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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Developing like a lazy bum!

A more in general game development thing rather than specific to RPG Maker, but something that people have been doing since the start of game development.

Work with your limitations, not against them. If you have some major roadblock that you feel like you need to do hours of scripting to work around, try to make it work for you instead.

IE: Couldn't figure out how to have multiple empty parties to signify different areas the player is dealing with. Could have spent hours trying to script a fix to allow the player fully customizable parties for those areas, allowing all characters to be taken out, etc...till I realized, I could just give each party a locked 'Chief' that also represents a fail condition of that area (if they die, its lost). Much easier, and the players won't even notice that I deviated from my original idea.

Thoughts: Perma-death in a game?

Well, the key difference is, my stats are fairly flat. There's not much levelling to be had, (five 'ranks'), so a characters attack might go from 4-6 over all five ranks. At base, a character might be more powerful in general, especially late game ones since they have less time to rank up. Story events will also improve characters by giving them unique abilities, but I'm keeping my math easy to handle by keeping stats low.

Trust me, I've done the same in fire emblem, though the key is fire emblem actively tries to get you to quit by focusing on one character. I'm going to try and be more fair about it.

I also plan to have a very large cast, and characters might even need another character to die in combat to get their story event (Grieving wife, etc). They will acquire research and item upgrades as things go along, and might even have a surplus of characters that they're not even using for maintenance of zones. The key being, even the characters spent maintaining zones might get into a fight if you are lax about keeping them low threat, or you can use the extras for more missions per turn. I want to try and keep the choices rough and much less random, so its not 'I died in a random encounter, restart' and more 'I know its risky keeping these chars here, but I need my stronger characters elsewhere'

Thoughts: Perma-death in a game?

I was actually planning to be quite evil, and completely lock saves to auto-save at certain points (mission start, mission end, etc). The feel I was going for was more an X-Com game on Ironman mode. Meaning that you may lose important and skilled characters along the way, but you can still finish the game with the rest of the team, and you have to balance out the fact that you might lose people with continuing the game. I want death to be somewhat inevitable, but avoidable if you're skilled enough, and the game becoming more about keeping your characters alive and distributing them to where they can do the most good, while hedging against the fact that you might lose an high ranked char, so you should make sure everyone is well leveled.

Thoughts: Perma-death in a game?

Yeah, I'm working out the exact math, but I intend to have far more available actors than you need, so you can have some in reserve/deployed on station/on mission, and still lose a few and be 'safe'. Though with each character being a unique entity, you can't really refill them per say, other than to recruit new ones through recruitment missions.

What are you thinking about? (game development edition)

Currently thinking about the appropriate amount of test 'missions' I should do for my game, before I move on to really getting down to the nitty gritty of making mission control. Feel like I should have gotten that first, but I wanted to get the basic stuff down first so the whole game feels right from combat up.

Thoughts: Perma-death in a game?

I am currently designing an RPG that on the surface will seem more like a tactical game or strategy game. While individual missions will be on a map with scripted encounters, the player will choose missions from a tactical screen, and position characters they aren't using to watch over other locations (Yes, I already know I can do this with the right scripting and events). The key I am aiming for though, is a low stats setup, tight stat control, low level max, a large cast...and perma-death. In that if your character hits 0 HP, they have some final words, you get a very bloody animation of their sprite biting it, and at the end of the mission, they're put on a memorial wall. I also plan to include some events and character interactions that can result in the death of a character.

What are the communities thoughts? Do you think players will be ok with perma-death in a JRPG, especially if saves are limited heavily to prevent save scumming? I know it'll take very precise honing of combat to feel fair, and already feel damn comfortable with the system I've adjusted it to.