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Mission Based RPG

Naa nothing like FF8 but it is a military organisation that has the power for world rule. The Combat Specialists are there to keep the order and prevent social and economic collapse with their powers.

I totally agree with your statement about missions, that's why I wanted them. Yeah, I'll try and get something interesting on the lame-in between parts. Maybe a few cut scenes here and there, some flashbacks. Also a training facility within the organisation etc. NPC's will change what they say etc depending on progression and what not. Any more ideas you'd suggest for that?

NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*

I like to watch lets try videos and I have seen a couple of your vids. Thinking of doing one myself when I get the time...

Can I request Project Viral?
http://rpgmaker.net/games/2162/

By the way do you do demos?

Side view battles: any real point?

Animated Battlers needs animated enemies I reckon otherwise that also bugs me like in Dark Gaia's popular RPG game and Mokensen the Swordsman.

Side view battles: any real point?

It depends though. However I still think showing the player a graphic of your role playing character is better in a sense. This is because you control a graphic when moving through scenery so you should see your hero graphic being controlled in battle. It only makes more sense and is probably more visually appealing.

However this can vary per game. If your game is like a 1 character controlled game then first person is kind of awesome as it makes you feel like you the player are attacking the enemy visually. You can imagine you are the hero especially in games where the game's role is the players role and history and experiences are made directly by you and you even name the hero yourself. I would enjoy it more if animations looked like they were coming of screen towards you then as well.

I just feel its better side view because it shows the character actually performing the skill used not just showing a flash of animation or light that demonstrates the character attacked. You see the character damaged and in a state of condition when status damage is inflicted. This third person perspective adds more realism than the traditional dragon warrior battle system. It reminds you that your characters are dead, in a state or in danger. You gain more of sense of relation to your characters and you can make skills look awesome so you enjoy visually seeing it in action as well, like Squall's Limit Break Lionheart. I only pulled it off once when I completed the game originally and that was to defeat Adel which was one hell of a satisfaction at the time.

In all fairness it does depend on the type of game but on a general basis I prefer to see a character graphic performing actions rather than no graphic whether its side-view or not. I mean even a Pokemon Style Visual Approach is still great as its still front view but shows a overhead view of the pokemon of graphic of the battler in action.

Mission Based RPG

I won't allow the player to abort mission unless it's part of the narrative plot. Missions are a must for a Combat Specialist, there's no walking out of it. Mine is like ff8 style sci-fi. I think that's a good idea with the mission computer but it does sound quite complex to do. I want to keep it simple so I can definitely finish the game.

Mission Based RPG

I am in the middle of making a mission based RPG Game. Basically rather than the traditional approach of exploration and quests etc you are living at the base and get some given set missions. Basically when you accept a mission you teleport to the beginning of the mission in whatever region its located in the fictional world and have to complete it. Once it's done, ending scenes etc of mission and you return to base. Back in the base you can rest, buy new Items, enter a training facility and take on new missions. Missions are your source of income. Some will be optional, some you have to do and some missions take longer than others depending on the complexity.

Quests will play a role in some specific missions as well. Some long missions may have a variety of quests the player can engage in within them before completing them, examples of such will be investigative missions which requires you to interact with towns people and etc. (Quests will mainly be optional within complex and long missions.)

I am curious what you guys think about this kind of idea. I am thinking of implementing it into Combat Specialists. As soon as you complete the first mission or introductory mission you go straight back to HQ like every other mission once it's completed. Each mission will try to be original with a range of characters to meet and have its own unique story but relates with the main plot in hand...

Also I would like to know what the community wants for missions available whether they are, preventing bombs in a time limit, solving mysteries, generally taking part in wars/battles and slaying fiends etc. I would like to know what missions you think would spice up the game so I can jot down some ideas down.

Favorite RPGmaker game?

Um I'm going to Promote 3 good ones which are under-looked. These are definately amongst the best games but they have received hardly any attention from the RPG Maker Community:
-Fall of Terra
-Cell Chamber
-Mana Conquest: Vengeance

How soon do you have to reveal the main antagonist?

I agree Karusaman, it ultimately depends on the way the story its presented. Its structure, the type of game you want to make whether its simple or complicated. Whether you want to add some twists, or the whole concept of a once good evil dude. It just depends on the basis of your game and how you've set it to play out. There's no fixed way to go about it, you should try something new and original that hasn't been done yet or rather is rarely done.

Must play horror games in here?

Oh yeah I almost forgot another really good one that in 3d in RPG Maker, well close enough...

Try Grave Prosperity.

How soon do you have to reveal the main antagonist?

A good thing to also try is to make the villain actually not the villain but a pawn used by the true villain. Towards the end you may think you have defeated the villain but there is another villain controlling the shots far more powerful and devious who was using the current villain as a tool to achieve their goals. Thus you don't actually meet or know the real villain till the end of the game like.