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Is a quest system a good idea for an RPG Maker game?
I would also want to hear others' opinions on this. Here is my take on it. I feel like the rewards for quests be something for impact in order for it to be worth doing, otherwise, I would just ignore the quest. Side quests that tie to the main plot but don't derail it are also nice. At the moment, I'm also experimenting with a few ways to do side quests too, for example:
I have a guild job board set up. It has quests ranked by difficulty, that give a reward of gold, guild exp (for ranking up to take harder quests with higher rewards), and guild points (a form of currency). There is a guild shop that I set up that has a pool of powerful items that can only be purchased with guild points. This way, doing side quests has such as killing, collecting, bounty hunting hero monsters, etc, has some kinda meaning and impact, as you can get unique and powerful items if you keep at it. The job board quests get reset after a certain amount of time, so they are re-doable.
Another thing is chain quests. Long side quests where it's multiple tasks that need to be completed, and can stretch over many different regions of the game, but the reward on the end is good. Kinda like trying to get the Knights of the Round summon in Final Fantasy VII.
I have a guild job board set up. It has quests ranked by difficulty, that give a reward of gold, guild exp (for ranking up to take harder quests with higher rewards), and guild points (a form of currency). There is a guild shop that I set up that has a pool of powerful items that can only be purchased with guild points. This way, doing side quests has such as killing, collecting, bounty hunting hero monsters, etc, has some kinda meaning and impact, as you can get unique and powerful items if you keep at it. The job board quests get reset after a certain amount of time, so they are re-doable.
Another thing is chain quests. Long side quests where it's multiple tasks that need to be completed, and can stretch over many different regions of the game, but the reward on the end is good. Kinda like trying to get the Knights of the Round summon in Final Fantasy VII.
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Screenshot Survival 20XX
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What Defines Grinding
author=Sooz
I feel like trying to balance for every player type is a fool's errand, and a dev is much better served if they focus on whatever's best for the kind of audience they want. (Usually however the dev likes to play.)
It's also silly to try to "convince" a player to play a certain way, beyond basic signposting. Some people just want to play how they want to play, and if that breaks the game for them, then it's just not a good fit for them.
Words of wisdom spoken right here.
Whatchu Workin' On? Tell us!
I've been working on the combat system for my game. Coding enemy AI is driving me insane.
Other than that, took a break and made "Scroll spells", which are consumable items that I can access from my item bar that cast a spell. This will allow me to have unlimited number of spells/skills now.

Other than that, took a break and made "Scroll spells", which are consumable items that I can access from my item bar that cast a spell. This will allow me to have unlimited number of spells/skills now.
Whatchu Workin' On? Tell us!
@EtherPenguin
For single column with 3-4 options, I would make the cursor stop once it hits the end. When it becomes more than 1 column or if you have a lot of options in a single column, when you press down on the last option, it should go back to the top, same with left/right, it just makes navigating easier in my opinion. I also used this method in my menus/inventory system.
For single column with 3-4 options, I would make the cursor stop once it hits the end. When it becomes more than 1 column or if you have a lot of options in a single column, when you press down on the last option, it should go back to the top, same with left/right, it just makes navigating easier in my opinion. I also used this method in my menus/inventory system.
Splitting items into stacks?
Having access to all your items is not a burden, having no space to pick up new items is. In games like diablo 2, grim dawn, I always store stuff I don't need before going into a dungeon to loot.
Splitting items into stacks?
Hey thanks for the input, that makes sense. The stash I was planning was more like an inventory expansion so you don't have to carry around items/equipment you don't need, and also a way to organize items. I guess with what I'm doing at the moment, if I add a shared stash, I'll add in stack splitting, and if not, I can just ignore it. Thanks again!














