if you're looking for oldschool there's always The Way and I guess Three The Hard Way.
Advice for people who want to actually get something done: If you're on your own then it's best to leave fucking around with custom battle scripts and such till later on. You will get bogged down quickly and probably never actually produce anything. Get as much of your writing and world building done as you can before you really get into that.
Ah man, RPGMaker! I have really fond memories of this thing. RPGMaker and MUD creation kickstarted my love of game dev in my early teenage years. I was so excited making a little demo game with the RPGMaker 2 SNES ROM back in the day. Then RPGMaker95 came out and changed everything...
I actually had a lot of success releasing a couple Dawn of Darkness games back for '95 and 2k. They're embarrassing now, but not bad for a teenager! Wish I had the time to get back into this thing.
It's really cool to see some of those classics mentioned again, though. I remember A Blurred Line, The Way, and Three the Hard Way. Cool to see that the community is living on!
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
It's really cool to see some of those classics mentioned again, though. I remember A Blurred Line, The Way, and Three the Hard Way. Cool to see that the community is living on!
It's really a community you can't keep down, because for some reason people just flock to it.
By the way, does somebody have a list of commercialy released RPG-Maker games like *To the Moon*?
C2B on
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
And I agree with Page- as people when starting out get really bogged down in making their perfect battle system that they give up and quit.
For your first couple of projects you should focus more on map editing, event handling, and world building (items, characters, classes).
Holy shit. To the Moon and Corpse Party were made using RPG Maker? I..wow.
Is that really so surprising? Both do have those rpg maker looks.
Dude, To the Moon is gorgeous.
And just because it looks like a 16-bit rpg doesn't mean I would ever assume a popular commercially released game would be made in RPGMaker. I assume its something like with Zeboyd and Cthulhu Saves the World/Rainslick 3.
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
Holy shit. To the Moon and Corpse Party were made using RPG Maker? I..wow.
Is that really so surprising? Both do have those rpg maker looks.
Dude, To the Moon is gorgeous.
And just because it looks like a 16-bit rpg doesn't mean I would ever assume a popular commercially released game would be made in RPGMaker. I assume its something like with Zeboyd and Cthulhu Saves the World/Rainslick 3.
I was surprised about the surprise, because you can do a lot more in the rpg maker. There's also lots of other georgerous games out there.
Ahh, I was wondering where this thread was. Thanks for setting this up, Nocren.
It is very true that you need a hefty time commitment and some imagination to come up with something besides your run-of-the-mill RPG, but I've had a lot of fun messing with stuff so far. As I said in the Steam thread, I've been working on (very) rudimentary nonlethal combat, which in practice is just a common event that certain skills call to force a custom escape skill. Still, it works in a practical sense; I set up an encounter with two enemies and got the game to recognize when I had killed one, both, or neither.
It still needs a lot of fine-tuning for balance, but for now I'm more concerned with setting up a midsize starting city to test other stuff. Like so many people, mapmaking is where I run into real roadblocks. I have a nasty habit of thinking I need more space than I really do, or overestimating just how tall buildings need to be, then wondering what to fill it all with.
If you slap things together bits at a time it can quickly become confusing and you may trip yourself up. If you draw out a basic map of what you want beforehand and then take a layered approach (that is, you do a basic architecture layer of your entire map, then go back over it adding details) it's easier to manage.
Uhh, I downloaded the demo light version a while back.
And uhh, it kinda messed up my browser by way of some commercial software that is-not-quite-malware. But it sure as hell didn't ask for permission first.
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Did you download it from Steam or somewhere else? Cause... it shouldn't do that...
Picked up RPGmaker VX Ace during a Steam sale. Gonna try to use it to make a sci-fi game with heavy emphasis on a story I've already set out. When I say that, I mean that I would be surprised if it turned out less 'game' and more 'interactive story'. No idea what I'm going to do regarding music and character design, but I can figure that out.
One technical question for scripting events though; How do I get NPC's to leave a room completely after walking to the door? I have an event down for transporting the character but it won't work for NPC's.
bleh i'm pissed i missed this on sale, I love to do small game dev work and rpg maker is an easy way to accomplish it without me pouring countless hours into modelling/texturing/programming, but still has that option available.
