has a major relation to the story or a major quest. The first few floors would be easy and have little difficulty change, but towards the fourth or fifth floor (or more/less, depending on how small/large the maps get), there would be an obvious increase in difficulty.

As for the central hub, looking at all the examples everybody has given, it'll probably be a small city made up of a few exterior zones, then major buildings and shops, with a few houses here and there. NPCs would say things and offer quests depending on which floor the player is on, with various shops changing their stock based on dungeon progress or quests completed. Grinding would be encouraged to get more skill points, but not entirely necessary, by having stat increasing items dropped by enemies or available for purchase.

I love community feedback.

Feelings About Dungeon Crawlers?

Well, thanks for the feedback everybody. After reading it all, and looking at what would be easy to implement in RMVXAce without too much scripting, I'm thinking the following:

-Grid-based top-down movement (the default setting of RPG Maker! How convenient!)
-Rare drops from normal enemies, and semi-random chests (Example: it will always give gold, but the amount is random)
-Save points on every floor, with maybe a checkpoint on the larger ones, and the ability to warp to every nth floor of the dungeon as you get to it, with the later warp points having less floors between them
-Story-driven, with pre-set characters
-Customization via skill trees and class changing, skill points are gained through leveling up
-Town outside of the dungeon, with optional quests and little event scenes here and there
-Trick/trap floors, pits, forced movement tiles, etc.
-Mostly random encounters, with some event tiles having battles, and powerful enemies and bosses being represented on the map, so they could be avoided (the enemies, not the bosses) or have a floor where getting through without getting killed is based on watching their movement patterns. You could return to the floor later and kill them for their items.
-Escape spells and items, or items that create a temporary warp point.
-Shortcuts

I like the flow of ideas and examples that came from everybody. I hadn't even thought of an indoor/outdoor combination. I had thought about using a tower as the dungeon, so that seems like a high possibility as you get closer to the top. I'm also aiming to be opposite of games like Final Fantasy where bosses were immune to effect spells. Of course some bosses are going to be immune to some things, but for the most part, you can put them to sleep or poison them, etc.

Feelings About Dungeon Crawlers?

So, I'm thinking about starting work on a new RPG VXAce game, and wanted to make a game similar in design to the Etrian Odyssey and Class of Heroes series. For starters, I always liked the amount of customization in those games. In addition to that, they seem to be a pretty easy game to make in terms of design and functionality. But before I start, I wanted to get a general idea of what people do like and what they don't like to see in this type of game. Of course, I've already got a few things in the "Don't" list, like excessive grinding and confusing map/interface layouts, and some stuff in the "Do" list, like character customization and optional sidequests.

A quick overview of the key differences I'd be having that could render some complaints obsolete:

- I wouldn't be doing the dungeons in first-person, so confusing mapping wouldn't be as much of an issue.

- As the game gets further along in completion, I'd be replacing the default material with custom graphics, so "RTP Quest" and recolored elemental enemies would be avoided.

Anyways, I wanted to get some feedback on the overall genre so I can avoid making a game that just pisses people off. I've got about three or four weeks of thought and some planning into it, so I have a pretty general idea of what I want to do, and want to be able to make changes based on the feedback before I get too far into it to do so.

Commercial game music: What to unot to use

When faced with a lack of music, there is a free RMN Music Pack out there that, as far as I know, doesn't see as much use as commercial rips due. On top of that, several users have entire music packs that they allow for use with non-commercial projects, and I don't think they see that much use either:

Aaron Krogh: http://rpgmaker.net/forums/topics/11322/
Scythuz: http://rpgmaker.net/forums/topics/13805/ (User allows the use of music for commercial projects)

Some of the music even meets or beats the music that people take from Final Fantasy, Dragon Quest, etc. Personally, I prefer to use other user's music before taking things from commercial games, since it voids any fears of legal issues, and generally supports the community more.

Goodbye, Academy

Even though it's an RM2k3 game, it looks really good and modern due to your choice of visual style.

Are You An “Item Hoarder?”

I think Final Fantasy 3 did it right with limited Phoenix Down. The only way to obtain it was from chests, or rare monster drops. When your healer went down in a battle, or if you don't have Raise yet, you need to decide whether you can find a revival spot (Not an Inn, but a pot or body of water that somehow revives the dead) without a healer, and whether or not it is worth it to have the healer miss out on the experience. Less useful late in the game, but up until you have the ability to cast Raise 15 or so times, it's a difficult decision. The same goes with Elixirs later in the game, where you could be in the middle of a dungeon, and desperately need your MP restored. Can you make it out? If you have Teleport, sure, but if not, you need to use it.

Disgaea did it pretty well, as well as the early Fire Emblem games. You could only bring so many items into battle, and could only purchase them at certain times. In Disgaea it was between levels, and in earlier Fire Emblem games it was during a battle at shops on the current map, with later ones using the between-levels format. Weapon degradation in Fire Emblem also affected money and inventory management. It turned into "Can my tank make it through the level with just one spear, or does he need two? Will the healer need more than one Mend? How many Vulneraries will my mage need?" Of course those two game aren't typical RPGs, being story-driven strategy games.

Bathroom.png

author=Nemica
You should remove the auto shadows. Also, what are these things above the big wash sinks?


The things above the big sinks are ventilation fans.

[Poll] PS4 being manufactured with child slave labor

It's not just Sony. Apple uses Foxconn, and Microsoft is using it for the new Xbox as well as their phones. Basically every major electronics company uses cheap underpaid/free labor. I also wouldn't call it "slave" labor, since they can leave if they want and aren't beaten into doing it. It's basically like the forced community services or fundraisers in many American high schools, except you learn something useful.

Halloween Horror! Lock-In at Longview High!

author=giaks
BC this isn't really cancelled is it?
Unfortunately, it is. It's highly unlikely I'd be able to be anywhere near finished by the end of the contest, so I just cancelled it early as opposed to putting in extra work for nothing.
author=kentona
Cancelled already? Is this a record?
I might have to become a donor just to throw that into a user title.
author=mawk
best of luck! I hope your family recovers soon.
Thank you for your support.