RINE'S PROFILE

Game designer hopeful. Have designed several tabletop RPGs, and have long wanted to start into the video game space.

My focus when designing is to create challenging experiences that force the player to make difficult choices, and change the paradigm when someone thinks of an RPG.
Binding Wyrds
A modern fantasy game, delving into the shadows of the supernatural.

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Fun With Formulas

The formula I'm using for Binding Wyrds for all the damaging effects is actually taken from the tabletop game I designed that it is based on. It's a pretty simple formula...if you have dice around, otherwise its a bit wonky to do in RPGMaker, so I have a sub-routine in Game_battler to do the dice rolls.

In essence, its damage_stat - defense_randomizer(reduction_stat * 2)

With defense randomizer rolling a dice (rand function) for each point of defense its given, and 1/3 of the time reducing damage by 1. Given my attack values and HP are fairly low comparatively, this leads to a rather stable set of values for defense that is pretty reliable, but not set in stone.

In example, attacker has 5 attack, defender has 3 defense. So it goes 5 - randomizer(6). Best case scenario, all 6 points reduce damage, so the attack does no damage. Worst case scenario, none of the points reduce damage, so the defender receives 5 damage. On average, the defender will receive 3 damage though (6/3 = 2).

This makes defense a very important stat, as high defense can nullify a full attack if you're lucky, but doesn't make high defense enemies completely invulnerable. It also lets me play with formulas, as some 'armor piercing' attacks only roll defense, not defense*2 for example, and any attack that does set damage without counting defense, such as poisons/burning/deals exactly 1 damage, are very valuable against high defense foes.

Then again, I'm a bit of a tabletop nerd, so I like dealing with balanced odds and such.

Horror Genre in RPG Maker

Yeah, as long as you make a great game that stands out, go for it. If anything, look at what makes the cookie cutter games cookie cutter to avoid falling into that trap, and if you're doing something similar but well done, just make sure it doesn't -look- cookie cutter. A lot of the great games done in RPG maker tend to be just good ideas executed very well, where the same idea executed poorly has been done a thousand times.

Edit: Technically, that could go for any media actually...

Horror Genre in RPG Maker

To be fair, you can do a true horror game in RPGMaker...I just haven't seen any that actually fit the bill. Most tend towards darker/stranger stories than outright horror (LISA, OFF). However if you want an example of an actual horror RPG from way back when that actually does a good job with the atmosphere and gameplay mixing, check out Sweet Home. One of the few games that even with a save-anywhere system, I felt nervous to keep playing for fear of getting my characters killed/making a mistake.

Remember kids: Good horror games make you nervous/scared to keep playing, not because of imagery, but because you're worried about what's going to happen next and you may not be ready for it.

Different Elemental Types (than Fire, Ice, etc)

To the original post: If you're sticking with psychic powers, then the secondary effects mentioned above would be a great way to give the elements flavor, IE having terror have a chance to make enemies 'afraid' (lowering attack/defense perhaps), rage having a chance to berserk them, etc.

Obviously I don't know what sort of RPG you're going for here, if you do plan to have enemies be weak to one element or another, you need to set a baseline early on as to what clues indicate what they are associated with, and thus what they are weak/resistant to. Auras, general dispositions, etc, as long as you establish it, and then stay consistent, it should be fine. The only reason fire/ice/thunder/etc are considered 'normal' stuff to us is because tons of RPGs use them, and we have learned that baseline through numerous games. If you stuck a person who has never played an RPG before a game like that, they may not make the same conclusions (well, other than water working on fire, and fire working on ice, and stuff like that).

Another thing you could do is instead of weaknesses, focus on combinations. Perhaps using one element makes them weaker to another, and could be built up over time. In example, using sorrow over and over makes sorrow damage do less and less, but when you use terror after using sorrow for a long time, you get a massive damage boost. Obviously it would have to be worth it to ping them with weaker and weaker attacks, so for every 10% lost you get a bonus of 20% on the next terror attack, or something similar. Could also pin it to the status effects, reasoning that if a character is berserked, terror is a sudden mental shift that causes extreme damage, but removes the berserk effect.

