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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.

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:

  • 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.

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.

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...

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
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