UNITY'S PROFILE

unity
You're magical to me.
12540
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.

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What's the story with IG Maker?

I've been curious about IG Maker for awhile. It used to be featured prominently next to the RPG Makers in the Rpgmakerweb store, but we only seem to have one game made with it on the entire site, and I couldn't even get that game to run.

Is this just not a good game maker, and thus it doesn't get used? I'm curious about what's the deal with it.

unity's Idea Depot

These are ideas I have for future game projects. I figured I'd write them down both for myself and for possible future collaborations so I can point to this thread and say "Any of this look interesting?" :D I made a status with some of these but wanted to expand on it.

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Vague Placeholder Name: Space Adventure Mecha Game

Setting/Genre: Sci-Fi RPG

This game will center around the crew of a spaceship in a Xenosaga-esce adventure (but with less plot XD) and would be episodic, with each episode featuring a different crew-member as the protagonist. While originally planned to be another romance-heavy game, I may tone down or eliminate that aspect to focus on a game that everyone can enjoy.

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Vague Placeholder Name: Choose Your Party!

Setting/Genre: Fantasy RPG

A boiling-down of an idea I had to "remake of Final Fantasy 1 where you can assign personalities to your party members and they now respond to everything in the game and maybe argue with each other," this is a game where you choose a party of three characters, from a pool of five available characters. You choose which character is the leader as well, and this all alters how dialog and interaction goes. The leader also gets a few additional benefits in combat that the character wouldn't get if they were just a normal party member.

(I have started gathering resources and such for this XD as it seems like a short and fun project I can do in the future)

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Vague Placeholder Name: Weird Horrific Urban Exploration Game

Setting/Genre: Modern-Day RPG

While this won't be a horror game, this is going to have some horror themes to it, but is going to be more quirky than scary. It's set in the modern day, and is about some higher beings fighting over a town that they've somehow separated from the rest of the world. The higher beings can't do things without a human host, however, and your characters will have to make pacts with some of them to have the power to save the town.

A lot of the town will have been abandoned or destroyed, so a lot of the game will be exploring the urban wasteland, finding pockets of people, and perhaps entering otherworldly dungeons created by the hostile higher beings in order to stop them. I think an Earthbound-ish aesthetic might be fun to contrast the warped and strange way I envision the higher-beings looking like. In that vein, I kinda really want to make the protag a lady with a baseball bat XD

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Vague Placeholder Name: Alien World Exploration Game

Setting/Genre: Sci-Fi RPG

Growing up, I found the Metroid games for the Nintendo, Game Boy, and Super Nintendo to be really awesome, and the sense of exploration has fascinated me ever since. I've wanted to attempt a game that captures that, but in an RPG format rather than a platforming one.

A portal is found that leads to a vast alien landscape. A team of five is sent in to explore, when a robot probe sent in is destroyed. With a three-party team of a weapons expert, a gadgeteer, and a (maybe psychic) biologist, (with the other two characters being support-NPCs) and a vehicle base where you can return to rest, upgrade equipment, do research, etc, and must find out the truth of the weird alien landscape and the hostile creatures hidden within.

(I've already started some character-building and looking for character art for this idea XD)

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Vague Placeholder Name: Magical Girl Game Yay!

Setting/Genre: Modern-Day RPG

I've always loved Sailor Moon and magical girls in general, and making a game based on a team of them seems like it'd be really fun. A team of four would probably be ideal, and I'm thinking their theme would be the seasons, and they'd each get super-powered versions of their costumes, but maintaining that superpowered form would drain MP or otherwise cost them, so it would be a limited power-up.

The story would center around a small town, the girl's daily lives, and how everything gets flipped upside-down when evil arrives and they must become heroes. Hopefully I'll think of something to make all that a little more unique XD

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Vague Placeholder Name: Breath of Dragonbreath!

