RPGCREATOR'S PROFILE

My real name is Joel. I´m at the moment of writing 25 years old, part-time employed at a cleaning company. In my spare time, I mostly play games, write stuff and create things in the different RPG Maker programs. I mostly just create. I haven´t released anything in a complete state since just tinkering with the editor gives me joy.

I have a special project ongoing for longer than I thought though. It´s called "The Lost Discovery". You would find the game page on the site.
I´m from Sweden, so my primary language is unfortunately not english, so my grammar can be really bad at times. One of the minor setbacks when you want to create games and release them to the international crowds.

More is to come later on.

Search

Not saving giving a better reward?

So, I'm working on something for the moment where the game is divided into missions (instead of chapters and so on). For every mission you will get a mission briefing telling you why you are there and what's need to be done. However, before every mission you have the chance to save your progress. The save option will return once again as you complete a mission. That's when it hit me. A really annoying feature for some maybe. How about, if you decided not to save, you would get a better reward at the end of the mission than if you would save? The player will know that not saving his/her progress will give off a better reward at the end, but the player can still choose. I'm just gonna ask what you think about this "optional reward system".
I understand that it's a feature which will be greatly hated by some, but still. I thought it to be somewhat interesting and would like to hear your thoughts.

EDIT: I'm talking about the moment when you save at the start of the mission and not the end of it.

Logical connection?

Well. I actually have a problem here which I caused upon myself since I thought it would fit the next area better, but I would need another person's perspective on it.
What I'm talking about is how well these two areas connect to each other. The one with the tower is the first screen as you may have guessed and the player is meant to move south unto the dark forest.
Would it be okay to have it like this? A lot of trees bundled together like the first screen and in the next you enter this place where everything is dark around you and the forest is a bit more square-ish. How much of an annoyance is this to you as a gamer?
I hope you understand what I'm asking and I really hope this is the right forum for it.

http://imgur.com/AhPkysz,aJhsCDY#0
http://imgur.com/AhPkysz,aJhsCDY#1

Script help - YANFLY ENGINE ACE - INPUT COMBO SKILLS

I need help with this script (YANFLY ENGINE ACE - INPUT COMBO SKILLS). I do understand it, kinda, but what I don´t get is how to string combos into a new skill.
If I, for example, choose three skills and want that to result in a special skill, how can I perform that. I understand the roles of noteboxes in this script, but I´m not sure how to use this particular feature of how to string toether combos to form another skill.
I hope you understand even though my english is kinda... half-bad perhaps.
Not sure if this is the right forum for this question either, but please move the thread in that case.

Another leveling system where you don´t level

I´m not going for the usual leveling system in my game. I´m doing more of a Metroid thing where you find your powerups. ATk,DEF; MAG powerups and even Level ups which are awarded for defeating a boss (like Zelda). This means that battles must be well thought out. every battle needs to be mostly, but what I mean is that you have give the player a chance even if they are at Level 1. Give some strategic skills that could be used well in the right combination and think about everyone´s stats in different circumstances.
What do you think?
I´m using it now in my main project and I´m not really gonna throw this idea away, but if you have any decisions how to make it better I would be really happy. :)

Coming up with a story as you go

Have you ever created a story for your game as you you went along editing it in the maker and how did that go for you? Is it possible to create a game without a story you already have thought up and is on paper in beforehand?
This is merely a curious thought I have about the importance of a well thought out story and if there are cases (even though I guess they are pretty rare) that a spontane story actually works for a player. To some people, the obvious answer is that a story needs to be there in some sort of form before you begin.

I am working on my project now with a story I thought out first before you ask, so it´s not a question of me being lazy and hoping for a chance to get a better story as I go along. Just want to hear people´s opinions. Is it possible to enjoy a spontaneous story?
Pages: 1