Also glad to see the tactical rpg scripts are in beta, I have quite a few game ideas I've jotted down over the years that I could potentially do in rpg maker, I just haven't gotten around to it yet.
Hopefully it will go on sale again soon and I can pick it up
Picked up RPGmaker VX Ace during a Steam sale. Gonna try to use it to make a sci-fi game with heavy emphasis on a story I've already set out. When I say that, I mean that I would be surprised if it turned out less 'game' and more 'interactive story'. No idea what I'm going to do regarding music and character design, but I can figure that out.
One technical question for scripting events though; How do I get NPC's to leave a room completely after walking to the door? I have an event down for transporting the character but it won't work for NPC's.
Assuming it works like RM2, 95, 2k, and 2k3, you basically just set the event graphic to blank / transparent / invisible and unset any "blocks the player" flag. The old versions never really had a "teleport event" -- if you needed that you'd just create a second event and use a flag to invis/unblock the first and make the second appear.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
0
IceBurnerIt's cold and there are penguins.Registered Userregular
One technical question for scripting events though; How do I get NPC's to leave a room completely after walking to the door? I have an event down for transporting the character but it won't work for NPC's.
Events are tied to the map they're on. They also automatically reset when you leave the map and re-enter; they don't persist like the player does. To change an event (including NPCs) you must give the event multiple states/"pages". You'll then need to use a switch or variable to track when X has happened and then set that as the trigger condition for the 2nd, 3rd, etc. state of the event.
Let's say you have an NPC in front of a door, blocking access. If the player talks to them, they'll say "Pardon me" and steps one tile right. Well if you leave it at that, not only will they be back in front of the door again next time you enter the map, but even on the current visit if the player talks to them again, they'll say "Pardon me" and step right again!
You need to turn on a switch at the end of their initial set of event commands. Then, you need to give the event a new page and set that switch being ON as the condition for using the 2nd page.
Now, you might think that the 2nd page should just be the same NPC graphic with a new line of text, but the event's position will reset when revisiting the map, so it should actually be blank. You'll need to make a 2nd event on the tile where the NPC appeared to move to, and give that a blank first page, and a 2nd page representing the NPC in their new position, with the switch set as the condition.
This can be applied across maps too. Make the event disappear from map 1 and make another event appear on map 2, using the same switch as the trigger.
The art and music is definitely my biggest obstacle, I think. I love coding, so that part sounds fun, and I'd really enjoy writing everything. But sprites? That would take so much time to get decent at all by itself, let alone then making all the sprites.
Its ridiculously daunting to do anything not supplied for by the existing sprite-set.
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
The art and music is definitely my biggest obstacle, I think. I love coding, so that part sounds fun, and I'd really enjoy writing everything. But sprites? That would take so much time to get decent at all by itself, let alone then making all the sprites.
Its ridiculously daunting to do anything not supplied for by the existing sprite-set.
I agree with you there. I want to do something futuristic, which means that the sprites need to look the part too. Sadly, none of the existing sprites would really look in place.
Also, to everyone else, thanks for the advice, I'll give it another go.
The art and music is definitely my biggest obstacle, I think. I love coding, so that part sounds fun, and I'd really enjoy writing everything. But sprites? That would take so much time to get decent at all by itself, let alone then making all the sprites.
Its ridiculously daunting to do anything not supplied for by the existing sprite-set.
I agree with you there. I want to do something futuristic, which means that the sprites need to look the part too. Sadly, none of the existing sprites would really look in place.
Also, to everyone else, thanks for the advice, I'll give it another go.
Oh! You could do a bunch of blocks and lines, with names over top, so it looks like they're all being viewed/tracked by some sort of scanner. :P
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
Oh! You could do a bunch of blocks and lines, with names over top, so it looks like they're all being viewed/tracked by some sort of scanner. :P
What is this, Paranoia: The Game? Heh. I have a general idea for generic soldiers... basically Robocop but with their own military colours. I need to work on that.
For those less interested in creating your own sprites/textures, you can buy the texture packs on steam as well, I know they have a futuristic one and a samurai one, and a few others I think.
