UPRC'S PROFILE

I'm more or less not on RMN anymore and haven't been for over a year (contrary to belief, it's not over the AI rules - that's just the straw that broke the camel's back). Find me on Discord and/or my games on Itch: https://uprc.itch.io/

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Your abandoned game ideas?

I figured this could be a pretty interesting topic, as it can let us see what sort of game ideas have been in the heads of one another but have never really seen the light of day at all. Great sounding ideas that maybe we never even shared and never actually put any physical work into for whatever reason (lack of motivation, technical restraints, etc).

So, what ideas have you guys had that never really saw the light of day or were quickly abandoned? I have a few.

1. Fish RPG
I wanted to make an RPG where the player was a bass or trout in a river that was quickly becoming polluted. Most of the fish population had already perished from the lake so the player and several other fish decide to swim down a river in search of a new lake to call home. The game would have taken place entirely in rivers, lakes, and water filled caves. A lot of things would have to be avoided like fishermwn, hungry bears in shallow waters, crabs and lobsters towards the coast, and more. It would be like a water based version of Homeward Bound.

2. The Soul-Sucking Demon
Another idea I had was to have an RPG where the player was a demon named Baal who goes to the surface to stop a greater demon from conquering the surface world due to the underworld decreasing in size from tectonic activities and such. While on the surface, the player (with 9999 HP!) would steadily lose HP (a constant poison effect) and would only be able to stay alive by absorbing souls of humans which would bring the HP back up to 9999. Absorbed souls could also be used to give Baal the form of the person, and these could be used to solve puzzles or pass environmental challenges such as big jumps and what not.

3. ActRaiser Rip Off
I wanted to make a game that was sort of like ActRaiser, though instead of determining what paths and such the villagers would take to build their towns, the villagers would choose where to build on their own and the player would help them decide what each building should be. Periodically, the villagers would discover a monster threat in the area that could harm their village, so the player (who would be a deity-like warrior) would have to vanquish them in a standard RPG dungeon. The catch to all this was that the choices the player would make in deciding what the roles are of each building/structure would have a direct effect on what kind of gear and items would be presented as offerings by the villagers. Various loot items from the dungeons would also be able to be given to the villagers, allowing them to craft rare/unique items for the player to use in the dungeons.

I've had a lot more, but these are the only ones that I can immediately think of. All three were abandoned before I even started working on them in any RPG Maker.

Anyone else have any abandoned ideas? Why did you abandon them?

Terraria

I was pretty shocked to find out that there isn't much talk of Terraria on RMN since it's been hyped as a Minecraft killer despite not being much like Minecraft at all from a gameplay perspective.

Terraria is a game that is all about gathering resources such as gold, iron, sand, stone and much more to build houses, craft weapons, and generally just stay alive. In Terraria, there is the day and the night. During the day you are relatively safe to go out and chop down trees or go underground to mine diamonds, minerals, and ores. There isn't much risk during the day since really all you have to worry about are slimes bouncing around and, thankfully, they're pretty easy to kill. Underground is a bit different, with new monsters appearing the further below ground you go.

The night is a bit different and, unless you're well equipped with good armor and weapons, it's best to wait the night out somewhere due to the high number of flying demon eyes and zombies that prowl the landscape.

The point of the game is to generally just build sufficient shelters during the day for NPCs will move into if they are probably furnished, while also making armors and weapons from the ores and such you find underground.

Terraria is loads of fun. It's like a sandbox game that also has a clear goal for players to work towards.

Here is the official trailer for Terraria that shows some of the features of the game, along with how it is NOT a Minecraft clone (which is what many people refer to it as).



To kind of show off what you can build as far as homes or shelters go, here is a place that my friend and I made last night on brand new characters. It may not look like much, but it took almost five straight hours to make since we had to climb up to a floating island, hollow it out, and then use a huge amount of resources to build our fort (the resource gathering was about an hour in total). We're far from done too, because we want to make a west entrance as well as furnish the rooms with beds, chandeliers, and more.



So does anyone else here play Terraria? If not, I can probably answer any questions about the game (and I'm sure there would be some since my description of the game sucks).

Terraria is available on Steam for a mere $10. I've played the game for about 16 hours so far and aren't even close to being bored yet, so the $10 is definitely a steal.