Setting/Genre: Fantasy RPG

I SO want to make a Breath of Fire game or, more likely, a game that's spiritually a Breath of Fire game, with a diverse set of characters and a really cool story. It's all pretty vague so far in my mind, but it's totally something I want to do. I'd probably also beg Liberty to help me if I ever started this XD

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Vague Placeholder Name: Uni Over-focuses on Somewhat Romantic Yuri Again Angel Devil Game

Setting/Genre: Fantasy RPG

This would center around a realm where angels and demons live, and they only stop all-out war by sending one of each of their warriors to an ancient protected battledome to solve issues by duking it out.

We have an angel lady protagonist and a devil lady protagonist, each growing up learning to hate the other's culture. They must fight in the battledome but during their fight, a catastrophe occurs, orchestrated by a mysterious third power that wipes out both of their civilizations.

They must team up to survive, and must solve the mystery of their world's demise. And maybe they get a little close to each other, despite their differences, over the course of the game :333333

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And there you have it. I hope that wasn't too self-indulgent >.<;;

tldr; unity has too many ideas XD;;

Permanent Character Death in Your Story?

How do you feel about games that permanently kill off a character (a full fledged party member that you've had with you) as part of the plot?

On the one hand, it makes the risk to the players feel more dire, as hey, someone you counted on frigging died and the stakes are higher than ever! On the other hand, if that character was the player's favorite, they may not want to continue or may have their overall impression of the game lowered.

One trick I've seen used is to set up a character who's clearly a jerk and/or hasn't had enough development to be likable, and then kill them off. Or, if you kill of characters in the prologue before the player has gotten real attached to them.

I'm clearly in the camp of "Don't kill off characters unless you have a darn good reason for it." I've seen stories done really well where the character's death changed the world and the other characters really dramatically.

On the other hand, I've seen games kill off a character just because, and it feels weird and empty when there's no underlying reason for it. I did something that could be considered this (killing off a party member for a less-than-solid reason) on one of my early games, and since then, I've tried to avoid it. Because a game can be great, and then you get near the end, and your favorite character dies off, and you feel a little cheated. Especially if it doesn't strongly tie into the narrative.

What's everyone's take on this? How do you handle permanent character death in your stories?

ALERT: Player Choice Ahead!

Whenever the dialog stops to give a choice to the player, a big concern of mine as a developer is preventing the annoying problem of "I'm hitting enter to get through the dialog and OOPS I just chose the first option in a player choice because I wasn't paying attention and/or hit enter again on accident."

In older games, I used a sound effect cue before each choice to let players know a choice was coming. I figure a quick animation (maybe "Choice Time!" flying across the screen really quickly or something similar) might work, too.

Lately, I've been considering just making the first choice in any player choice blank, so that if you hit enter too soon, that first choice will just make the choice repeat. Like so:



Obviously, this is more important in games that are asking players to make choices like this a lot, but how do other people handle this? Are any of these methods more effective? Or do you feel that they are they unnecessary, and that the standard "hit enter too soon" thing isn't really a big problem?

Your Dream Collaboration

Among my weakness for creating too many new projects, I also have a weakness for wanting to do collaborations all the damn time! However, I have way too many games and collaborations in the "in progress" phase so it would be ridiculous to start any more until I finish what I've already started.

But it's always fun to dream. If you could collaborate with any member of RMN on any project, in some fantasy version of reality where time is infinite and schedules always line up, who would you want to collaborate with, and what game would you want to make? Keep in mind that these are fantasy collaborations, not real ones. This isn't for starting serious collaborations, just for going "Wouldn't it be cool if me and so-and-so combined our love of ninjas and choreographed dancing into a Ninja Ballet game?" (Though if a real collaboration comes about because of this, then that's fine and dandy, too XD)

Mine are:

A Breath of Fire style game with Liberty. The game would either be very BoF-like or directly taking place in the BoF setting, with original characters, and a battle system that visually looks as close as possible to BoF 2, and the game would be very centered on the characters, with different people from different BoF or BoF-inspired races.

