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What are you thinking about? (game development edition)
author=Gretgor
@yugijak I like that idea. Character progression based on exploration instead of grinding is 100% my jam.
One thing to keep in mind, however, is that if your battles are gonna be turn based, there's gotta be some incentive to engage in battle instead of just fleeing, since there's no EXP.
Battle is how you get keys
Defeating enemies grants keys of elements related to that enemy.
Thanks for calling me out on that though I did forget to point that out clearly.
What are you thinking about? (game development edition)
I'm trying to develop a metroidvania styled RPG called Key Masters
The title is a working one and it's an RPG themed around the use of various keys you acquire through combat and select other means.
Big things to note:
- The main character, Keyth, casts spells by using the keys collected from enemies.
- Unlike traditional XP based levelling progress I wanted to focus on secret finding, using various keys to 'unlock' effects in the environment and find upgrades within the world
- No levelling means there isn't an increase in numbers, but you can find new ways to use the abilities you have
- Keyth can't deal damage by himself (his only basic attack is the Slap command that deals 1 damage total and yes I intend to be sadistic enough to tie achievements toward using that to kill things). Instead using different keys applies status effects.
I'm trying to figure out how I intend to do other members for the party. Debating between summons by using keys to recreate monsters you find in a Pokemon style system or having dedicated party members you can use your key effects on to alter what they do
Big thing is the ability to 'lock' enemies. This is vital as you'll only control Keyth, and by doing this you remove the ability for that enemy to take damage but they cannot do anything until 'unlocked'.
Also an elemental system that rewards the player for paying attention to which elements negate which. So if you 'seal' command with a water key on a fire enemy it will instantly destroy that enemy.
Yes there is an element that cannot be affected by this system. Arcane/Demon. Still figuring things out for that.
The title is a working one and it's an RPG themed around the use of various keys you acquire through combat and select other means.
Big things to note:
- The main character, Keyth, casts spells by using the keys collected from enemies.
- Unlike traditional XP based levelling progress I wanted to focus on secret finding, using various keys to 'unlock' effects in the environment and find upgrades within the world
- No levelling means there isn't an increase in numbers, but you can find new ways to use the abilities you have
- Keyth can't deal damage by himself (his only basic attack is the Slap command that deals 1 damage total and yes I intend to be sadistic enough to tie achievements toward using that to kill things). Instead using different keys applies status effects.
I'm trying to figure out how I intend to do other members for the party. Debating between summons by using keys to recreate monsters you find in a Pokemon style system or having dedicated party members you can use your key effects on to alter what they do
Big thing is the ability to 'lock' enemies. This is vital as you'll only control Keyth, and by doing this you remove the ability for that enemy to take damage but they cannot do anything until 'unlocked'.
Also an elemental system that rewards the player for paying attention to which elements negate which. So if you 'seal' command with a water key on a fire enemy it will instantly destroy that enemy.
Yes there is an element that cannot be affected by this system. Arcane/Demon. Still figuring things out for that.
Alchemic Fire Emblem
author=Marrend
I've made at least one game in RPG Maker VX Ace (maybe two?) where I removed the standard "Attack" command. Instead, there was an "Action" skill-set, and skills that appeared there came from the character's equipment. I don't know about how to program those outcomes off the top of my head, but, the "alchemy system" you're talking about might be along those lines.
That's a bit of a start...yes.
Also I'm trying to modify this as I go along about it to simplify it as much as possible while sacrificing potential tactics as little as I can manage.
The alchemy system is largely there to determine battle outcomes. It doesn't outright override the attack command, but it requires you to pick an attack TYPE.
Think more like Pokemon.
GTBS - GubiD's Tactical Battle System
This is a fantastic thing.
Hopefully I can tweak the program for the elemental based system I intend to use without too much hassle.
I still need to learn programming definitely, but this would be a MASSIVE leg-up on the project I'm working on.
Hopefully I can tweak the program for the elemental based system I intend to use without too much hassle.
