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Legend of Otaku - a card based rpg with a unique twist (NEED HELP)

Okay now I'm a little scared. And angry.

Something JUST CAME OUT ON STEAM that is a card JRPG called The Sacred Tears TRUE

AND IT WAS MADE WITH RPG MAKER!

Legend of Otaku - a card based rpg with a unique twist (NEED HELP)

Like game maker.

I'm glad you're able to see where I'm going with this, Marrend.

I actually intended for some cards to make use of copies in the deck, like cards that have the 'rapid fire' trait, which allows multiple instances of a card to be played at the same time to multiply the damage.

Hmm...what about using counters?

Since the abilities are drawn at random, I could make the deck a simple animation set to show what's going on and instead have it so that the cards are in a pool, and each card has a counter limit. When drawn, the counter controls how many and how likely each card is able to be drawn. This could solve the problem.

I mean, a deck is random anyway, so why not play to that? Use the deck for animations and make the programming more pool-and-counter based.

I'm wondering if Baten Kaitos is similar to that...I'm trying it right now and I'm kind of afraid...

Legend of Otaku - a card based rpg with a unique twist (NEED HELP)

Hmm...thank you for that facesforce.

However:

The stats are there to LIMIT WHAT CARDS YOU ARE ALLOWED TO USE. In this game you change abilities, not equipment. Think of it like how you can't use certain techniques in a battle unless you have conditioned yourself properly to do so. A mage needs to be properly educated to use a certain spell, as well a warrior a skill. That is the goal here.

The battle isn't entirely deck based. The individual DECKS (because each character has separate attacks they alone can use) determine what moves you can fight using. As well as how strong they can defend you when sacrificed for such.

Higher grade cards are meant to be used by higher grade characters. You can keep the lower tier cards for increasing the size of the deck and giving you more options, or a smaller size to reach them faster at the risk of more turns left vulnerable.

There's a lot more to this game than just being card-based. It's a very intricate balance I'm attempting to achieve of what abilities a player can equip and when.

Then there's the Otaku, who isn't bound by class limits for abilities and can fulfill any role it's built for.

...

Perhaps I should find a D&D set and use that to plan this out. That sounds like a good idea. It's not going to be very simple, but it will work.

Legend of Otaku - a card based rpg with a unique twist (NEED HELP)

I don't know what engine I would use. I'm brand new at this stuff.

All I have is the idea of the game and details on classes, some enemy types, a few abilities, and that's it.

I'm a complete newb at game making. So do you know anyone who could help me?

I also have other games I'd like to make. Like Mana: Liquid Power.

Legend of Otaku - a card based rpg with a unique twist (NEED HELP)

BTW thanks for that maker name. Magic Set Editor, huh?

Legend of Otaku - a card based rpg with a unique twist (NEED HELP)

Thanks.

The proof of concept is for the battle engine itself.

See, it works like this:

Each character receives a separate deck that is their abilities in combat. When fighting, each character draws to their hand and can select attacks from their hand to use in battle.

The options in combat are as follows:
Engage: Use a card to attack an opponent
Rethink: Spend turn to get a better hand
Defend: Sacrifice a card for defense power
Items: Use an item (separate from item based cards)
Retreat: Attempts to escape from battle

During the game, the stats you have determine which cards you can place in your deck, as well as deck size, hand size, turn speed, and your ultimate move charge speed. Each card possesses specific stat requirements, and unless they are matched or exceeded, your character cannot use the ability.

In addition, the statistics are thus:
Strength: Determines phys. attack and max health
Endurance: Determines phys. defense and deck size
Intelligence: Determines spell power/defense and max hand size
Speed: Determines turn order, item moves, and Ultima(te) gather speed)

Different characters also have different styles, and are also more effective against certain types of enemies (I'll go over that another time). for example:

Buster: Uses heavy blades. Built for heavy phys. warfare. Also uses moves built for breaking defense, countering enemy defense, and so on

Sneak: Uses projectile weapons/special combat items. Built for stacked damage and special effects. Uses moves for physical status effects like bind, smokescreen, and blind

Black Witch: Uses wands. Built for dealing magical damage/negative effects. Uses black magic (which comes in four flavors: ice, fire, thunder, and dark)

White Witch: Uses staves. Built for curing effects and healing. Uses healing moves, curing moves, and so on.