A Horror-RPG with SnowOwl. I absolutely love his sense of horror style and how he makes moments so tense and how the dread kinda seeps into you. And I absolute love the battler enemy graphics he made for the MOG event. I know it's hard to make an RPG that's really, really scary, though, but I guess that's part of why this is fantasy XD

A deep, serious story with Housekeeping. Really, it could be about anything, but with his writing chops and musical skill, I can imagine plenty of beautiful games that draw the player in. A short character drama would be really cool.

A romance game with emmych. Her ideas are so fun and her characters are so cute that it seems like making a game with her would be a blast XD

A fantasy game with yuna21, with a strong female protagonist and a great cast of characters, and all the beauty and story that you expect from a game by her!

Honorable mentions: Gourde_Clae would be really fun to work with as he really has a way with words. Cashmere Cat and NeverSilent on a cool puzzle game (I'm terrible at doing puzzles on my own! >.<;;) And Sooz and Red Nova, who I'd work with on just about anything XD

[RMVX ACE] Remove Gold Window from Menu?

Hello! ^_^ I have a game with no currency, so I'm trying to remove the gold window from the menu. Can I just delete the WINDOW_GOLD script from the menu, or is that going to break things? Is there an easy way to do this?

Thanks in advance :DDD

Storytelling for a Short Game

I have a bad habit of making games bigger than I had planned. Even a relatively short game I had planned ended up ballooning about 15-25% bigger because I wanted more character growth and exploration.

So, I wanted to ask for tips on how to tell a good story in a short game (I'm thinking less than 3 or 4 hours of gameplay). How would you approach it? And can you do character growth in such a short time? Or is it more about the mood/feeling of the game, or just telling a really good short story?

I feel like I still have a lot to learn about writing and storytelling, so any insight would be very much appreciated ^_^

Could having all HP/MP growth tied to consumable items work?

I was considering a system for a future game where leveling up does not increase HP and MP (but increases the other stats), and all HP and MP growth is bestowed by consumable items you find on your quest. I'm trying to decide if this is a feasible idea.

First off, when collecting these, should I have any HP/MP increasing item be allowed to be used on any character (out of probably four playable characters?) This would completely change the battle dynamics, but abilities and combat could be somewhat built around this idea.

On the other hand, will players give these items out to the party all over the board, or will they do something like giving the main character all the HP/MP powerups and make the main character incredible and leave the rest of the party pathetic? I could mitigate this by making four separate sets of items for each character, but would I want to? Allowing that kind of mayhem could have its own interesting effects.

Any thoughts?

The "Pitch Your Game" Game

With the December Game Playing event soon upon us, I thought it would be fun to play a little game to get more games exposed for us to play! (woo, tongue-twister)

Do you have a game with a download up, be it a demo or a completed game? Pitch your game here! Tell us what's good or interesting about it, what makes it fun or unique. "Sell" your game to us, and get everyone interested!

There are a few rules, however:

1) Your pitch must be 18 words or less. This will make things a little harder as you'll have to work to get the good points of the game in while still being concise.

2) You cannot use the title of your game in the pitch. You must sell us on the description and/or features alone!

3) You should either link your Gamepage to the pitch, or list the Gamepage's URL under the the pitch (again, without mentioning the game's actually name)

4) You have to have a playable download on your Gamepage (of course, otherwise we can't play the game you just pitched! XD)

"I Based the Main Character on Myself."

I've been seeing this more and more on RPG Maker games where the main character has the same name as the creator and/or is just the creator's persona. This has always confused me a little, as I would never put myself as the lead in my own game, because I feel like it would make for a boring main character.

And in a lot of cases, these characters feel flat. They often come off as generic or bland, and don't seem to change any as the game goes on. In the hands of a truly skilled storyteller, you could probably pull this off, and make the character fun and likeable, but I'd still rather see a whole new character with a new personality and new motivations and beliefs.

Ultimately, we generally put a little of ourselves in any character we make. I just don't think we should put all of ourselves in a single character unless we're willing to heavily tweak them to fit the story.

Thoughts?