[RMVX ACE] Can you make a skill call a script in RPG Maker VX Ace?

If you just want the script to return a number variable to use for damage, just make sure you define it in the right place. Not in front of my personal computer right now, but the damage formula needs it to be defined for both battlers/actors if you want to use it for both, otherwise it'll bork. Took me forever to get my randomized defense script working because of having to figure that out.

What Videogames Are You Playing Right Now?

Just finished Undertale...gonna play it some more though, game is -so- good.

Does Anyone Know Stuff about Guns (or Baseball Bats)?

To the original point: If you're worrying about being realistic, you're going about this the wrong way. No one really expects guns to be 100% realistic in games. FPSs just fall to different tropes than RPGs. A lot of the minutia discussed here is really hard to abstract into RPG stats that are meaningful in any way (after all, we can abstract weight, but a heavier gun doesn't fire more slowly, and actually tends to be more accurate if you hold it right since there is less recoil, but then you have to have recoil as an issue, which is another deal). Most of my tabletop games tend to be modern in design, and trying to go into every bit of minutia of guns in your rules just leads to an unfun game.

The basic concept is that a gun will kill someone. Stopping power, caliber, all those things are basically variations on 'making them stop trying to kill me sooner', not 'kills them or doesn't'. Pretty much any handgun will kill a person if you shoot them in the chest, factors being only time and whether they feel like killing you back in the meantime (disregarding care given to them to help them recover). There are obviously exceptions (Hey there Teddy!) but they are not the norm.

Instead, if you want to abstract for a game and give a character a meaningful progression with a handgun, a gun-nut would likely stick to a similar style of gun no matter what. Realistically for preference, a guy is not going to swap handgun styles constantly just for a bit of difference, they're going to get really good with one kind (An example in literature is Ciaphas Cain, who keeps his trusty (comparatively) 'low power' laspistol over an upgraded hellgun variant, because he knows it'll bork his aim, and being accurate is far more important than any improvement in stopping power it would give him). So a good way to do progression is both parts and ammunition, basically having the character tinker with their weapon, customizing and changing things around, but still using the same base gun. You said it was futuristic, so obviously they could change ammunition to deal with different threats, and modifications to give different stat boosts (accuracy, speed, etc). Realistically, damage shouldn't go up with different ammunition, but fuckit, SMT does it, so why not you as well?

Final Boss Move that Negates all Buffs and Positive Status - Fair or not?

Well, honestly as long as the player can build a strategy along it, so it makes the fight more interesting its a good idea. If its just arbitrary and random, then its more annoying. If stat buffs are inherently important throughout your game, and this is the only boss that does this, you basically just nerfed a key gameplay feature in your last fight, especially if the usage is arbitrary. If they weren't important, players won't even notice.

I can see two good ways of doing this, both of which are based on SMT-styled gameplay. A few bosses in SMT will cast that games version of mass unbuff (De-kaja), when you have a certain amount of buffs up. This forces players to limit how many buffs they can cast, but if the player is given some indication (A message in combat each time you buff, indicating how close you are to the ability), they can manage it by applying only very important buffs. Another set of bosses apply the removal spell if you have any buffs. This is important in how the battle encourages players to deal with it, since with the modern SMT systems bosses have quite a few turns per party set of turns, so either way it forces them to waste a turn removing party buffs. If the monster requires buffs to damage sufficiently, then you need to put up the buffs quickly and then blast the boss before they get removed. If they don't, you can have just one character throw up a buff to force the boss to waste a turn.

Binding Wyrds

Eventually yes, I would need music designed for it, but it is so far back in the queue that it isn't even a glimmer in my eye.

[Concept Feedback] Monster-based RPG

Yeah, sounds a lot more like what Bahumat Lagoon does with its dragoons, where if you feed them a mix of elements they become an ugly abomination ^~

That and the focus is more going to be using certain monsters you meet as random encounters in your own party to counter what you run into, instead of growing/evolving, which is closer to pokemon.