New account registration is temporarily disabled.

PHANTASMAX'S PROFILE

Software engineer by day, game developer by night.
UnEarthed
SNES Style Top-Down Action RPG

Search

Filter

What are you thinking about? (game development edition)

author=Waxius
PhantasmaX,

That is an awesome video. I love how the heroine starts with a sword, and later gets a gun and throwing stars. It's a great demo and your game shows incredible promise.

Nothing wrong with having an ambitious first project! Most of the battle engine in my game I wrote back in 2013, then I left it alone for four years. It was only just recently that I was able to share stable versions of the game while I iterate improvements on it over time.



Thanks! Glad you like what you see. I'm hoping to get enough progress done on it to the point where I can make a game page here, and maybe showcase a playable demo!

What are you thinking about? (game development edition)

author=Waxius
author=PhantasmaX
My first game that I am making for the past 3 months started out as a platformer Mario-like game, then I wanted to make it more like Megaman because we need action. However, some elements from street fighter are cool and might look good in the game, so I wanted to add that. Then I wanted to make it an RPG like Diablo, but plays more like the SNES Tales of Phantasia game (2d hack and slash sorta). Then I remembered an old MMO I played (Wonderking) which is kinda like maple story, and wanted to make it kinda like that. However the most important part is that the game kinda needs to feel like an SNES RPG somehow, not the same gameplay, but the same feeling you get from the story. Well, not to my surprise, my game became kinda complex. Now I am wondering if I made a mistake somewhere with my thinking!
Did you get all that sorted out?


Hmm, I'm not sure to be honest. I've been building the systems in my game for the past 4 months and it's turning out like how I was imagining it, which is good I guess. I broke all the rules for building your first game (make a small game, with low complexity, etc) so I find myself going back into old code and fixing things often because when I started, I had no clue what the heck I was doing. I probably need a few more months before things get fleshed out. The big problems will come later when I need to come up with a story, and find someone to do the art/music etc.

Here's what it looks like so far...

Tunnels of Doom RM2K

Hey this looks interesting. Subscribed!

Screenshot Survival 20XX



It took me 2 weeks, but I finally finished coding a shop system with limited item buyback for my RPG. The amount of code and logic that went into this was a lot more than I anticipated, especially when it came to stackable items.

Whatchu Workin' On? Tell us!

author=Kyoui
Workin' on turning my Touhou fangame into something more original.


Hey this looks pretty neat. Was it hard to make this type of game in VX Ace?

Shop System - Item Buyback question

author=Crystalgate
One option is to change the selling method to bulk instead. Basically, the player selects all the goods to sell. Then when the selection is done, the player chooses to sell the items at once and has to confirm the choice. If the player sells that way rather than one by one, it can just unselect any items chosen by mistake whereas if items are sold one by one, the player will have confirmed the sale long before having any time to react.

This sounds like the system that they have in Dungeon Defenders 2 when I last played it. The thing I didn't like about it so much was that I don't like additional popups or alerts (confirmations) whenever I try to buy or sell something.

I just wanted, one click, one buy ( shift + click to buy 10 for stackable items) because it seems smoother that way for me. But as you said, this type of system can be prone to a player mistakenly selling something, which is why I am concerned and have to contemplate building a buyback system. Here is the system that I have so far, might be easier to give feedback if you can see what it looks like:


Do you think adding limited confirmations might be a good idea when selling high quality items, i.e. sell a legendary or +10 upgraded item and it asks you if you really want to sell? What about adding both limited confirmation, and limited buyback?

Hey

Welcome! If you're new to making games, definitely start it out as a hobby. If the games you make look great and you enjoy it a lot, think about going commercial! Good luck with your games!

Skill Design - Forget mathematical balance, balance the feelings instead

Awesome topic, I will definitely keep this topic in mind when creating a skill system!

Shop System - Item Buyback question

Thanks for the insight! I want to try to avoid making a buyback system, but alas, my item system will probably have randomized stats on most items. I'll try to make it more like a limited buyback where only the last x items sold can be bought back, or maybe even an "undo sell" system though, so that it's not as complex. This is probably still gonna take me a few days :(

Shop System - Item Buyback question

Regarding shop systems in RPGs, how important is item buyback nowadays? For example, you sell an item to a vendor, but then you change your mind for some reason and you wanna buy it back. Most of the older retro RPGs don't have this feature in their shop systems, and I never notice it because I don't think I ever used it, or use it very little. What do you guys think? I am thinking about whether I should implement this or not, but I don't know if it is a feature where people love or if its something where people barely notice.