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How many items do you like to be able to carry in an RPG?
Finishing up the items / inventory screen for my CMS at the moment, and it got me thinking about how many items the player should be able to carry with them. Feel like I'm kind of on the fence, and was looking for people's opinions on what they tend to prefer in games.
I've personally never been a huge fan of inventory micromanagement outside of survival horror, and found it kind of frustrating in games like Phantasy Star and Lunar to have to keep juggling items, especially with obligatory key items eating up the same inventory space. So I was leaning towards stacks of the same item up to a certain value. But I do kind of like the way that a smaller inventory allows you to make items more powerful and important without affecting game balance as much, and after implementing stacks of up to 99 of the same item like FF7, it just looked like way too much, especially for an RPG Maker game that is likely to be a lot shorter than the average commercially-released JRPG.
Right now I'm thinking about implementing some arbitrary lower cap (10? 20?) on item stacks like the Tales games, or potentially going with the limited inventory option, but making it a bit larger than usual and keeping key items separate. But was just curious what people tend to prefer when it comes to inventory space in RPGs.
I've personally never been a huge fan of inventory micromanagement outside of survival horror, and found it kind of frustrating in games like Phantasy Star and Lunar to have to keep juggling items, especially with obligatory key items eating up the same inventory space. So I was leaning towards stacks of the same item up to a certain value. But I do kind of like the way that a smaller inventory allows you to make items more powerful and important without affecting game balance as much, and after implementing stacks of up to 99 of the same item like FF7, it just looked like way too much, especially for an RPG Maker game that is likely to be a lot shorter than the average commercially-released JRPG.
Right now I'm thinking about implementing some arbitrary lower cap (10? 20?) on item stacks like the Tales games, or potentially going with the limited inventory option, but making it a bit larger than usual and keeping key items separate. But was just curious what people tend to prefer when it comes to inventory space in RPGs.
Turn based cinematography
I absolutely love Lost Odyssey's dramatic camera in battle too. Adds so much to what is a relatively simple system under the hood. Not nearly as sophisticated, but I also really liked what Mistwalker's other 360 game, Blue Dragon, did on a character's turn, where they have a dramatic, manga panel-esque cut-in of a character rendered in real time when you're entering commands. The models have that plastic doll look that was common for early HD RPGs, and aren't nearly as emotive as they ought to be to sell the effect, but I thought it was an awesome idea. Your text to link here...
I also remember Grandia 3 having a cool camera in battle. I think it's mandated in part due to the nature of the battle system and how much movement there is compared to most other command based RPGs, but I like the way that it swoops and darts around the battlefield and always seems to be on the move and tracking the action. Doesn't feel like it slows down the battle system either, as more dramatic camera work sometimes does. Not the greatest game, but definitely dig its presentation.
I also remember Grandia 3 having a cool camera in battle. I think it's mandated in part due to the nature of the battle system and how much movement there is compared to most other command based RPGs, but I like the way that it swoops and darts around the battlefield and always seems to be on the move and tracking the action. Doesn't feel like it slows down the battle system either, as more dramatic camera work sometimes does. Not the greatest game, but definitely dig its presentation.
Screenshot Survival 20XX
Sorry, I realised I stuck this in the wrong place by accident. Front page of a six character custom menu system for an RPG Maker 2003 project I started earlier this week. Haven't created the loop to pull the other characters' stats yet, so they're all just displaying the first character's right now. But otherwise done I think, and moving on to items.
Burned out on my last two projects years ago due to making all the assets myself, but I found myself feeling really nostalgic for RPG Maker this month, so I decided I'd lean into the RTP to ease some of the workload, editing and working with what's there instead of creating everything from scratch. Having loads of fun and making lots of progress so far, and it feels like a nice throwback to my teenage RTP projects in 2000.
Burned out on my last two projects years ago due to making all the assets myself, but I found myself feeling really nostalgic for RPG Maker this month, so I decided I'd lean into the RTP to ease some of the workload, editing and working with what's there instead of creating everything from scratch. Having loads of fun and making lots of progress so far, and it feels like a nice throwback to my teenage RTP projects in 2000.
Whatchu Workin' On? Tell us!
Finished the front page of a six character custom menu for a fun little RTP-but-not-really project that I started a few days ago in RPG Maker 2003. I kind of just started the project on a whim because I was feeling nostalgic for my teenage RTP games, but after getting burned out deep into two different games because I tried to make all my own graphics, I've actually found it really refreshing to just build things by using and editing what's there, and I'm having so much fun. Really happy with how everything is turning out so far.













