New account registration is temporarily disabled.

NULL1988'S PROFILE

Well I'm a first time RPG maker user and is just Interested in everything that has to do with game making. Scripting, music editing, mapping, sprite creation, everything. I don't however know much just trying to learn as much as I can. Using RPG maker VX ACE, and with that hoping to make good emotional games, I'm a video editer so I'm trying to make my games like a movie with of course game play. Hopefully it all works out.

Search

Filter

Logic in games - where do you draw the line?

True but to the traditional gamer especially RPG vets, we love to explore it's just part of the fun and frustration. I mean you take that away and all you have is every other game. I do agree with you there are other ways to reward the player but don't forget fantasy, exploration, getting lost in the game basiclly is the reason we call play this games. Right??

Crafting equipment vs buying it

See that's the thing even if you tried to cheat the programer can only make a Certain amount of weapons that certain classes can use and can only be made with certain items, so let's take FF8 for example, each player only had like seven weapons and each weapon used distinct items found through out the world of FF8 or gathered from monsters and a certain amount of those items as well, some items you had to get by fighting bosses, so yeah you couldn't really cheat and by the way LockeZ like what you said haha very true.

Logic in games - where do you draw the line?

Haha right, I guess it's just OCD but I always think that there is going to be that one NPC that is going to give you the secret to life or something and I am going to find it haha.

Logic in games - where do you draw the line?

Honestly I love your ideas, and yeah you're right that would take a lot of work and a pretty long time, but i mean it would be fun right?? Me personally I actually talk to the NPC's in the RPG games i've played it's pretty rear I don't talk to the NPC's. My buddy's actually hate the way I play because at times i'll actually sit there and wont leave an area untill i've talked to every NPC walking around or in a home. I love the idea you had about them telling tales about your quest, but that's just me. ^_^

Hello

author=kentona
A null pointer doesn't have to be a dull pointer! Welcome to RMN! Enjoy your stay!


I love that and thanks guys ^_^ love the community you guys are real helpfull.

Secret of Mana, anybody?

I love SoM, I still play it every now and then, that is actually one of the few things I still have from my childhood.

Which of the 7 deadly sins do you most relate with?

Greed: Medium
Gluttony: Medium
Wrath: Very Low
Sloth: High
Envy: Very Low
Lust: Very Low
Pride: Very Low
This is what the test said, so i'm lazy haha that's crazy.

Crafting equipment vs buying it

author=Null1988
author=Trihan
This is somewhat of a corollary to the topic about naming conventions, as something LockeZ said made my brain go off on a tangent about the role equipment plays in an RPG and what I want it to mean in my game.

A very good point was made that traditionally as the player progresses through the towns in a game the shops will store progressively better equipment for progressively higher costs, which may or may not be offset by the amount of money the player is getting from treasure/battles. However, the salient point was that this is largely useless in most games as the new equipment tends to either be not much better than the stuff you had before or not so much better that it justifies the price tag.

I was thinking about other ways to implement equipment in my game to keep this from being an issue for those who don't think the progressive nature of equipment adds anything to the game, and my first thought was crafting. I think Master of the Wind did this quite well, and I'm thinking of doing something similar with Tundra. That is to say that enemies will drop materials and such and the primary method of gaining equipment will be to use materials and craft it yourself.

However, this also presents potential drawbacks, in that you'll have to rely on luck to get the drops you need for the equipment you want. It also means that you'll have to balance money gains to make sure the player doesn't have so much money that other purchases become meaningless (because they're not spending money on equipment, or not as much as they otherwise would have). I'd also make it make a modicum of sense in the materials required for the equipment made, which would also limit the kinds of materials an enemy could feasibly drop. It's a good idea, but it still has flaws.

What other kinds of equipment "system" can you guys think of? What have you seen done in games that you think approached this topic particularly well? Perhaps you're doing/have done something cool with your own game. I'd be lying if I said I wasn't asking this hoping for some discussion that will generate ideas for myself, but I'm also curious as to what other people's opinions on this are.
I didn't read all the comment so i don't know if anyone brought this up but in FF8 you had to do that you could buy weapons and you had to get the items through events or mostly monsters, but the easyset way to get those items from the monsters was by getting Diablos as a GF and learning Mug and you where able to Mug items from the monsters and leave the battle. Don't know if that helps but yeah just thought it was worth mentioning if no one has already.


Sorry I meant to put couldn't buy weapons ^_^, you would go to shops and they would make them for you with the items you were supposed to get for the weapon.

Crafting equipment vs buying it

author=Trihan
This is somewhat of a corollary to the topic about naming conventions, as something LockeZ said made my brain go off on a tangent about the role equipment plays in an RPG and what I want it to mean in my game.

A very good point was made that traditionally as the player progresses through the towns in a game the shops will store progressively better equipment for progressively higher costs, which may or may not be offset by the amount of money the player is getting from treasure/battles. However, the salient point was that this is largely useless in most games as the new equipment tends to either be not much better than the stuff you had before or not so much better that it justifies the price tag.

I was thinking about other ways to implement equipment in my game to keep this from being an issue for those who don't think the progressive nature of equipment adds anything to the game, and my first thought was crafting. I think Master of the Wind did this quite well, and I'm thinking of doing something similar with Tundra. That is to say that enemies will drop materials and such and the primary method of gaining equipment will be to use materials and craft it yourself.

However, this also presents potential drawbacks, in that you'll have to rely on luck to get the drops you need for the equipment you want. It also means that you'll have to balance money gains to make sure the player doesn't have so much money that other purchases become meaningless (because they're not spending money on equipment, or not as much as they otherwise would have). I'd also make it make a modicum of sense in the materials required for the equipment made, which would also limit the kinds of materials an enemy could feasibly drop. It's a good idea, but it still has flaws.

What other kinds of equipment "system" can you guys think of? What have you seen done in games that you think approached this topic particularly well? Perhaps you're doing/have done something cool with your own game. I'd be lying if I said I wasn't asking this hoping for some discussion that will generate ideas for myself, but I'm also curious as to what other people's opinions on this are.


I didn't read all the comment so i don't know if anyone brought this up but in FF8 you had to do that you could buy weapons and you had to get the items through events or mostly monsters, but the easyset way to get those items from the monsters was by getting Diablos as a GF and learning Mug and you where able to Mug items from the monsters and leave the battle. Don't know if that helps but yeah just thought it was worth mentioning if no one has already.

GDI_SD275_by_UNGDI_SEA.jpg

This is crazy good you have some talent for reals.