Looking for some dungeon puzzle ideas...

No idea where else to post this! Figure it fits the design aspect and such.

Anyway, I'm trying to spiff up with my game's dungeons a bit more. Most of them are just standard dungeon crawls with a boss at the end, but I'm aiming to have a puzzle in about ever third dungeon or so.

So I'm kind of... stuck on two dungeons. I was wondering what you folks would personally find fun for these two places.

1. Library: Lots of books. Lots and lots and lots. I'm trying to think of a good book themed puzzle, but I am drawing blanks.

2. Sewers: I'm doing this dungeon as I type this. It will generally be pretty straight forward since it's just sewers, but I'd like to add something in so it's not just a "point A to B" dungeon. What would work in a sewer dungeon? I was thinking something with levees or gears?

I'm asking you because I want to see what you folks would deem as fun.

Map/switch limit in RPG Maker 2003?

I can't find an answer to this for the life of me, at least not one for 2003.

I am starting to feel the need to know what the maximum number of maps and switches are that you can use in a single game. Anyone know what the limit is for each in 2003? I can only find definite answers for VX and XP.

I need a female voice!

Yes indeed. Any gals interested in doing a few short recordings for me? I need this for a project I'm working on that involves the ghost of a little girl so... If anyone thinks that they can pull off that sort of eerie, whispery ghost voice that you hear in haunted houses and such, please let me know!

So I have this idea for a platformer...

For a long while, I've had an idea for a platformer. I don't know how to use Game Maker, so I've never been able to put my ideas to use at all... But I may do so someday! It would certainly be nice to step away from the confines of RPG Maker for once.

Anyway, basically I'm just wondering how this concept sounds, and how it may or may not be feasible.

Ignoring any kind of storyline, the game would star a little dude about the size of the character in Cave Story or Spelunky. He'd be mostly harmless, only being able to harm enemies by jumping on them ala Mario, and he would die in one hit.

The levels would be largely puzzle based, but with lots of action elements thrown in. To solve the puzzles and progress through levels, the main character - who I would call Dopple (you may see where this is going) would be able to transform into various monsters that he would meet. Each monster would have a unique ability that could be used to solve puzzles (obviously) but also clear enemies out of the way.

I was thinking that there could be enemies such as a dragon, and when Dopple turns into one he could shoot fireballs, which would be used to melt ice or evaporate water.

Another enemy that he could turn into could perhaps be a sort of badger, allowing Dopple to dig in certain locations, as well as break apart rock barriers and such.

A bat form that allows Dopple limited flying could be another form, as well as a fish form that would let Dopple travel down further into waters than he would be able to in his natural form - but he would still eventually drown or something if he'd stay under too long.

Also the enemies would be "cute and small" just like Dopple.

Basically I'm just trying to think of how easy (or hard) it would be to create a platformer based on this sort of premise, and how many different things Dopple would be able to turn into.

I think it would be interesting to let the player "store" enemy DNA patterns or something and at the start of each level, they could select something like three or five of them to bring along in the level, letting Dopple turn into those specific enemies until clearing the level and selecting a new batch for the following level.

I've thought about this concept a lot, but I've never attempted to seriously hash out ideas until lately. Heck, I don't even have an explanation for how Dopple would be able to learn how to transform into various enemies yet. Just wondering, what do you guys think of this sort of idea for a platformer?

And for the Game Maker users, is this something that might be difficult to pull off?

New Year's Resolutions

So within one month, it will be 2011. This month has gone by incredibly fast, but I'll blame that on the fact that I'm growing older.

For people who take their New Year's resolutions seriously, what do you have in mind for 2011? How likely do you feel you will be able to meet your resolutions?

I'm just giving myself one resolution, lose weight. It'll actually be a bit of a challenge for me I think, since I'm a big guy and I come from a big family, so I have my work cut out for me! But come January 1, I'll be 100% devoted to it. Gotta be happy and healthy, after all.

Anyone else?

Affilitiation?

I couldn't find an answer anywhere on the site and I have no idea if this site supports private messaging so I couldn't ask WIP that way so..

Yeah, does RMN do affiliations with other sites or anything like that?