Of course they charge $20+ for them, but that is one way to get around it.
Personally I'd rather make my own stuff since it feels too cookie cutter for me if I don't
I got the futuristic pack. It doesn't add as much as I'd like. As far as I can tell, I have some clinical exterior textures and some interiors for a lab and a spaceship. Oh, a train too.
Still gonna need to do most of the textures I want myself. But then it wouldn't really be my own game if I was given more than that, I do agree there.
So, to keep this thread alive for the important questions, we might as well do a bit of brainstorming and general mechanics discussion in here too, yeah?
One thing I've been thinking about is combat. In so many games (even the ones I love), the combat is pretty mindless. You always spam your strongest attacks, and the strongest spells that hit a weakness. There are obviously a few exceptions out there, but even the great systems, like Xenogears, boil down to this--its just that your powerful stuff is multiple button presses instead of one.
What are some lessons we could take from modern games to make a better, more interesting combat system? Something that makes it more tactical and interesting?
Seems like a more generous use of conditions would be a must. Conditions that allow distinct advantages, rather than the old "def down" and "mute" varieties. But adding effects that chain together and split off, giving a wide variety of strategies.
But then that doesn't work quite as well if you're using the usual mook enemies. And so that brings up the question of if the added complexity would do enough to keep interest in every battle being more drawn out.
Tactical games manage this because you're moving characters and everything else..but in a classic FF or DQ-style battle? How much can you really squeeze from it? Do you pretty much have to go for the Tactics Ogre/FFT route at that point?
InkSplat on
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
Step 1 would be to keep the numbers down and avoid inflation. Looking at big numbers fly around is nice and all, but it becomes repetitive and crutch since often the only way to go from there is start dropping even bigger numbers on the player to keep some sort of challenge going.
I've thought that a more controlled system with smaller numbers would go a long way to helping avoid standard jrpg slogs. Remove grinding and give players levels or upgrades for doing things or making story progress. Have much fewer encounters in general but create challenge by adding variety to what the enemies can do. Absolutely no jrpg attrition dungeons, so that every encounter can be made as hard as it needs to be.
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Well... There's doing what Zeboyd did.
But there is a problem with DQ/FF is that's pretty much all there is to combat. I think part of the problem is that it's ons two dementional and turn/order based.
Maybe if you had some type of system where the characters could guess what the next enemy attack would be and have a rock/paper/scissors style structure...
I guess kinda like the duels from Suikoden.
I don't think there's a need for a non-commercial rpg to be padded out with an extra 30 hours of generic combat. You've got your game and you've got a story to tell. Do that instead.
I don't even think most jrpgs need that extra 30 hours of generic combat padding, with the notable exception being the Tales series.
My paint-huffingly craziest idea for combat would involve using multiple enemy types to simulate ranged combat ala Wasteland, using common events to move the player or enemy group in various directions. Since I have no idea how that would work in practice, a saner alternative would involve the use of custom states to simulate the effect: accuracy and defensive modifiers for ranged attackers until combatants opted to close the distance, at which point melee has a heavy advantage. Skillsets could be geared towards mobility over direct assault, such as flanking an enemy or using explosives to remove cover bonuses, or using suppression to hit an enemy that tries to move.
One option that doesn't involve heavy tweaking is to just grant the player the ability to initiate combat. A good common event could call a battle on an NPC, allowing you to engage and kill them; this triggers their 'dead' state and flips a global switch, perhaps generating a police response or some other negative effect. Granted, this involves quite a bit of other work to keep the plot rolling, not to mention generating enemy troops for every single NPC (not necessarily unique ones, but still a lot of work), but I can see someone going the full Fallout/Arcanum/etc. and making everyone in the game killable.
Say what you want about FFXIII (I'll wait...) but if it weren't for the hammer-one-button-until-everything-dies design, the stagger mechanic would work really well. Even some standard enemies were effectively invulnerable until staggered. Cut down on the volume of encounters but make each one interesting and there might be something to work with there.
