ENKER'S PROFILE

An English Graphic Designer and Illustrator with a passion for gaming!

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It's A Baby Dragon!

Phantasy Star III delt with pregnancy multiple times, as the game took place over multiple generations choices as to which character your avatar ended up with romantically led to their child becoming the next avatar. This happened 3-4 times over the course of the game and made for lots of potential characters along the way. Whilst the actual nitty-gritty of birth was never really gone into too much, it did show consistancy.

On that note, there is a mini-quest in Shadow's Reach that starts at the very beginning of the game and impacts the rest of play. Right in the first town you can choose to help get two NPCs together romantically. After which you re-encounter them later in the game and are guests at their wedding, and again at a later town where they have brought their first house. Later on they announce the females pregnany and you even get to help in the birth (by running around in an attempt to 'help' in a generally male panicked way). All optional assuming that you have gone through the other steps of course.

Mission-Based RPG

It's not a question of perspective or form, more one of fustration when (as an illustrator, used to being able to work in as much detail as needed and on any size scaled back down) having to work within such a small scale. It fustrates me when a character I've designed to incorperate certain elements just can't display them due to size - hence I let others do the spriting.

What would make an rm2k3 game be great at being itself?

Utilising elements from such webcomic classics as RPGWorld and VGCats you can easily produce a list of series 'staples' that self parody within a story. For example a hero obsessed with level grinding, the breaking of the fourth wall to speak directly to the player, and jokes based around the game disc skipping, etc.

Mission-Based RPG

just a small update - now featuring over 100 spells that can be taught to a unit or the main character at any time when purchased with Victory Points. This total does not include class starter abilities or moves unlocked by party groupings.

Mission-Based RPG

I'm a professional artist by trade, and oddly sprite-art has always been my keen weakness, lol. I don't know what it is about it - I think that I try to squeeze too much detail from my concept sketches onto the tiny figure that the game will actually portray.

Ok guys, can we get a list of moves and skills (pokemon TM/HM style)that we'd like to see in the game? Each skill idea will be split into six seperate skills, based on heavy, medium and weak power as well as single or multiple targets.

BASICS WE HAVE:

(Light and Dark magic is unique to the Hero character and dependent on which of the two they choose at the start of the game)

Fire - x6 for various levels of use.
Ice - x6 for various levels of use.
Water - x6 for various levels of use.
Thunder - x6 for various levels of use.
Earth - x6 for various levels of use.
Wind - x6 for various levels of use.
Healing - x6 for various levels of use.
Status Curing - Fore each status effect in the game.
Shields - For each element + physical attak.

Ideas . . . GO!

Mission-Based RPG

Got it :D nice piece of work there

Mission-Based RPG

Sounds extremely promising indeed - an all-original set would be wonderful!

Mission-Based RPG

At the moment of writing we have:

IN-GAME . . .

- Additional start menu containing 3 options, start game, backstory and version credits.
- Character Creation (Hero).
- Residential Area of Home Base, containing the protagonist's bedroom (starting/saving point of the game) Canteen, NPC Bedrooms x2, and Watchtower.
- NPCS in said rooms that react differently to your sex (M or F) and allignment (Light or Dark) with some favoring one or the other, and all having something different to say depending on your choices at creation.

GENERAL . . .

- Scratch-built chipset and 3x unique loading screens to replace the generic ones (Maker Details, RM Network and 'community project' header).
- Vocabulary edited throughout the basic game system.
- Attributes and Conditions created. 2 new status effects being 'Mistrust' which creates tension and a chance of in-fighting within an unbalanced party, and 'Chibi' which shrinks them down to size.
- Healing and status raising items done.

TO DO:

- Complete base area.
- Turorial dungeon or scenario.
- Opening cinematic.
- Character classes + creation system
- Weapons, Armor, Special add-ons, buyable 'skills' items.
- Free skills for every class + huge bank of extras to teach.
- Monsters and monster parties.

Once I've gotten through all of that we'll have the entire basic system down and can begin to start throwing some bad-ass original missions at the first release to give people some serious playing time.

Suggestions for a list of special abilities guys? Each class comes with 1 free ability (which will be decided later) but we're going to need about 100-200 purchasable and teachable skills to throw at the player as well (think Pokemon TMs and HMs or Materia), so start listing all the kind of skills you like to see in a game!

The Next Maker?

Given the Microsoft led X-Box on the market, sharing many key features with your standard PC - it would be interesting to see RPG Maker games being available for download on their network. After all the PS has always had its own brand of console-based RM series.

Mission-Based RPG

Right - at the moment I have a rough build of the character creation process for the main hero, as well as about a quarter of the home-base area put together. As soon as the build is approaching something more complete I'll put it into a demo-format for people to wonder around and get to know the layout.