Lost Chapters IV

I'm proud to present to you guys the latest game I am working on, which happens to be from an award winning series called Lost Chapters that I worked on back in the RPG Maker 2000 days.

How is it award winning? Well, the first game was awarded the title "worst RPG Maker game of all time" in 2001 and I am very proud of that!

The two following games were pretty bad too because I made them both in 2001 and they were mostly all RTP but yeah... Eight years later, I'm hoping that I can make something a bit better than RTP shitfests. I really don't want to be remembered for a Final Fantasy fangame so this is probably my last shot at RPG Maker mediocrity!


So what's this game about?
Lost Chapters IV is about World Trees, which are colossal in size and even more so power. In a nutshell, the World Trees were created by an all powerful being known as the Creator who gave birth to the planet and all life on it. The Creator looked into the future of his world and saw that the infant homosapiens (humans, obviously) would one day grow into a greedy, violent race that would harm the planet in many detrimental ways. He was aware that if he did not intervene before this happened, the humans would eventually destroy the planet. It would go from lush wonderland to giant desolate rock.
Becaue he obviously did not want his world to suffer this cruel fate, he decided to plan for this inevitable fate of the world. Rather than erasing homosapiens from his world (which he would not do, since he values all life), he decided to plant eight seeds which would grow into the World Trees. These eight trees, infused with vast amounts of mana, would counter the influence that the humans would have on the planet's health. These trees would pump their mana deep into the planet's core, which enriches the planet and keeps it healthy. In turn, the planet returns the drained mana to the World Trees in the form of essence, which the trees recycle back into mana and the process repeats.

The game itself takes place seven days after one of these trees comes under attack by Gorlasks, a sub-race of demons. The local inhabitants near the tree watch in horror as the demons drain mana from the tree. Eventually, the tree becomes a lifeless shell of its former self since mana was also needed to keep the tree alive. As the demons drain the last bit of mana from the World Tree, soldiers show up from Genesis, a world renowned research organization. The soldiers come from the military branch of Genesis, and they are known as biotroopers due to their enhanced elemental abilities. The Genesis biotroopers slaughter the Gorlasks and save what's left of the World Tree. After cleaning up, they regret not being able to arrive sooner and thenimmediately depart as if nothing had happened. Purdrassil, the World Tree that came under attack, is left to rot away now that it has been drained of its mana.

The game opens in a small town called Hillsdale, which coincidentally sits not too far from another World Tree. The player assumes the life of Lucas Vandergard, a young man tired with the laid back lifestyle of the countryside. However, his boredom quickly turns into curiousity and excitement as Gorlasks emerge yet again to attack a World Tree. This time, it is the one just outside of Hillsdale. Lucas grabs his best friend and rushes off to investigate, even though it is forbidden to do so by the village elder.

While it sounds pretty straight forward, I have some big plot twists already written down. Anyone who has played virtually every Playstation era RPG will probably be able to predict the twists, but that's alright.


Major Characters


Lucas Vandergard
The main character and protagonist of the story. Lucas is from Hillsdale, a small countryside village. He grows tired of the simple lifestyle that he is forced into by living in the village. His heart lies outside of the village due to his dream of being an adventurer. His dream is fulfilled when unexpected events force him to flee from Hillsdale forever. Lucas is often observant and analytical, catching onto details most would usually overlook.

Aiden Lundberger
Lucas' best friend. Aiden shares the same dreams, but for different reasons. He mostly feels that he simply does not belong in Hillsdale, that his exciting and suave lifestyle only spells trouble for the laid back village. Aiden counters Lucas' relaxed attitute with his own lively personality. He frequently evokes a fiery passion for anything he feels interested in.

Neville Kichfelt
The CEO of Genesis. Little is known about Neville other than his dastardly good looks and love of science are the only qualities of him known by the general public. Genesis insiders however know that Neville is often a dark and brooding man, putting scientific research above all else. Despite how he may appear to Genesis employees, few doubt his integrity and devotion to improving the lives of humankind through science.

Wolfgang Belmont
Wolfgang Belmont, is the current Emperor of Angtol, the nation which most of the game will hopefully take place in. He is an aging man who finds himself near the end of his road as his influence slowly fades away over Angtol as the people begin to look more towards the charismatic military leaders. The Emperor is one of the few people who object to Genesis' research, claiming that they are accomplishing too much in too little time. He believes that this will be their undoing.


