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NEVERSILENT'S PROFILE

NeverSilent
Got any Dexreth amulets?
6299
- Silence is silver, speaking is golden -


Character Profile:

Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11


Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5

Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1


Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic

Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.


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Loyal Master of the Wind fan!



Mia & Amalie will save us all!



Obey the Tezkhra!



Damsels of the world, join the Mayhem!



Proud member of the Flowey Fan Club.

The Book of True Will
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.

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New Make a Map page, Updates, and Issues

author=unity
If I look from the perspective of purely what I would want, as a player, I'd want the warning but still the ability to save. I might still screw up with the saving, but it'd be my own fault if the game gave me ample warning.

Exactly this. I would even recommend making a choice window pop up every time a player tries to enter a Curse Dungeon. (Something like "You are about to enter a dungeon that was cursed by the Wyrm Wizard. This entrance will seal itself as soon as you pass through, so you won't be able to escape any more except by using an escape item. Are you sure you are ready to continue?")
But if the player still decides to enter, waste all escape items and not use more than one save file, that's indeed their own fault then. Nobody expects you to hand-hold the player like that, and most people will appreciate a decent challenge in their games.

About the way the escape item should work: I'd definitely prefer the concept of "Item A". It would still reward not needlessly wasting the escape item since you can stack and save them for more difficult dungeons, but using it would not feel like as big a deal as with concept B. (Maybe it's just because I'm an item hoarding type of player and would definitely try to collect as many Craze Medaillons as physically possible, thus avoiding using the escape item, too.)

author=unity
It might be novel to have one item that doesn't play along with the IP rules and allows you to save them up. This has the downside that smart players can try to stockpile them. But this can be countered by the growing difficulty of the dungeons where having more might save your bacon.

Again, exactly this.

Also, with concept A, you can decide whether to give one escape item to the player the moment he enters the dungeon, or to hide it (or multiple, in case of especially difficult dungeons) somewhere in the dungeon itself, making exploration even more rewarding.

Just my two cents, anyway.

New Make a Map page, Updates, and Issues

I agree with Liberty's solution except for the "disable saving" part, because that could be potentially frustrating. Other than that, the concept of having one, and only one chance to retreat sounds challenging but fair to me.

Wyrm Warriors

Great, thank you, LockeZ! That helps a lot.
And how did I manage to completely forget about the inn? Verbal headbutt to myself.

Wyrm Warriors

I played the demo again and everything is pretty awesome so far. Still, there are a few things I wanted to ask or bring to your attention (it was still version 0.04 though, so maybe some of this has already been solved):

- I know the player should be able to switch out active party members even during battles, but I just couldn't figure out how to do that. Is this feature not implemented yet or is it just me being oblivious?
- Is there some way to regain SP other than with items? I managed to beat the first required dungeon without using any items, but now all my characters are out of SP and I don't have enough SP restoring items for them all.

And here's some nitpicking:
- The description of Andri's passive ability Mana Fist-Pump says he regains MP for defeating enemies, yet in-game they are called SP.
- Kathleen's passive ability Spirit of Giving only works during battles, which is not indicated in the description.

WYRM WARRIORS: Design Equipment

author=CashmereCat
Equipment Name:VX Mace
Equipment Type:Mace
Description:It's a stylish mace.

Equipment Name:Parall Axe
Equipment Type:Axe
Description:An axe that has a slight chance to paralyze opponents.


Genius!

WYRM WARRIORS: Design Equipment

For more possible references to community members:

Equipment Name:
Dude Softener
Equipment type:
Weapon (club/staff)
Description:
The impact of this enormous club makes even the hardest dude soft. Has a chance of applying a DEF debuff upon attacking.

Equipment Name:
Wildvest
Equipment type:
Armor (light/medium)
Description:
Most perfect raiment.

Equipment Name:
Owl-feathered Hat
Equipment type:
Hat
Description:
Protects your head against loss of memories. It also makes you look rude.

WYRM WARRIORS: Design Equipment

Edited the "Chainmail of Retribution".

Also, these:

Equipment Name:
Sky Robe
Equipment type:
Armor (light)
Description:
A very long robe from the top of the sky. Protects against wind damage.


Equipment Name:
The Unity
Equipment type:
Accessory
Description:
Wyrm Warriors, unite! A legendary jewel that does not only raise many stats, but also grants the entire party a moderate stat boost as long as its wearer is in the active formation.

(I think unity deserves some extra credit for all the time and energy she put into this project.)

WYRM WARRIORS: Design Equipment

"Beautifulesque Cape" is like the best idea ever!

Some more ideas:

Equipment Name:
The Grumpy Knife
Equipment type:
Weapon (dagger/knife)
Description:
A small but intimidating blade that deals Dark damage.

Equipment Name:
Master-of-the-Wand
Equipment type:
Weapon (wand)
Description:
A powerful artifact shrouded in mystery. Normal attacks have a chance to blind.

Equipment Name:
Chainmail of Retribution
Equipment type:
Armor (heavy)
Description:
Unique magical armor that grants its wearer a high counterattack chance.

WYRM WARRIORS! Design a Dungeon!

Okay, here we go.

Required Dungeon's Name: Dome of Order
Diamond Element: Diamond of Logic

Description: A huge dungeon that is based on the idea of absolute order and symmetry. Puzzles will be either logic based (figuring out codes or ciphers; hints can be found throughout the dungeon) or have to do with "restoring order" (for example by finding and removing something that doesn't fit).
The Dome should be easy to navigate in principle, but have lots of small rooms and corridors that often look very similar (too much order can be confusing, too, after all).

Monsters: Monsters can look like geometrical shapes that have come alive. They would have slightly higher stats than average monsters, but would always use their skills in a regular sequence. That way, the player can effectively plan his counter-strategies after he has found out a particular enemy's skill pattern. The enemies' skill names should be based on mathematical operations or other examples of "order".

Boss: The "boss" guarding the Diamond consists of multiple enemies that look like or are based on the form of numbers. These need to be defeated in a specific order. All of them are participating in the fight, but only one (for example the one with the lowest "number") can be damaged. All other "boss parts" are invincible until the right one has been defeated, then the next one of the sequence becomes vulnerable. Also, the last "boss part" can have a skill called "Divide", which shows an animation that looks like the target is literally divided into two parts, then halves the target's current HP.

Other Notes: Since logic based puzzles aren't everyone's cup of tea, enough hints should be available (either to be found inside the dungeon or provided by party members) so they don't become frustrating.
Some characters could also speak their mind about the dungeon for additional flavour: More logical characters could say how they appreciate the atmosphere of the Dome, while more impulsive characters could complain that this type of stuff isn't what they became adventurers for.
Since "The Labyrinth of Madness" (Arandomgamemaker's optional dungeon) is more or less a chaos-themed dungeon, it could be an idea to connect these two. There could be a hidden treasure chest somewhere in the Dome that contains an item (maybe: "Key of Entropy") that would later grant the party access to the "Labyrinth of Madness". Just an idea, though.

I hope this dungeon idea is at least somewhat useful to you.

WYRM WARRIORS! Design a Dungeon!

I know I'm way late for this, and I don't even own RPG Maker VX Ace, but I really like the ideas behind this project. Would you allow me to contribute an idea for a dungeon (even if I can't create it myself)?