Another system that I like was Resonance of Fate. Obviously not 2D, but the mechanic of 2 different types of damage was a lot of fun. Also, attacking from certain directions. That might actually be interesting--a system where your party can shift along an outer circle, and the enemies are in the middle. And then, if you get ambushed, its the opposite.
My paint-huffingly craziest idea for combat would involve using multiple enemy types to simulate ranged combat ala Wasteland, using common events to move the player or enemy group in various directions. Since I have no idea how that would work in practice, a saner alternative would involve the use of custom states to simulate the effect: accuracy and defensive modifiers for ranged attackers until combatants opted to close the distance, at which point melee has a heavy advantage. Skillsets could be geared towards mobility over direct assault, such as flanking an enemy or using explosives to remove cover bonuses, or using suppression to hit an enemy that tries to move.
This is actually very similar to an idea I'm currently playing with. Having some different zones to mark the different ranges, with units able to shift between them. So not full on SRPG, but still a bit of movement involved. Cover, suppression, all that being key parts of the fight.
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
I remember playing FFX, where the fights not only happened every 10 seconds, but each enemy could only be taken down by a specific character, so I couldn't just mash the fight button.
So that's when I said, "Screw this, I'm not finishing this game until I buy a gameshark."
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
I'm thinking about turning my single idea into a series where each game is pretty much an adventure/job in the life of two heroes.
In talking about JRPG combat, why not try to focus on only having meaningful and/or interesting battles? That is to say, story-related battles, and maybe a few fights with goals beyond "kill the dudes" or interesting added mechanics behind them in between? Let the game focus on interesting story, character interaction and exploration over fighting several hundred battles.
Granted, I don't know how feasible that is in RPGMaker, as my interest in it is largely as an excuse to work on worldbuilding and dialogue.
When it comes to JRPG combat Zeboyd, Grandia, Radiant historia and SMT are all systems I personally find nail it in a good way. FFX is also great, since it requires a bit more planning. Taking inspiration from all these is probably a good idea if you are trying to something more ambitious.
Zeboyds latest game, PAep3 was very much grandiaesque, with a dash of the others. This was amazing, since most fights in that game were kind of meaningful. The refill resources every fight is something I am a fan of, as it lets you make even the regular fights somewhat difficult, with bosses being more of a tactical exercise.
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
I was thinking exactly that Vicent, at the very least tone down the encounter rate.
Also, in writing a story script for my game, I've come to realize that it's a lot like writing an actual script with location descriptions, actor/stage commands, and dialog.
Also, someone throw some title ideas my way. Basic idea is two guys (archetypes of Old Mentor and Young Hero) get recruited for various jobs/adventures and each game is a single job, (and fairly short). For example first one is clearing out a cave full of monsters. Second is more of the same with a 3rd party member and a bigger dungeon.
Ideally I'd like to do a series of small games using the same pool of characters before doing a big world spanning adventure (if I so desire).
There's no reason to have random encounters at all. It's not hard to turn them off and just add npcs that the player runs into to initiate battles.
Pretty much going with this myself. Move routines can let them approach the player, with contact triggers for battles. With some proper event placing, you can even use events to simulate lines of sight, where enemies won't pursue you until you cross a certain tile. Takes more time to set up, but it can make enemies feel more like part of the scenery rather than randomly generated.
I still think Chrono Cross has possibly the best mixture of old style JRPG gameplay and more modern conventions. Its battle system is a bit more complex than I'd personally choose to use, but the idea of 'field control' is a great way to add depth to classic-turn based combat.
And yes, I'd love to make the RPG equivalent of Shadow of the Colossus, with a greater lean on plot.
Posts
PSN: astronautcowboy 3DS: 5343-8146-1833
I have Sega, Nintendo and Xbox games and systems for sale. Please help me buy diapers.
Advice for people who want to actually get something done: If you're on your own then it's best to leave fucking around with custom battle scripts and such till later on. You will get bogged down quickly and probably never actually produce anything. Get as much of your writing and world building done as you can before you really get into that.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
I actually had a lot of success releasing a couple Dawn of Darkness games back for '95 and 2k. They're embarrassing now, but not bad for a teenager! Wish I had the time to get back into this thing.
