DOCTORROCKET'S PROFILE
DoctorRocket
409
I learned recently that I can write in this bio, so that's pretty cool. I guess I should do that. Kinda been doing that for the past few moments now. So what can I say about me?
I finished a game called Black/White: Renegade. I could always use some feedback on it: it would help a lot!
Also, I have a Deviantart account labled username Jchrispole. If you want to check out some artwork that I've done, then check out that profile!
I finished a game called Black/White: Renegade. I could always use some feedback on it: it would help a lot!
Also, I have a Deviantart account labled username Jchrispole. If you want to check out some artwork that I've done, then check out that profile!
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[RMVX ACE] Reputation: How do I code that?
The Bamford Tenement
@eevee93
First off, it's neat to see that people are still playing this game. To be honest, I can't remember a lot of it.
But I'll try and help.
1: Dante's quest is just meant to get you money as long as you bring him cheese. It's indefinite.
2: That sign requires an item called "The Mysterious object" which is found in the reinforced chest in the storage room.
3: The gold key is given to you at the end of the Final Quest after you complete all the other ones.
4: Go back into the Parallel world and go to the Lobby where you'll find Minerva. That's who will want the stuff.
5: they become important at the very end of the game in the final quest.
Hope that helps!
First off, it's neat to see that people are still playing this game. To be honest, I can't remember a lot of it.
But I'll try and help.
1: Dante's quest is just meant to get you money as long as you bring him cheese. It's indefinite.
2: That sign requires an item called "The Mysterious object" which is found in the reinforced chest in the storage room.
3: The gold key is given to you at the end of the Final Quest after you complete all the other ones.
4: Go back into the Parallel world and go to the Lobby where you'll find Minerva. That's who will want the stuff.
5: they become important at the very end of the game in the final quest.
Hope that helps!
[RMVX ACE] Reputation: How do I code that?
In a previous forum post, I asked a question about how to make quests more interesting, and a few people mentioned adding a reputation mechanic where in doing quests increases affinity with that NPC.
I like that idea, but the question is: how would you do that in a game?
This is a question of coding. I use the RPG Maker VX Ace engine, if that matters. Let's use the example of my first game "The Bamford Tenement" about a guy who moves into a strange tenement and does quests with other tenants. It was fairly simple in it's design, but let's see how we can make it more interesting with reputation.
Say Clouse (Protagonists) does quests for Dante (NPC). How would I write a script so that each time Clouse does a quest for Dante, it raises or lowers reputation with him based on the player's actions? As an edition, how would you create a mechanic where you could go to the pause menu, click on a tab for reputation, and see your standing with each character?
I'd like to do this without using plugins, because I fear that if I publish a game with plugins, I'd had to give royalties to the person who wrote the plugin. By the same margin, it may not hurt to show me a few plugins just so that I can read the code myself and maybe learn a thing or two when coding in the future.
Other than that, what do you guys think of reputation systems in general? Any games do them right? Any games don't do them so well? What are your thoughts?
All feedback is read and appreciated. Thank you.
I like that idea, but the question is: how would you do that in a game?
This is a question of coding. I use the RPG Maker VX Ace engine, if that matters. Let's use the example of my first game "The Bamford Tenement" about a guy who moves into a strange tenement and does quests with other tenants. It was fairly simple in it's design, but let's see how we can make it more interesting with reputation.
Say Clouse (Protagonists) does quests for Dante (NPC). How would I write a script so that each time Clouse does a quest for Dante, it raises or lowers reputation with him based on the player's actions? As an edition, how would you create a mechanic where you could go to the pause menu, click on a tab for reputation, and see your standing with each character?
I'd like to do this without using plugins, because I fear that if I publish a game with plugins, I'd had to give royalties to the person who wrote the plugin. By the same margin, it may not hurt to show me a few plugins just so that I can read the code myself and maybe learn a thing or two when coding in the future.
Other than that, what do you guys think of reputation systems in general? Any games do them right? Any games don't do them so well? What are your thoughts?
All feedback is read and appreciated. Thank you.
Radiant Questions: Is there a right way to do them?
Alright, these are some good answers. I thank you all for your thoughts.
I've heard some good ideas, such as the reputation system. That's really neat: each randomized quest adds a little bit to a connection between the player and the NPC/Settlement. That way, doing small random quests build up meaning over time.
