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Concept for a new game
I've been toying around with my original concept and have a few proposed design changes:
I realized that, as LockeZ pointed out, having a single player in the party severely limits the variety of solutions to "problems". At the same time, I don't feel having multiple party members would work well, especially with the combo system. With that in mind I'm considering a TBS. With clever enemy and map design, I feel this would engage the player a bit more and would still allow a variety of skills, especially with range being an issue now.
Because a TBS with one player isn't amazingly engaging(though it can be), I'm thinking allowing the player to recruit other members of the Monastery. They'd more or less be faceless mooks with a random name, at least while I sort things out. You'd still only have one of the main characters in your party at any given time, and I'm considering giving each a unique specialty that provides boosts to certain statistics(move range, attack range with ranged weapons, etc etc). Eventually, when they do meet up, you'd be able to select which one to command your soldiers.
To supplement that I'm also considering adding some RTS elements to the game and allowing the player to gather materials such as wood, ore, fabric and animal hides.. These materials could then be donated to the Monastery to allow the local craftsmen to create new or improved items. Wood, for example, would allow the creation of bows and basic arrows, and wooden training weapons and equipment to help train recruits. Having both wood and ore would allow the creation of crossbows and polearm-type weapons. Animal hides would allow leather-like armors(and with ore, certain types of armor like banded mail), while fabric would yield higher quality clothes. You'd essentially be upgrading your source of gear at your own pace while proceeding through the game, rather than just wandering to the next town and buying whatever is better.
As far as the actual resource gathering goes, I'm thinking the player will have opportunities to gather resources throughout the regular story, but can also go on excursions from the village if they so feel like it. Where they go and what they can gather will be somewhat dependent on story progress. Eventually they'll be able to hire others to go gather resources for them.
All of the above would additionally contribute to training recruits for you to bring to battle and allow you to train and use different unit types.
I realized that, as LockeZ pointed out, having a single player in the party severely limits the variety of solutions to "problems". At the same time, I don't feel having multiple party members would work well, especially with the combo system. With that in mind I'm considering a TBS. With clever enemy and map design, I feel this would engage the player a bit more and would still allow a variety of skills, especially with range being an issue now.
Because a TBS with one player isn't amazingly engaging(though it can be), I'm thinking allowing the player to recruit other members of the Monastery. They'd more or less be faceless mooks with a random name, at least while I sort things out. You'd still only have one of the main characters in your party at any given time, and I'm considering giving each a unique specialty that provides boosts to certain statistics(move range, attack range with ranged weapons, etc etc). Eventually, when they do meet up, you'd be able to select which one to command your soldiers.
To supplement that I'm also considering adding some RTS elements to the game and allowing the player to gather materials such as wood, ore, fabric and animal hides.. These materials could then be donated to the Monastery to allow the local craftsmen to create new or improved items. Wood, for example, would allow the creation of bows and basic arrows, and wooden training weapons and equipment to help train recruits. Having both wood and ore would allow the creation of crossbows and polearm-type weapons. Animal hides would allow leather-like armors(and with ore, certain types of armor like banded mail), while fabric would yield higher quality clothes. You'd essentially be upgrading your source of gear at your own pace while proceeding through the game, rather than just wandering to the next town and buying whatever is better.
As far as the actual resource gathering goes, I'm thinking the player will have opportunities to gather resources throughout the regular story, but can also go on excursions from the village if they so feel like it. Where they go and what they can gather will be somewhat dependent on story progress. Eventually they'll be able to hire others to go gather resources for them.
All of the above would additionally contribute to training recruits for you to bring to battle and allow you to train and use different unit types.
Concept for a new game
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Concept for a new game
author=CashmereCat
Usually when you're punching in Up-Left-A-B-B-Up-B-Start-Select it's about punching your enemy in the groin, then kicking him in the head, then kneeing him in the crotch... again. Yeah, I don't know. It seems kind of weird using these combo attacks to, well, not attack, but rather just fuse up a bunch of energy balls for you to use later.
Ah, I should have been a bit more specific(late night topic creating and whatnot). They're still attacks and still do damage. They just also generate TP and MP, which is used for other skills. The Input Skill Combo system's big feature isn't just being able to use combo attacks - It's that certain specified combinations can trigger a special skill(assuming you know the skill and have the resources to use it). So for example, you could attack and use "Punch" "Punch" "Kick", which might trigger the special skill "Roundhouse Kick" for additional damage.
As for learning new skills, I have two options in mind. One is simple, the other is a bit more complex.
1) Method one involves using another script that allows you to level up skills and eventually replace them with another skills. This would be the simplest way to go about doing this outside of the standard "Oh, you hit Lv.30. Here, have a new skill". I'm not keen on this idea though. I'm trying to use as few 3rd party scripts as possible.
2) Method two would involve a minigame at certain points in the game to learn a new skill or improve an existing one. Perhaps you return to the Monastery and undergo further training, or something similar depending on the character.
Regarding the characters, I'm also unsure about that. It's just an idea at this point, and I might not even have multiple characters. If I do, though, you'll likely swap between them at set points during the game as if it were seperate chapters in a novel. They would most certainly meet up, but I'm unsure if they would actively team up for fights as the current system is geared for 1v1 battles.