It's really cool to see some of those classics mentioned again, though. I remember A Blurred Line, The Way, and Three the Hard Way. Cool to see that the community is living on!
It's really a community you can't keep down, because for some reason people just flock to it.
By the way, does somebody have a list of commercialy released RPG-Maker games like *To the Moon*?
And I agree with Page- as people when starting out get really bogged down in making their perfect battle system that they give up and quit.
For your first couple of projects you should focus more on map editing, event handling, and world building (items, characters, classes).
Is that really so surprising? Both do have those rpg maker looks.
Dude, To the Moon is gorgeous.
And just because it looks like a 16-bit rpg doesn't mean I would ever assume a popular commercially released game would be made in RPGMaker. I assume its something like with Zeboyd and Cthulhu Saves the World/Rainslick 3.
I was surprised about the surprise, because you can do a lot more in the rpg maker. There's also lots of other georgerous games out there.
(Very old as well, man I'm out of touch)
Well, this one is preference, but doesn't look bad as well, imo. Especially battle.
http://www.youtube.com/watch?v=dD9Y5ULQy58
It is very true that you need a hefty time commitment and some imagination to come up with something besides your run-of-the-mill RPG, but I've had a lot of fun messing with stuff so far. As I said in the Steam thread, I've been working on (very) rudimentary nonlethal combat, which in practice is just a common event that certain skills call to force a custom escape skill. Still, it works in a practical sense; I set up an encounter with two enemies and got the game to recognize when I had killed one, both, or neither.
It still needs a lot of fine-tuning for balance, but for now I'm more concerned with setting up a midsize starting city to test other stuff. Like so many people, mapmaking is where I run into real roadblocks. I have a nasty habit of thinking I need more space than I really do, or overestimating just how tall buildings need to be, then wondering what to fill it all with.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
And uhh, it kinda messed up my browser by way of some commercial software that is-not-quite-malware. But it sure as hell didn't ask for permission first.
So er... hi guys!
Picked up RPGmaker VX Ace during a Steam sale. Gonna try to use it to make a sci-fi game with heavy emphasis on a story I've already set out. When I say that, I mean that I would be surprised if it turned out less 'game' and more 'interactive story'. No idea what I'm going to do regarding music and character design, but I can figure that out.
One technical question for scripting events though; How do I get NPC's to leave a room completely after walking to the door? I have an event down for transporting the character but it won't work for NPC's.
PSN: TheBrayster_92
Also glad to see the tactical rpg scripts are in beta, I have quite a few game ideas I've jotted down over the years that I could potentially do in rpg maker, I just haven't gotten around to it yet.
Hopefully it will go on sale again soon and I can pick it up
Let's say you have an NPC in front of a door, blocking access. If the player talks to them, they'll say "Pardon me" and steps one tile right. Well if you leave it at that, not only will they be back in front of the door again next time you enter the map, but even on the current visit if the player talks to them again, they'll say "Pardon me" and step right again!
You need to turn on a switch at the end of their initial set of event commands. Then, you need to give the event a new page and set that switch being ON as the condition for using the 2nd page.
Now, you might think that the 2nd page should just be the same NPC graphic with a new line of text, but the event's position will reset when revisiting the map, so it should actually be blank. You'll need to make a 2nd event on the tile where the NPC appeared to move to, and give that a blank first page, and a 2nd page representing the NPC in their new position, with the switch set as the condition.
This can be applied across maps too. Make the event disappear from map 1 and make another event appear on map 2, using the same switch as the trigger.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
Its ridiculously daunting to do anything not supplied for by the existing sprite-set.
I agree with you there. I want to do something futuristic, which means that the sprites need to look the part too. Sadly, none of the existing sprites would really look in place.
Also, to everyone else, thanks for the advice, I'll give it another go.
PSN: TheBrayster_92
Oh! You could do a bunch of blocks and lines, with names over top, so it looks like they're all being viewed/tracked by some sort of scanner. :P
What is this, Paranoia: The Game? Heh. I have a general idea for generic soldiers... basically Robocop but with their own military colours. I need to work on that.