Someone mentioned that Fallout 4 Radiant quests were designed to encourage the player to explore areas that weren't apart of the original storyline, but they were also too much of the bulk of quests in the game. I can understand that: though there was a money reward and sometimes a few items to be gained, you were forced to keep going back and doing the same thing over and over again with no real progression, it just felt like a choir after awhile.
But many of you said that quests could be done in such a way that they aren't so simplistic and repetitive. Such as using different NPCs to give the quests, having more variety in challenges, quests adding up to something bigger, stuff like that.
Thanks, guys! Your thoughts really helped.
I've heard some good ideas, such as the reputation system. That's really neat: each randomized quest adds a little bit to a connection between the player and the NPC/Settlement. That way, doing small random quests build up meaning over time.
Someone mentioned that Fallout 4 Radiant quests were designed to encourage the player to explore areas that weren't apart of the original storyline, but they were also too much of the bulk of quests in the game. I can understand that: though there was a money reward and sometimes a few items to be gained, you were forced to keep going back and doing the same thing over and over again with no real progression, it just felt like a choir after awhile.
But many of you said that quests could be done in such a way that they aren't so simplistic and repetitive. Such as using different NPCs to give the quests, having more variety in challenges, quests adding up to something bigger, stuff like that.
Thanks, guys! Your thoughts really helped.
Radiant Questions: Is there a right way to do them?
I'd like to ask you all about your thoughts on radiant quests.
In case you don't already know, a radiant quest is a randomly generated quest with simple instructions that can be given over and over again such as "Go to X and kill Y this many times" or "Go get me Z amount of X." The best example is Fallout 4's "Minutemen quests" which repeatedly send you to different settlements on the world map to either kill raiders, mutants, and any other randomly selected enemy.
From what I've seen, Radiant quests aren't particularly liked in the gaming community. There is of course a lack of immersion when you're practically doing the same quest over and over again, just with slightly different circumstances each time.
However, from a game developer's standpoint, they are easy to create and provide the player with endless opportunity to receive money and experience.
I'd like to use radiant quests in a future game, but I want to know if there is a way to make them so that they are fun and interesting to play. I don't want to just make a quest-giver who hands out the same "My daughter/brother/wife was kidnapped, go to point X and save her" quest over and over again. I'd like to consider a way to make the quests more tolerable than that.
What do you guys think? Is there a way to do radiant quests so that they're more exciting? Do you have an idea that you always wished would appear in a quest system in a game?
All feedback is appreciated. Thank you.
In case you don't already know, a radiant quest is a randomly generated quest with simple instructions that can be given over and over again such as "Go to X and kill Y this many times" or "Go get me Z amount of X." The best example is Fallout 4's "Minutemen quests" which repeatedly send you to different settlements on the world map to either kill raiders, mutants, and any other randomly selected enemy.
From what I've seen, Radiant quests aren't particularly liked in the gaming community. There is of course a lack of immersion when you're practically doing the same quest over and over again, just with slightly different circumstances each time.
However, from a game developer's standpoint, they are easy to create and provide the player with endless opportunity to receive money and experience.
I'd like to use radiant quests in a future game, but I want to know if there is a way to make them so that they are fun and interesting to play. I don't want to just make a quest-giver who hands out the same "My daughter/brother/wife was kidnapped, go to point X and save her" quest over and over again. I'd like to consider a way to make the quests more tolerable than that.
What do you guys think? Is there a way to do radiant quests so that they're more exciting? Do you have an idea that you always wished would appear in a quest system in a game?
All feedback is appreciated. Thank you.
@Inverno13
First off, thanks a lot! I appreciate it.
Secondly, really? Not clear enough? I could look for ways to make it seem that way. But in a way, the game kinda expects you to assume there is one ending when there really isn't.
And yes, the Shut Off button can be used on the Final Boss. That's why you gotta use it wisely: you can really use it on anybody, but once it's gone, then it's gone.
Anyway, thanks a ton!
First off, thanks a lot! I appreciate it.
Secondly, really? Not clear enough? I could look for ways to make it seem that way. But in a way, the game kinda expects you to assume there is one ending when there really isn't.
And yes, the Shut Off button can be used on the Final Boss. That's why you gotta use it wisely: you can really use it on anybody, but once it's gone, then it's gone.
Anyway, thanks a ton!
The Titanium Ten
author=Archeia_Nessiah
Hi DoctorRocket, as a fan of mundane tasks turned crazy, your game synopsis peaks my interest and I wish to play it/let's play later on the line!
That's awesome to hear! Thanks a ton for that.
