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Silver-Tongue: A Mercantile RPG series (In Theory)
author=Marrend
Maybe I'm crazy, but, when I read about running a business, and how there's workstations, my mind went straight to Tirawrmisu.
Eh, a little bit, but I thought that maybe a more apt comparison might be Wizards & Wagons in the App Store, Jacksmith on Armorgames, or perhaps even more closely a form of mercantile Dungeon Keeper.
Part of the inspiration probably came from Dwelvers. Although I do highly recommend Swords & Potions if you like running a business.
Actually, a good comparison might be Rune Factory 4.
Silver-Tongue: A Mercantile RPG series (In Theory)
So I had an idea after surfing around trying to find merchant and store-running style games similar to that of 'Swords and Potions' (which is a mercantile game available on Armor Games and one I highly recommend playing)
The principle is this:
You play as a wizarding clan hiding from the common folk for fear of witch hunts. Using spells, sweet-talking, and some gold (possibly more than you should have) you've purchased a house that doubles as a store, and must now run it in such a way as to provide income while evading accusations of being a witch.
The RPG elements are meant to blend in with the marketing and economy. Each day you can interact with customers that enter the store to sell them items, take on quests (of a sort), listen to news and try to negotiate your position within the town.
Then, during the night you are allowed to freely interact with the rest of the building like the Backroom and Basement Housing. Now during this you'll collect, restock, and re-select what items your various 'workstations' will craft during the day. You can also send off various caravans to acquire goods not available within town or to ship things around the countryside. In addition to this you have a Record Book which you can...correct...if necessary to try to avoid payments and debt. But keep in mind that things cannot come from or vanish into thin air. It must go somewhere.
Throughout all of this you have consistent access to a list of spells and other magical aids to give you some 'leverage' when negotiating or making deals/sales. But again this world fears magic at it gives way to technology, so each use can be risky and always has consequences. You also have access to 'Underworld dealings' from your Friendly Neighborhood demon, which can be used at steep costs to give you major advantages.
The goal of each game is different, with the first being this: to survive and secure footing by accruing about 20,000 gold.
My question is this:
How might I implement the mechanics of this game in RPG maker, as I was thinking it might be the best engine to do so. I'm not familiar with it, so I thought I'd ask.
The principle is this:
You play as a wizarding clan hiding from the common folk for fear of witch hunts. Using spells, sweet-talking, and some gold (possibly more than you should have) you've purchased a house that doubles as a store, and must now run it in such a way as to provide income while evading accusations of being a witch.
The RPG elements are meant to blend in with the marketing and economy. Each day you can interact with customers that enter the store to sell them items, take on quests (of a sort), listen to news and try to negotiate your position within the town.
Then, during the night you are allowed to freely interact with the rest of the building like the Backroom and Basement Housing. Now during this you'll collect, restock, and re-select what items your various 'workstations' will craft during the day. You can also send off various caravans to acquire goods not available within town or to ship things around the countryside. In addition to this you have a Record Book which you can...correct...if necessary to try to avoid payments and debt. But keep in mind that things cannot come from or vanish into thin air. It must go somewhere.
Throughout all of this you have consistent access to a list of spells and other magical aids to give you some 'leverage' when negotiating or making deals/sales. But again this world fears magic at it gives way to technology, so each use can be risky and always has consequences. You also have access to 'Underworld dealings' from your Friendly Neighborhood demon, which can be used at steep costs to give you major advantages.
The goal of each game is different, with the first being this: to survive and secure footing by accruing about 20,000 gold.
My question is this:
How might I implement the mechanics of this game in RPG maker, as I was thinking it might be the best engine to do so. I'm not familiar with it, so I thought I'd ask.
Legend of Otaku - a card based rpg with a unique twist (NEED HELP)
author=watermark
Well, I made a battle card game using RM2K years ago. It's different from your idea but maybe you can get some ideas from it. You can find it on this site:
Deus Cards
The code is all there so maybe it can give you some ideas on how to structure your own game in VX Ace. Hope it helps.
Thanks. I'll be sure to look it over.
At least It's a starting point. Now I just need some placeholder art and a bit of programming magic...
[RMVX ACE] Programmer Looking for Group
Would you by chance be willing to try using VX Ace? I know someone who's group is working on a Kirby RPG that is very far in development and they need more programmers.
I'm certain they would really appreciate the help.
I'm certain they would really appreciate the help.
Legend of Otaku - a card based rpg with a unique twist (NEED HELP)
author=Aetherrevivalauthor=MilenninWell, in all fairness, the ideas are still at their beginning stages. Just like with any project, they'll have to be changed and cultivated as everything comes to fruition. Some of the ideas may already be a little different, speaking that it has been a year since.
I don't know, a quick glance at your ideas instantly reminded me of: https://en.wikipedia.org/wiki/Dragon_Ball_Z:_Legendary_Super_Warriors (which was an awesome game, by the way).
@yugijak I will suggest that your main focus should be getting your idea set in stone so that you can present it a little more clearly. Using crude practice cards, as suggested above, to test the mechanics of your game is the best approach to take.