Concept for a new game
And I could certainly use some feedback. I got a copy of VX Ace relatively cheap a while back(Thank you, steam!), and I've only just decided to actually get some use out of it. So I brought over my VX samurai pack and started messing around with Yanfly's Input Combo Skills script and eventually this whole idea came to mind. So, here it is:
Story
Set place in ancient China, the game will primarily focus on a Tibetan monk in Qokang Monastery. While incorporating Tibetan lore and themes, it would focus on the Chinese mythology of Pan Gu while incorporating other themes of Chinese mythology, such as the Eight Immortals.
Proposed Mechanics
The game's combat system would use the Input Combo Skill mechanic to it's fullest. Basic attacks would consist of stringing together punches/kicks/etc, with certain combinations unleashing a powerful technique. In addition, the player would be able to utilize combos in the style of Lion's Roar, Lama Pai, White Crane and Hop Gar(traditional Tibetan/Chinese martial arts). This would also feature the combo system, albeit being more powerful and costing TP to use. Finally, the player would eventually have access to Ninpō. Using Ninpō, they would enter a series of hand seals to use various offensive and support techniques, which would cost MP. While the idea of hand seals is Naruto inspired, it's important to note that none of the Ninpō skills will be things like Shadow Clones or the like. Finally, you have the Guard command, which will allow you to take a variety of actions. You can defend, prepare to dodge, prepare to counter, or attempt to reflect magic attacks. Countering costs TP. Reflecting costs MP.
In general, the basic flow of combat would go something like this:
1) Use basic combos to generate TP and MP
2) Use TP/MP to utilize martial arts and Ninpō or to defend
Simple, really. Beyond combat, the game itself would function similar to Wild Arms in terms of presentation, albeit with some differences. You would play through the story from the perspective of several different characters, but you would only be controlling one at any given time.
Does such an idea sound appealing? And is there anything you would suggest, and/or abololish completely?
Story
Set place in ancient China, the game will primarily focus on a Tibetan monk in Qokang Monastery. While incorporating Tibetan lore and themes, it would focus on the Chinese mythology of Pan Gu while incorporating other themes of Chinese mythology, such as the Eight Immortals.
Proposed Mechanics
The game's combat system would use the Input Combo Skill mechanic to it's fullest. Basic attacks would consist of stringing together punches/kicks/etc, with certain combinations unleashing a powerful technique. In addition, the player would be able to utilize combos in the style of Lion's Roar, Lama Pai, White Crane and Hop Gar(traditional Tibetan/Chinese martial arts). This would also feature the combo system, albeit being more powerful and costing TP to use. Finally, the player would eventually have access to Ninpō. Using Ninpō, they would enter a series of hand seals to use various offensive and support techniques, which would cost MP. While the idea of hand seals is Naruto inspired, it's important to note that none of the Ninpō skills will be things like Shadow Clones or the like. Finally, you have the Guard command, which will allow you to take a variety of actions. You can defend, prepare to dodge, prepare to counter, or attempt to reflect magic attacks. Countering costs TP. Reflecting costs MP.
In general, the basic flow of combat would go something like this:
1) Use basic combos to generate TP and MP
2) Use TP/MP to utilize martial arts and Ninpō or to defend
Simple, really. Beyond combat, the game itself would function similar to Wild Arms in terms of presentation, albeit with some differences. You would play through the story from the perspective of several different characters, but you would only be controlling one at any given time.
Does such an idea sound appealing? And is there anything you would suggest, and/or abololish completely?
Songs That Were #1 Hits In Your Country (From Mid-20th Century to Present Only)
How about some Billy Joel?
December 9th to December 16th, 198
We didn't Start The Fire, by Billy Joel
December 9th to December 16th, 198
We didn't Start The Fire, by Billy Joel
R.I.P. RPG Revolution
I can't really blame Rydin for it. It was my understanding that he didn't have time to keep managing the site and that fueled his decision to sell the it when iEntry offered. The first week or so under iEntry was fine, actually - They had a nice rep join the forums and talk with us, and helped iron out some issues. It was a bit after that that things started going south. Said rep just sort of stopped responding and stuff that needed fixing never got fixed.
Fun Fact: Although iEntry listed(and still lists) RRR on it's site map, it never once had a direct link to the site as it does with most of it's other sites.
http://www.ientry.com/page/ad/gamerschannel.html
That's a list of iEntry's "Gamer's Channel" website, most of which suffered the same fate RRR has.
Fun Fact: Although iEntry listed(and still lists) RRR on it's site map, it never once had a direct link to the site as it does with most of it's other sites.
http://www.ientry.com/page/ad/gamerschannel.html
That's a list of iEntry's "Gamer's Channel" website, most of which suffered the same fate RRR has.
R.I.P. RPG Revolution
From what I know, the majority of the active members were already either here or at HB Games. Like Ratty said, iEntry's lack of damns led to the staff not doing anything, as pretty much all site improvements and the like would have to be done through iEntry.
R.I.P. RPG Revolution
Well, it was fun while it lasted but it appears iEntry has finally stopped giving a damn and let the site die - No announcement or anything. Just a sudden "down for maintenance" error and it's now an advertising domain. As a longtime member and former moderator there, it makes me sad to see the site gone. It may not have been that active in its last year of life, but it will be missed.
Post your Music
How about some Chrono Trigger goodness? I made a little mix of Too Far Away Times:
https://soundcloud.com/rastsekyd/too-far-away-times
Working on some original stuff, though, but that's gonna take some time.
https://soundcloud.com/rastsekyd/too-far-away-times
Working on some original stuff, though, but that's gonna take some time.