Combat, Levels & Skills

I've decided to make combat a bit more interesting by completely removing physical attacks completely, meaning there is no "fight" command in battles. Everything is skill based. A character's command set looks like this:

  • Action
  • Defense
  • Item
  • Row

What is Action? It is essentially the same as any magic/special/skill command. This is where almost every action your character can make will appear. It's something like... Well, for lack of a better example the closest thing I can think of to compare this to is Chrono Cross. All skills are elemental based and do all sorts of different things. All characters will have one element that they specialize in, and they will learn skills of that element type as they level up. A wind elemental character will only use wind attacks unless an item is found that teaches them a skill from another element type (such as fire).
Characters will have 20 AP (Action Points, this is just MP) from level 1 all the way to 99 and most skills will only cost 1-5 AP. Now, this might sound like characters will end up with no AP very quickly, meaning they would not be able to take any action at all instead of using items. Well, no. The "Defense" command allows characters to enter a state of regeneration. When they use a defence skill, the character will glow blue (temporary, all characters will glow the colour of their element later) and regenerate a slight bit of AP each turn and their defense will increase slightly as well. Characters can still act while they are in this state of regeneration and are not restricted in any way.

As well as specializing in one specific element each, every character will also be weak against one element. Say that there is a character named Bob who specializes in fire elemental attacks. Well, if Bob gets hit by an ice spell, he's probably going to get banged up pretty badly. This introduces a slight strategic aspect to battles. Will you want to bring Bob to an ice cave? Definitely, because he would obliterate the monsters there with his fire attacks, even if he may take a bit of extra damage. However, if you have Billy the shadow magic user who is also weak against ice attacks... Well, what good is he if he won't deal any extra damage but will still be weak against the monsters in the ice cave? When there are more than four characters in the party, I'm hoping that this would introduce a bit of planning such as..
"Well, I'm going into the volcano. Which character should I take? Who will deal extra damage to the monsters in the volcano and who will damaged more? And which characters will sit in between, dealing mediocre damage while also being hit for average amounts?"

And then there is leveling. Aside from gaining new skills from leveling up, there won't be many more benefits. You may get a few increases every now and then, but the difference between levels 1 and 10 will be very, very little. You're still going to need stats increased, though. This is where "essence" items come into play. They will act as the standard "use this to increase a character's HP by X amount" items. They will be scattered all over the world and will be found in treasure chests, in loot dropped from bosses, and probably as rewards for completing sidequests. Finding a sufficient amount of essence will be very important to not getting your butt handed to you later, but don't fret.. I am not going to make it overly difficult to find enough of these items.

Though all characters will already have predefined roles to fit into such as Fred being a tank character or Ted being a mage, essence should allow you to redefine the roles if you choose to, but since that would work against the growth rates I'll be assigning each character, this would probably act as a "hard mode" of sorts if the players finds the game to be too easy. I can see something like this happening..

"This game is too easy! What can I do to fix that? Hey, I know.. I'll turn Peter the pathetic priest into an overpowered warrior!"

This sort of play style will be helped by equippable items.
There is no weapon slot, no shield slot, no armor slot... The equip screen looks more like this:

A
B
C
D
E


Letters. Each item will have an icon indicating which slot it fits into and no slot fits any specific role. If you want +INT items on all five slots, then by all means! Five +AGI items? Sure, do that too if you want. Also, almost everything that drops off of monsters will be equippable. If you want to wear a minotaur hoof or squid tentacle on your head, then you have the damn right to do so!

This is all being done to let YOU ultimately decide which characters will end up doing what.



Anyway, enough of that. The game is still very young and I haven't really finished a lot yet, but here are a few things I can show off.



A few parts of this chipset are likely to be changed. Regarding the tree canopy above, it is supposed to be from leaves on branches overhead. I may change the canopy a bit to reflect this better.


My own weird chipset that is a heavy modification of several other chipsets thrown together. This is inside the tree and shows that it's not supposed to be all warm and fuzzy inside. The character set is temporary until I put something together for Lucas.


Battle Test: http://www.youtube.com/watch?v=ibXHWy3bZV4
These dinosaurs aren't real encounters at all. They're just test subjects. This video also restarts after about 10 seconds, but it is fine after that.