I also would not let the similarities of too many other card games bother you. It is a good idea to test them out and see what they're about, but if you worry too much about them, you waste valuable time that could be spent on improving your idea.
Just try your best and make it the way you like it.
Thank you.
I'm actually drafting up a mock demonstration of the battle system using Flash and some sprite sheets. This way I can get a better look at how things like battles will play out visually. It's very rough, using a lot of pre-made stuff, but it should work for now.
Legend of Otaku - a card based rpg with a unique twist (NEED HELP)
author=Milennin
I'm glad to know that 1 year after that post it all turned out to be false alarm. Imagine if it wasn't, though. Those people would have made a complete game using your vague, not so unique ideas, and having it published on Steam in less than 1 week. That would actually be pretty amazing.
The idea is more unique than you think. I've actually done some research on this concept and there isn't a game out there that handles the combat this way.
author=facesforce
Here is my best advice here: First take a sheet of paper, cut it into "cards" and write what they are going to do. If you are going to design a card game, it needs to be practical enough to function without a program as well. Set up a basic "AI" deck for you to fight against. This will let you refine your system.
It sounds like you have alot of ideas here, but not all of them are going to be fun or practical.I get the idea of having stats, it's a rpg staple, but in a deck based battle, card draw and card selection is FAR more important. If you have higher grade cards in MTG for example, you are going to have more options. The same applies to here, and it is for this reason that stats don't work in this format. It just makes the game completely unbalanced and you lose most control to do damage control to try to re-balance it later. Simplicity is your friend.
So, once you work out a practical prototype, go download Game Maker and learn how to use the interface. Don't even dare use rpg maker, you will just dig yourself into a hole where you will spend months, even years using conditional branches, loops, variables and labels in order to even get a demo to function properly.
The idea is to bridge both stats and cards. The stats can allow you to increase your odds with specific cards and improve the character's ability to work, and the cards will give you abilities you can draw from to use. The battle isn't outright deck-based. It's more like the deck is your equipment, and you have to choose what abilities you take into battle. Even then you won't have access to all of them all of the time, so you have to account for that.
That said, you make an excellent point. I should work out the card-based elements, maybe using a combination of D&D character sheets and card-like placeholders so I can get a physical representation of how the idea is supposed to work.
Off topic I apologize for not following up for a year. I've been...really distracted. But it's high time to get myself in gear.
Legend of Otaku - a card based rpg with a unique twist (NEED HELP)
False alarm. It wasn't like what I came up with.
That said, there's apparently a Chain of Memories plugin for RPGmaker that I might be able to use. With edits to the code here and there of course.
That said, there's apparently a Chain of Memories plugin for RPGmaker that I might be able to use. With edits to the code here and there of course.
Looking for some Testers
I guess I can take a look at it. Story is one of the few things I feel is a strong point for me, so I'll see if I can provide any insight.
Whatchu Workin' On? Tell us!
I'm designing a JRPG game with a neat twist which requires you to manage a machine outside of combat to become powerful in combat.
Basically, the game centers around finding sources of energy to fuel the machine (named the Gaea Machina or World Machine) in order to keep it functioning and therefore the planet alive. You also need to find parts to expand and upgrade the powers of the Tarot Engine, which allows you to use the World Machine to manipulate the planet, often at a major cost (other than the energy from the machine required) to fight the Hell Plague, which infects the planets core and feeds off of it in order to grow.
The game is meant to tell story in the style of Dark Souls, where players find information and piece it together themselves instead of using cutscenes and exposition to do so. Creatures and enemies can also be captured (a la pokémon or Shin Megami Tensei), trained, and equipped to help you fight.
Basically, the game centers around finding sources of energy to fuel the machine (named the Gaea Machina or World Machine) in order to keep it functioning and therefore the planet alive. You also need to find parts to expand and upgrade the powers of the Tarot Engine, which allows you to use the World Machine to manipulate the planet, often at a major cost (other than the energy from the machine required) to fight the Hell Plague, which infects the planets core and feeds off of it in order to grow.
The game is meant to tell story in the style of Dark Souls, where players find information and piece it together themselves instead of using cutscenes and exposition to do so. Creatures and enemies can also be captured (a la pokémon or Shin Megami Tensei), trained, and equipped to help you fight.
Looking for a teammate!
Wow, that sounds like me (but instead I'm a writer who has a penchant for planning games).
I have a folder with a crap ton of ideas I've had for various games, but no idea how to program them. I'd love to Kickstart them, but I want to make sure I can finish them first.
Do you think I could discuss them with you? Maybe you could give me some tips or ideas how to start programming them? I'd love to maybe help you find a style or mood for your game.
I have a folder with a crap ton of ideas I've had for various games, but no idea how to program them. I'd love to Kickstart them, but I want to make sure I can finish them first.
Do you think I could discuss them with you? Maybe you could give me some tips or ideas how to start programming them? I'd love to maybe help you find a style or mood for your game.