PSN: TheBrayster_92
Of course they charge $20+ for them, but that is one way to get around it.
Personally I'd rather make my own stuff since it feels too cookie cutter for me if I don't
Still gonna need to do most of the textures I want myself. But then it wouldn't really be my own game if I was given more than that, I do agree there.
PSN: TheBrayster_92
One thing I've been thinking about is combat. In so many games (even the ones I love), the combat is pretty mindless. You always spam your strongest attacks, and the strongest spells that hit a weakness. There are obviously a few exceptions out there, but even the great systems, like Xenogears, boil down to this--its just that your powerful stuff is multiple button presses instead of one.
What are some lessons we could take from modern games to make a better, more interesting combat system? Something that makes it more tactical and interesting?
Seems like a more generous use of conditions would be a must. Conditions that allow distinct advantages, rather than the old "def down" and "mute" varieties. But adding effects that chain together and split off, giving a wide variety of strategies.
But then that doesn't work quite as well if you're using the usual mook enemies. And so that brings up the question of if the added complexity would do enough to keep interest in every battle being more drawn out.
Tactical games manage this because you're moving characters and everything else..but in a classic FF or DQ-style battle? How much can you really squeeze from it? Do you pretty much have to go for the Tactics Ogre/FFT route at that point?
I've thought that a more controlled system with smaller numbers would go a long way to helping avoid standard jrpg slogs. Remove grinding and give players levels or upgrades for doing things or making story progress. Have much fewer encounters in general but create challenge by adding variety to what the enemies can do. Absolutely no jrpg attrition dungeons, so that every encounter can be made as hard as it needs to be.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
But there is a problem with DQ/FF is that's pretty much all there is to combat. I think part of the problem is that it's ons two dementional and turn/order based.
Maybe if you had some type of system where the characters could guess what the next enemy attack would be and have a rock/paper/scissors style structure...
I guess kinda like the duels from Suikoden.
I don't even think most jrpgs need that extra 30 hours of generic combat padding, with the notable exception being the Tales series.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
One option that doesn't involve heavy tweaking is to just grant the player the ability to initiate combat. A good common event could call a battle on an NPC, allowing you to engage and kill them; this triggers their 'dead' state and flips a global switch, perhaps generating a police response or some other negative effect. Granted, this involves quite a bit of other work to keep the plot rolling, not to mention generating enemy troops for every single NPC (not necessarily unique ones, but still a lot of work), but I can see someone going the full Fallout/Arcanum/etc. and making everyone in the game killable.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
This is actually very similar to an idea I'm currently playing with. Having some different zones to mark the different ranges, with units able to shift between them. So not full on SRPG, but still a bit of movement involved. Cover, suppression, all that being key parts of the fight.
So that's when I said, "Screw this, I'm not finishing this game until I buy a gameshark."
Episodic but not serial.
Granted, I don't know how feasible that is in RPGMaker, as my interest in it is largely as an excuse to work on worldbuilding and dialogue.
Zeboyds latest game, PAep3 was very much grandiaesque, with a dash of the others. This was amazing, since most fights in that game were kind of meaningful. The refill resources every fight is something I am a fan of, as it lets you make even the regular fights somewhat difficult, with bosses being more of a tactical exercise.
Also, in writing a story script for my game, I've come to realize that it's a lot like writing an actual script with location descriptions, actor/stage commands, and dialog.
Also, someone throw some title ideas my way. Basic idea is two guys (archetypes of Old Mentor and Young Hero) get recruited for various jobs/adventures and each game is a single job, (and fairly short). For example first one is clearing out a cave full of monsters. Second is more of the same with a 3rd party member and a bigger dungeon.
Ideally I'd like to do a series of small games using the same pool of characters before doing a big world spanning adventure (if I so desire).
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Pretty much going with this myself. Move routines can let them approach the player, with contact triggers for battles. With some proper event placing, you can even use events to simulate lines of sight, where enemies won't pursue you until you cross a certain tile. Takes more time to set up, but it can make enemies feel more like part of the scenery rather than randomly generated.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
And yes, I'd love to make the RPG equivalent of Shadow of the Colossus, with a greater lean on plot.