I still need to learn programming definitely, but this would be a MASSIVE leg-up on the project I'm working on.
Alchemic Fire Emblem
So I have an idea for a first project going into RPG Maker.
The premise of the game is a Fire Emblem inspired strategy title that uses concepts of alchemy to control how the game balances everything.
In essense: turns in the game will occur simultaneously in movement and action/Alchemy phases. In the Alchemy phase players will pick an element based on what type of unit is attacking in order to determine the outcome for their base attack.
Elements have different reactions dependent on their priorities (which trumps which, which cancels which)
Special moves called Alchemic Arts will also have a second element attached based on what that Art does.
The potential outcomes are:
Advantage Element: User wins and deals damage to opponent
Opposing Elements: Both attacks cancel, and both units receive a Salt point
Duplicate Elements: Both attacks succeed
There's a lot more to the game than this but this is the base concept that I want to work off of as a starting point for development.
The premise of the game is a Fire Emblem inspired strategy title that uses concepts of alchemy to control how the game balances everything.
In essense: turns in the game will occur simultaneously in movement and action/Alchemy phases. In the Alchemy phase players will pick an element based on what type of unit is attacking in order to determine the outcome for their base attack.
Elements have different reactions dependent on their priorities (which trumps which, which cancels which)
Special moves called Alchemic Arts will also have a second element attached based on what that Art does.
The potential outcomes are:
Advantage Element: User wins and deals damage to opponent
Opposing Elements: Both attacks cancel, and both units receive a Salt point
Duplicate Elements: Both attacks succeed
There's a lot more to the game than this but this is the base concept that I want to work off of as a starting point for development.
Card Based Battle System
author=Dragnflyauthor=yugijakToss that and more details in a new topic in the help forum so you can ask for what you want more specifically. You'll get a better chance for development there.
And if there's anyone willing to help by all means! I'll be happy to give you the specs of how the engine is supposed to work or any other details to help with the experiments! Hell I'll lend voice work or whatever I can! I do have some card graphics on file SOMEWHERE...
Thanks for that. I figured this would be good to try to figure it out here, hence the post here, but help is probably better.
And...thinking about it, it would probably 'help' more people.
Card Based Battle System
author=Dragnfly
You can do some pretty rule-bending things with scripts and plugins. People have made action games, tactics games, changed the entire interface and even made meta games that add files to your game folder etc etc etc.
One of MV's strongest points IMO is that it uses javascript whereas the others use ruby. Is one better than the other? Hell if I know. But outside the RM community itself I had a hell of a tough time finding anyone who even knew the basics of Ruby, whereas javascript tends to be taught in schools. So it's just easier to get somebody who can help you. That said, the RM community's ruby users swear by it and know it inside and out.
I'll edit this post soon after I've read the rest of this topic.
Thanks for that.
I'm actually hoping to find said plugins and scripts. Granted there's most likely going to be some modification involved, but I do believe that this can work on the engine, the question is how.
Keep in mind this is coming from someone who has no real programming experience. I probably need to do a lot more Code Academy work before I can touch any of the Makers.
Hmm...yeah Javascript is probably way easier to learn.
And if there's anyone willing to help by all means! I'll be happy to give you the specs of how the engine is supposed to work or any other details to help with the experiments! Hell I'll lend voice work or whatever I can! I do have some card graphics on file SOMEWHERE...
Card Based Battle System
Hmm...
Wait...can anything be done outside of creating events?
And on top of that, are there any addons or plugins that can be used to help with this?
What about MV? Is that more versatile? Or am I trying to make an car engine with a chisel here?
I mean, I have some other ideas that MIGHT work in RPG maker, which is kind of why I created this to double check so I don't waste effort.
Wait...can anything be done outside of creating events?
And on top of that, are there any addons or plugins that can be used to help with this?
What about MV? Is that more versatile? Or am I trying to make an car engine with a chisel here?