Of course there's the main class of the game, but I have to go right now. I'll go more into detail another time.

Legend of Otaku - a card based rpg with a unique twist (NEED HELP)

Legend of Otaku: Adventures of the Almighty Nerd is a unique card based RPG.

There's only one problem. I HAVE NO IDEA HOW TO PROGRAM THIS GAME OR IT'S VARIOUS ELEMENTS, LET ALONE MAKING THE GRAPHICAL WORK AND SUCH.

I am willing to accept any help, however small, and for right now I am trying to create a small 'proof of concept' version of the game to demonstrate the unique battle system it employs.

What is this unique system? Well if someone asks I'll be more than happy to elaborate on it. For now I need to wait to see if anyone is even interested in helping...

Combat systems: Do's and Dont's & Opinions

I want to ask something:

I created a new combat system for a game I want to make (no experience making games but plenty thinking them up, working on it) and I was wondering if there are some potential faults that I can't see in it.

Okay, here goes:

The combat system revolves around the idea of each character having an 'ability deck'. Basically you can customize what abilities that character can draw from to use in battle, but the selection is random.

Furthermore, the deck limit determines character stamina, so if it runs out you loose a turn to regain your strength. And what abilities you can use are limited by character stats. You can only use abilities that your stats equal or surpass the requirements or.

Now on the plus side stats can affect your hand and deck as well as damage or resistance. Intelligence will increase your hand size, so you get more cards to choose from, whereas endurance increases deck size, and so on.

I was wondering if there's anything I'm potentially forgetting (there will be super abilities for turning the tables mid-game)

Legend of Otaku: Adventures of the Almighty Nerd (NEED HELP!!!)

author=Marrend
How to program what you want to do will be largely determined by the engine of your choice. There's a number of articles/tutorials under the Development tab, so, that would be a good place to start as any!

Also, I seem to recall a thread specifically about designing boss fights. My guess is that probably somewhere in the Game Design and Development sub-forum. Er, don't quote me on that, though!


I am anyway. LOL

Thanks for the advice. But I'm probably going to need to work at it since I'm just using VX Ace lite and still need to learn it. Hopefully I can find a way to program the unique combat system as well as the loot the system requires and limitations on use.

Legend of Otaku: Adventures of the Almighty Nerd (NEED HELP!!!)

Hi.

As you can probably guess I'm working on an RPG project. And as you can also probably guess the project's title is Legend of Otaku.

Here's the problem:

I have never made a game before. I have no idea how to program the battle system I've come up with for the game (I won't launch into a detailed explanation but I will mention it involves cards) or ANYTHING for the game to be exact. I've never made artwork. I've never even done anything more than write for it.

And I've written quite a few things down for it.

Point being I need some help with this game. If anyone is willing to help me in ANY way, making artwork, teaching me how to program, submit ideas for abilities, bosses, and so on, I would sincerely appreciate it.

As for the concept, it goes like this:

A party from a foreign land calls upon the old gods to aid them, and the old gods respond by bringing in a freaking nerd and blessing him with the most important relic ever known: the Anima Codex, only with its power broken before it can really cut loose. This leads the Otaku and his party into a quest to restore the strength of the Codex and empower themselves through the first seven of the Eight Great Tributaries so that they can purify the eighth and save the world.

A bit cliché, I know, but this is also a basic description, and it avoids as much as possible going too far into depth about the plot or anything.

If you are looking for what information I have I have it on a text file I can mail to you.

Thanks for any help you can give,
Yugijak