The Titanium Ten
author=WheelmanZero
I find the story's main concept hilarious and the characters likable. So far I'm diggin' it. One little tip to help you get rid of that pesky "character showing up for a second before the game starts" problem. In the database under the system tab, you'll find a group of checkbox options in the upper right hand corner of the screen. Just check off "transparent on" and presto! Your character will be invisible from the start of the game until you use the "change transparency" command through an event. Hope that helps!
Really? I was wondering how I could fix that. I'll be sure to try that out! After all, I'll be resubmitting the game with an update soon of all the fixes, so I can do that.
Thank you for your feedback! I'm glad you liked it; it took a while to make. And I knew there would be issues but I'm glad people on this site are cool enough to help me fix them.
Let's Play: The Titanium Ten - Part 01
First off, thank you for your help trying to improve the game. I will take it all into consideration when I fix it, which I will.
I tend to submit the alpha version and then when people begin submitting their feedback I correct it in the next update. I'll be sure to check the vid when I have the time.
1: I had that same thought to: I could try lowering them. Then again, I tried to balance out the pricers versus the money gained so that the player never had too much money on hand. But I will correct that to the best of my ability.
2: Really? That's strange. Eh, coin baggies are a new idea for my games so I'm sure there would be an issue. I'll fix that right away.
3: The purpose of a pawn shop is to do just that, but if you feel like the pawn shops are far and few in between, I could try setting it so that bartenders can buy and sell.
4: I can fix that, that problem tended to pop up for me a lot too.
5: To be honest, I'm not a drinker either. But I liked the idea when it came to me: it just felt different from what I normally saw.
Thank you for your feedback! I'll be sure to update the game with your suggestions.
I tend to submit the alpha version and then when people begin submitting their feedback I correct it in the next update. I'll be sure to check the vid when I have the time.
1: I had that same thought to: I could try lowering them. Then again, I tried to balance out the pricers versus the money gained so that the player never had too much money on hand. But I will correct that to the best of my ability.
2: Really? That's strange. Eh, coin baggies are a new idea for my games so I'm sure there would be an issue. I'll fix that right away.
3: The purpose of a pawn shop is to do just that, but if you feel like the pawn shops are far and few in between, I could try setting it so that bartenders can buy and sell.
4: I can fix that, that problem tended to pop up for me a lot too.
5: To be honest, I'm not a drinker either. But I liked the idea when it came to me: it just felt different from what I normally saw.
Thank you for your feedback! I'll be sure to update the game with your suggestions.
The Titanium Ten
author=shayoko
Ver 1
random thoughtswhats that girls relationship to you? if lovers why seprate rooms?
a college student with no college :D
was under the impression this was set in a modern era then we see a guard from the age of kings o.o
preloaded maps ftf!
not a fan of stat boosting items especially when sold
juliet seriously needs to re-evaluate her life if that guy is that important to her.
having signs near the entrance of each path would help a lot
random battles are extremely annoying there should be something that negates them
i wonder if anyone else gets a 5+ second delay when running from battle. it just freezes
the tenement (yeah i happen to know what this is from :3)
why does the game stop you from going to the next town before getting the drink and others it doesn't?
like in the dust town for example you can immediately go to the next one.
the library in bishops hill is just a re-skin of the museum in beach town!
i wonder why the sewers are switched? the east is on the west and vice versa
why would i want to order a pizza? and why deliver it to places other then my house?
you know one of the only likeable characters in this game is your ex girlfriend...and you keep being a dick to her...
sandras starlight is in Japanese
thoughts 5H+? (don't know i stopped caring at some point)
...this isn't a review just a short rant why i hate this game-alcohol
-boring characters
-random battles
-poor grammar
-more alcohol
-more random battles
-more poor grammar
-even more alcohol
-even more random battles
-even more poor grammar
-a lot more alcohol
-A pointless and stupid story.
-and a lot of copy pasted maps
Overall
I really despise this game. hours of my life lost on this terrible experience.
Sorry to hear that you didn't like it. Though that makes me wonder, why send me an email telling me what I could fix if you're this opposed to the game?
I'll consider what you said though: I'll be sure to place it in the paper shredder marked "hater comments." I'll check back on it when I have the time.
Keep in mind that this was a game I challenged myself to finish in just 2 months. I knew there were bound to be problems here and there but I figured that people (like you maybe) could help point them out without being malicious.
If you think something is wrong with the game, note me what you can find and I'll fix it. If it's a waste of your time to play it, then don't waste my time with your thoughts.
That is all.
Have a wonderful day.