I mean, I have some other ideas that MIGHT work in RPG maker, which is kind of why I created this to double check so I don't waste effort.
Card Based Battle System
If I may?
Each skill is assigned a value, acting as a call sign for what information is on the card. These call signs govern placement in the deck (basically I make the game generate a list of the values and go down the list to draw cards) as well as how many of a 'card' is in the deck. The skills don't actually duplicate, but the information OF the skills is used for each card.
Example:
The Black Witch has a fire spell called Firren. Now Firren is listed as a skill in the game's directory. The Black Witch also has an ice spell called Blizzen and a thunder spell called Thunden.
When building the deck, the 'compendium' (what will act as the skill list) will list one copy of each 'card'. Players will select the card, assigning it a value in the corresponding deck.
So let's say the Black Witch will have 2 Firren copies and 3 Blizzen copies in the deck, with only one copy of Thunden.
The game's logic will then give these skills a value, in this case we'll call it 'BWitchDeck', and this value will act as a reference for the game to go 'Okay, I use this information for this listing, and it will come up this many times in the list'.
This basically let's the game use the same information for the skill without actually duplicating it. It's a facsimile of actual cards so that on the surface you'll see the cards and they can behave like cards, but in the code the game is just using the same skill again and again.
This will also allow for properties like 'Fury' to work by limiting the player to what they have in their hand for repeated use effects.
The best part? Randomization and searching not only become usable, but they work within the limitations of the engine. Instead of shuffling skills you're shuffling the placement values of each skill. And because the game understands 'this skill appears this many times in the list' it will always have a frame of reference for how the deck will behave.
If this is still too complex, there's an easy way to break it down:
Take some of your favorite cards (Yu-Gi-Oh, Magic, whatever) and give yourself only one copy of each. Then take some chunks of paper, more than the cards you have, and write the name of the card on one side.
Now take the strips of paper and stack them name down. Pull the strips one at a time, and each time you do, look at the card whose name matches that on the strip.
If you like, reorganize the entire stack however you like, search it, do whatever.
The playing cards represent the in-game skills. The strips the deck placement value(s). And the name which 'card' that value is referencing. After that, the rest is relatively simple: attach the information it pulls to the skill, add a string that pulls the information when that skill is called, and use that for graphics, animations, damage math, and so on.
Of course the game gets a bit more challenging with the addition of Ultimas, Status Effects, copying skills from enemies later on...
- First: abilities are the attacks. Guarding, using items, and other tactics aren't actually cards. (Although I am on the fence about whether or not guarding should burn a card or not)
- Second: Essentially the cards ARE the equipment. The idea is that your attacks or skills are limited to cards, and everything else is part of the menu.
- Third: I have no idea what system to use in the first place. I'm on the fence between VX Ace and MV.
- Fourth: The integers work thusly:
Each skill is assigned a value, acting as a call sign for what information is on the card. These call signs govern placement in the deck (basically I make the game generate a list of the values and go down the list to draw cards) as well as how many of a 'card' is in the deck. The skills don't actually duplicate, but the information OF the skills is used for each card.
Example:
The Black Witch has a fire spell called Firren. Now Firren is listed as a skill in the game's directory. The Black Witch also has an ice spell called Blizzen and a thunder spell called Thunden.
When building the deck, the 'compendium' (what will act as the skill list) will list one copy of each 'card'. Players will select the card, assigning it a value in the corresponding deck.
So let's say the Black Witch will have 2 Firren copies and 3 Blizzen copies in the deck, with only one copy of Thunden.
The game's logic will then give these skills a value, in this case we'll call it 'BWitchDeck', and this value will act as a reference for the game to go 'Okay, I use this information for this listing, and it will come up this many times in the list'.
This basically let's the game use the same information for the skill without actually duplicating it. It's a facsimile of actual cards so that on the surface you'll see the cards and they can behave like cards, but in the code the game is just using the same skill again and again.
This will also allow for properties like 'Fury' to work by limiting the player to what they have in their hand for repeated use effects.
The best part? Randomization and searching not only become usable, but they work within the limitations of the engine. Instead of shuffling skills you're shuffling the placement values of each skill. And because the game understands 'this skill appears this many times in the list' it will always have a frame of reference for how the deck will behave.
If this is still too complex, there's an easy way to break it down:
Take some of your favorite cards (Yu-Gi-Oh, Magic, whatever) and give yourself only one copy of each. Then take some chunks of paper, more than the cards you have, and write the name of the card on one side.
Now take the strips of paper and stack them name down. Pull the strips one at a time, and each time you do, look at the card whose name matches that on the strip.
If you like, reorganize the entire stack however you like, search it, do whatever.
The playing cards represent the in-game skills. The strips the deck placement value(s). And the name which 'card' that value is referencing. After that, the rest is relatively simple: attach the information it pulls to the skill, add a string that pulls the information when that skill is called, and use that for graphics, animations, damage math, and so on.
Of course the game gets a bit more challenging with the addition of Ultimas, Status Effects, copying skills from enemies later on...
Card Based Battle System
So a few years back I posted a topic about my game Legend of Otaku. I mentioned it had a card based battle system.
I want to elaborate and figure out how to implement that into the engine, perhaps so that I can eventually make some demo or trial of the game I want to make.
What I know/what I'm after:
What I do not know/what I'm guessing at
I'm probably doing a massive jump-of-the-gun here, but I also figured finding a way to get this information NOW as I try to learn to program and use the system might save me headaches later.
I already know what I want and have ideas on how to achieve them in an engine, but I don't know coding or how to achieve them using THIS engine, which while it might be more than most people, is not a lot and still requires a massive amount of work.
I get that a single guy built the entirety of Dust: An Elysian Tail. But I don't think that was his first project or if it was that he had some kind of experience. And even he took on some help.
That and I thought this might help other people figure out how to implement cards into the system to so that the engine could be made even more versatile.
Anyway, thanks for at least reading this far.
I want to elaborate and figure out how to implement that into the engine, perhaps so that I can eventually make some demo or trial of the game I want to make.
What I know/what I'm after:
- Each character will have a separate deck of abilities that they will draw from to govern what moves they can use each turn.
- Each ability can be added to the deck up to the deck's maximum size.
- Each card will have unique properties that can affect and be affected by how many or which cards are used. (E. G. a Fire spell has the Fury property, which means if it is used then you can choose to use other copies of it in the same turn)
- Abilities will be locked by class
- Abilities will also be locked by stats
- The main character of the party (the Otaku) can ignore class restrictions, but not stat restrictions
- Stats will affect card and character behavior. (Higher speed draws more and plays (first) more often, Intelligence gives larger hand caps, etc)
- When a character is unable to draw a card on their turn, they are left in 'exhausted' state and are unable to act for that turn.
- The Otaku character will be able to immediately enter 'exhausted' state for his/her turn to edit his/her deck mid-combat, allowing for large versatility at a great risk.
What I do not know/what I'm guessing at
- How to implement skills as cards (I theorize integers could do the trick, but I won't elaborate on the actual theory in case there's something that could potentially do the job currently)
- How to install addons to the system as needed.
- Basically how to use the system.
I'm probably doing a massive jump-of-the-gun here, but I also figured finding a way to get this information NOW as I try to learn to program and use the system might save me headaches later.
I already know what I want and have ideas on how to achieve them in an engine, but I don't know coding or how to achieve them using THIS engine, which while it might be more than most people, is not a lot and still requires a massive amount of work.
I get that a single guy built the entirety of Dust: An Elysian Tail. But I don't think that was his first project or if it was that he had some kind of experience. And even he took on some help.
That and I thought this might help other people figure out how to implement cards into the system to so that the engine could be made even more versatile.
Anyway, thanks for at least reading this far.