Boss Battle Test: http://www.youtube.com/watch?v=BEHv36ejGqA
Just to show off how I want battles to look/sound. This isn't a real fight, but the mushroom monster will probably end up being the first boss.

Forest Walkthrough: http://www.youtube.com/watch?v=-03RF8uWtc0
I made this forest before I even began working on this game. Since I am using the same graphical style, I've simply absorbed it into the project.

Intro: http://www.youtube.com/watch?v=3TlvYzIFjqw
This is likely to change. I'll change the wording of a few lines and add some more effects later.


And that's it for now, I'll post more as I work on the game. I'm open to all suggestions, so don't be afraid to post any.

Blackmoon Prophecy (Alive once more!)

This... is the story of the little fangame that could...

It was loved by many for its copying of an outdated mapping style that died almost 20 years ago...
And gameplay that would make Will Wright's head implode...

This little fangame eventually got canned by its maker...
And a game called Reminisce was made in its place...
But Reminisce was not as well received...

Eventually, the creator found the little fangame again and he played it...
And he had fun...

So he opened RPG Maker and life returned to the stagnant game...



So, here it is. In case you haven't been checking the screenshot topic or haven't seen my signature, my old-school FF fangame, Blackmoon Prophecy, is back with more nostalgia-inducing moments after being dead for nearly two years! :woop:

I am hard (yeah right) at work extending the length of the game, but I am not just making the game longer.. I'm also going through it with a fine comb and I am fixing up all the stupidly large caves, confusingly designed castles...

Here's an example.


Anyone remember that really screwed up layout for Branch Castle? You know, that place people used to tell me was laid out weird?


Well with Blackmoon Prophecy back from the dead and new places being made and all, I thought I should revisit older places and fix them up..

The weird out of place tower at the bottom left hand corner of the castle has been removed since I took this picture.


With the various caves, I have actually sliced off entire passageways, deleted entire maps, and narrowed them down a bit. What's the result? Well, for starters the first cave you visit isn't going to take you 30 minutes to complete anymore.. The way it should be.

I've looked at the ability/magic situation, where there were complaints about Vahn needing more MP or skills.. It has been addressed, as he has a handful of skills to learn, one being a spear attack that absorbs MP from the enemy, allowing Vahn to use his skills MUCH more frequently.

Another small fact I am happy with is that I've added all proper sprites and animations for when someone gets a status effect put on them. Poison, Blind, Mute, Berserk, Sleep, Petrify, Stun, Zombie, Haste, Slow, Regen, Protect, and Shell. The latter five flash the characters different colours. Red is haste, white is slow, etc... The only status ailment I haven't added yet is confuse. I might just stick a question mark over their head or something..

Another Little Tidbit: Character-specific weapons are no more. You want your black mage to use a spear? Well, by all means do so! I'm going to work to make sure that different weapon types benefit certain characters more than others though, such as rods giving intelligence bonuses.

So, what else is up in the game? Let's take a gander at some pictures.







For those who aren't familiar with Blackmoon Prophecy at all, here is my "designer diary" on YouTube
http://www.youtube.com/profile?user=DanielBabineau

Bringing the new folks up to speed here...
It all started in November 2003, Blackmoon Prophecy was originally going to be a game with an action battle system, like Zelda.. With FF4 themed graphics. After gathering resources and setting to work, it somehow turned into a Final Fantasy fangame, which I am no stranger to (I made a crappy one back in 2001 that was not well thought out or even planned). So, I just named it "Final Fantasy: Blackmoon Prophecy." Today, it's the "little fangame that could" with the graphics as the game's catch and gameplay that supposedly dispells the urban legend that all fangames must suck. This is not a "sequel" to FF4 or FF5, just a fangame that borrows graphics from each game. In the end though, I'd probably say that this is more of a tribute to the early FF games than a true fangame.


I guess I never knew just how much people liked Blackmoon Prophecy until I found this:
http://fishspeaker.com/cultured/?page_id=845
Hit Ctrl+F and type Blackmoon. Wait until you see what you find.


Demo in the Spring. Not a lot of new stuff, I just want to see how all my changes and modifications fare. :cool: