Rules - Ideas That Don’t Deserve Their Own Thread

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Started by Archeia 1026 posts Page 19 of 52 View original ↗
  1. I have an idea for moves that are used in sequence, where if you use Move A, it erases itself and adds Move B, then from B to C, etc. I've been able to program that using Common Events in Skills, but the sequence is supposed to break if they aren't used consecutively (as in if any other action is selected), restarting the loop and returning to Move A, and I can't figure out how to do that.

    If that didn't make sense, I'll try rewording it. Using Move A makes Move B available and makes Move A no longer an option, and this continues until the last Move is available to use. I want it so that if the Player uses anything other than a consecutive Move, they have to start over at Move A. Can I do something like that, ideally through Common Events? (Still not too experienced with scripting, though am open to learn.)
  2. I also considered having all the info in a book because by the time you find out what you need for a battle it might be too late.

    It might be fun to let the player use trial and error to figure out strategies; just because something's challenging doesn't mean it won't be fun to keep trying and figure out. You might just want to make the process of starting again very quick so it doesn't feel too much like a punishment/create too much dead time.

    Also, if you include this card game, maybe place it somewhere in the game during a slower spot in the plot, so the player doesn't lose momentum or feel like they need to rush through the card game to progress.

    Overall it's a very cool idea, and could serve as a really good tutorial for actual fights in the game, since the stakes are so low.
  3. Tanarex said:
    So I was thinking of having a stranger at the Inn ask the players if they wanted to play a card game called Magic and Monsters or Warriors and Wizards or something. Then he'd explain the rules and the cards would have strengths and weakness, etc. He'd play a card at random (A creature or a character class) and you'd have to find the right card to counter it. An auto-battle would begin and you'd win or lose depends on what you choose.

    I like the card game idea, especially if you had a nice graphic for each card. If you do decide to go with the book, why don't you make it one the player can actually read? So instead of CHARACTER FINDS BOOK>CHARACTER USES BOOK>CHARACTER GAINS ENEMY TARGET INFO SKILL! The player will see the pages of the book, or even witness a cut scene that describes the content. Just my thoughts.
  4. @drumblepie My whole game is one slow spot. So much dialogue you'd think you were reading War and Peace. I already made a Bestiary Book before posting the card idea. And when you enter an area a dialogue box pop up and it tells what enemies are there and other info about them.
    @Sofinho I have no idea how to do graphics. I spent a half hour on gimp 2 trying to find the pencil icon. I was just gonna have a multiple choice option saying You have an archer, fencer, and axeman in your hand. What card do you play? I could probably just do a cut and paste job with the default monsters that come with the game. But figuring out how to display them is another matter. I thought about making a book out of it. But don't know how that would work.
  5. So here is the idea I had in mind.
    batcard.png
    Strong vs. Rock. Because trying to hit anything that flies is pretty much impossible.

    Weak to Fire. Because its covered in fur. Weak to wind because it's at the mercy of the winds.
    Invulnerable to blind. Because it's blind as a bat.
    And it's type is rodent becauses it's a rat with wings.
  6. (Not sure this is the right thread, but this doesn't meet the requirements for its own thread...)

    I have an RPG Maker project that I've been working on, on-and-off, while I wait for artwork to be finished for my current main game project. However, a lot of doubts crept into my mind while I worked on the prototype, eventually making it hard to make any progress on the game. So I thought I'd ask for some opinions on the potential issues I came across while prototyping the game.

    Some context: The basic gameplay premise of the project in question is a horror adventure game. The player explores certain locations, trying to find clues regarding an urban legend that turns out to be real. Within these locations, the player can be set upon by ghosts. The player has a phone application that works similarly to the camera from the Fatal Frame games, allowing the player to fight back and disperse these ghosts. As part of the "combat" gameplay, there are also boss fights against two recurring antagonists.

    My first--and potentially biggest--problem is that I'm not sure the game is particularly fun to play. The exploration in the prototype feels hollow... it's mostly combing each map to find each interactive object until the "key" to unlock the door to the next set of maps is found. I'm considering making some objects only show up if the player shines their flashlight over them (similar to Fatal Frame 4), but I wonder if that would be more annoying than interesting. And I'm particularly concerned about how fun it is to fight ghosts. Right now the prototype has a system where the player fights the ghosts on the map screen, with no separation from exploring and fighting. But this means that most non-boss ghost fights are basically just running around between shots until the ghosts are gone. And while I was able to code one of the bosses to be unique, I don't know if one long fight with a marginally interesting enemy makes up for the rest of the game. Ultimately, it feels like the story would have to be the big selling point for such a game, in which case the combat should be further simplified to make things less annoying...

    Another issue in the prototype so far is that I wonder if the maps are too small. There are two locations so far: a university hallway for the first chapter (almost like a prologue) and one half of a ruined asylum. The former is meant to be only big enough to tell the story and do some basic tutorials, but it was still considered a bit small by a friend I had test it. The second area currently has three floors, with two to three rooms and a hallway for each floor. It feels like it would be a good size for a game with only exploration, but the hallways in particular feel cramped for the action elements. And it takes, at most, three minutes to get from one end of floor 1 to the other end of floor 3 once the doors are unlocked. I really dislike games that intentionally waste the player's time by having annoyingly long corridors, but these hallways just feel too short...

    As another part of game length problems, there isn't much in the way of puzzles in the prototype. Yet, most horror adventure games that I've played have puzzles of some kind, so I wonder if that's an expectation and/or requirement of the genre. The current lock/key mechanics I have right now are more of a way of railroading exploration to prevent finding certain clues out of order than a way to challenge the player or consume time.

    When it comes to challenging the player, I also wonder if the game is too easy as it stands right now. Currently, health regenerates over time (1% every 5 seconds, I think) and can be restored faster with healing items. Battery power for the flashlight and combat is limited, but if you run out of spare batteries you get enough power for a single shot (or 7-10 seconds of flashlight) after ~12 seconds. Aside from the ghosts, there are no real threats that can kill the player. I almost wonder if it would be better to remove the combat focus of the game and make it more like a Corpse Party game, focusing on story and exploration with the occasional chance for a bad ending by making mistakes. (The ghost-repelling application is a big part of the story, but I could make the major fights into puzzle fights or QTEs instead...)

    Overall, I just wonder if I'm making the right kind of game here. As much as I'd like to make a game like Fatal Frame, I may not have the skills to pull that off. I still want to tell the story for this game in some form or another, but I don't know if this is the right way to do it. (I'd consider making it a novella, but I don't know how to handle a story about finding old notes and viewing old memories without getting too meta in how the prose is written.)

    So, if anyone has some opinions/advice about what I described, or about horror adventure games in general, I'd be interested in hearing those thoughts. As things are, I might have to put this project on the backburner for a while...
  7. @Jackkel Dragon Okay, that's a lotta words. I'm going to go through some of my thoughts.

    The premise sounds fantastic. It also sounds like it's not close to done. So, at the moment, it only looks tiny. If I were investigating something like that in life, I would be at the library, city records. Maybe expand the tutorial to include it all at the university. Also, set up quests relating to the story. Maybe they need to find the proof or get a bad ending.

    Instead of a battle system, they try to snap pictures and hit the ghost that way? I'm not sure about programming that. Most fights are in the turn based and the system might need to be changed to support it.

    Puzzles are part of the games because there isn't a lot of combat. If you want puzzles, for say a piece of evidence or a specific room, then go for it.

    One thing, if you need extra batteries for your flashlight, then you need something for the phone. Ghosts have a nasty habit of bleeding power sources.
  8. @Ryisunique Thanks for the feedback. A few responses to your comments:

    If I were investigating something like that in life, I would be at the library, city records.
    I left it out because the post was getting long enough already, but the story reason the game starts in the university is because that's where I have the primary player character (who normally doesn't investigate ghosts) meet the one who starts the investigation. Maybe if the gameplay for that is too boring, I could make it a long cutscene that can be skipped on repeat plays and shuffle the tutorial bits to the next area. Or maybe the whole chapter needs to be re-written in order to fix the problems it currently has...
    Maybe they need to find the proof or get a bad ending.
    I have something like that planned for the final chapter, but maybe I should make more bad endings throughout the game. Especially if I end up simply removing combat as a major element of the game.
    Instead of a battle system, they try to snap pictures and hit the ghost that way?
    I'm not really sure how this would be programmed for a 2D, top-down view game... That's why I went with a map-based semi-action battle system. As things work right now, the player has a button to use the ghost repelling application and it hits a 3x3 square in front of the player. But, as I mentioned, this basically means most fights devolve into avoiding enemies while the phone "reloads" the next shot. This worked better in Fatal Frame, where actually aiming your shots is a big part of fighting.
    One thing, if you need extra batteries for your flashlight, then you need something for the phone.
    Maybe I phrased it in an unclear way, but the flashlight and the ghost repelling application both use the phone's battery. That's why I implemented the "mercy" 10% reload for when the player runs out of batteries, so the game doesn't become unwinnable. The longer reload time (from 2 seconds to 12 seconds between shots) is supposed to encourage finding batteries. Though, again, I wonder if this makes the game too easy and the spare battery items as pointless. At least in Alan Wake you generally had enough enemies to be in trouble if you ran out of spares, even though batteries recharged over time. But I don't want to try to zerg rush the player in an RM game, especially since my playtester friend could barely run the game as it was. (They have a weak laptop, but one doesn't expect RM games to be taxing on the CPU.)

    At any rate, thanks for the input. There are still some things I'd like to see others' opinions on, but I'll think on these things for a bit first.
  9. @Jackkel Dragon

    And that's what I get for forgetting that some phones have flashlights on them. :elswt:
  10. Tanarex said:
    Invulnerable to blind. Because it's blind as a bat.

    isnt it just a myth that bats are blind?
  11. so ive finally returned from my hiatus. what was keeping me from posting you may ask? well, its a horrible disease that millions of people around the world suffer from on a daily basis. and that disease is none other than... LASYNESS! yeah, i really got no better excuse. anyway, before i finally go back to my character bios, i just wanna finish up on the races first. ive mentioned some new races a while ago and i wanna finish explaining what they all are. but first, i have an update on one of my old races.

    i thought of making the lamias/nagas some sort of magical transformation that a lizal goes through under certain conditions. theres a point in my second game (that i hope ill someday be able to make) where lizal magicians are no longer needed by the reptilian army because they allied with the amphibius, which are known for their great arcane powers. so they turn the old lizal magicians into lamias (if they were female) and nagas. (if they were male) the nagas use a spear and a sheild where the lamias use a sword and sheild. they also do regular snake moves that you'd expect from a snake person. and thats pretty much all i have to say about updates on my previous posts. so without further adieu, ill begin with the loreifications.

    very long wall of text
    #1 icarus: icarus are a race of bird winged people. theyre different from the aviak in the sense that they are more human in appearance other than the huge wings on their back that actually allow them to fly on their own, unlike the aviak who need the help of wind magic to fly around. i havent thought too much about where they originated from quite yet. something about an angel accidentally dropping something down to the surface and having a tribe of humans interact with it and sprout wings and gain holy powers. either that, or i could just rip off the bible like everyone else does when making an angelic race. there are 2 types of icarus. there are the ivory wings (usually seen as good) and the ebony wings. (usually seen as evil) not sure if i should make it so that there can be certain other wing colors due to genetic mutations or something. i feel like i have too many of those.

    ivory wings (which ill just call icarus for now) mostly live in mountainous areas away from other races. icarus have been killed throughout history by people for "pretending to be deities whey they are just mortals" even though they never claimed to be. them gaining wings was completely out of their control. some icarus are brave enough to enter societies, but are usually on guard at all times, seeing as the holy whatsits are usually out to get them. their most well known location is in the venzil highlands. a famous group of icarus called the storm blades fought for their home on the mountain range and were known as heroes by all icarus kind. one of the party members in the first game (which i will make a bio on soon, i swear) is a descendant of the storm blades and can use their old techniques in combat. icarus are sorta based off of celtic culture. most of the ones living in the highlands have bright ginger hair and slight scottish accents.

    they use lightning, ice, wind, and water magic. only those who descended from the storm blades can use all 4 at once. funnily enough, those 4 elements are also what they are most weak to. theyre excellent spell-sabers, which are people who use spell casting in 1 hand, and a sword in the other hand. theyre like the spell bladers in the elder scrolls, but with a less stupid name. theyre are also some air snipers and aerial ace lancers that they use. and then there are the ebony wings. ebony wings, or tengu as some like to call them, live specifically in the akinomori region. they mostly resort to banditry and assassin work. i dont really have too much for the tengu, other than the fact that they kinda have the same culture as the oni, since they usually steal from oni villages, and theres the fact that their leader has a big red nose. they use the same stuff that the icarus use, except more japanese themed. icarus use english styled sabers and short swords while the tengu use katanas. but just like all the other races, not all tengu are evil, and not all icarus are good.

    #2 sanders: sanders are a very simple race. they are pretty much golems, but with more human features. sanders are usually summoned for practical usage. some use them as slaves, some as soldiers, some as bodyguards, and some make them just because theyre lonely and need a friend. sanders can be however you want them to be. if you want a sander whose fun loving and outgoing, you can make it that way. if you want a sander that's loyal and selfless, you can make it that way, if you want a sander that enjoys inflicting pain on those who cant defend themselves, you have issues. sanders are usually made of, you guest it, sand. but they aren't all made out of sand though. they're called sanders because their made of stuff that's sanded into dust. any sort of shavings can work. wood, stone, metals, ect.

    sanders dont have any culture of theyre own. (especially the white ones) (<- that was a joke btw) their culture usually depends on who or what made them to begin with. there is a town near the edge of the xio desert where lost sanders go to stay until someone comes and takes them to use as their sander. sorta like a foster home for people made of rocks. it is hard to create one if you aren't too experienced with magic. which is why people go there to take ones that no longer have their masters around. sanders can be whatever class their master wants them to be, but they always have the same elemental strengths and weaknesses. it all depends on what they're made out of. almost all sanders are horribly weak to water. hot enough fires can also burn/melt a sander as well. ice and poison can effect certain ones as well. and im sure there's another obvious one that im missing. but they are very good at earth/grass magic since they're made of the friggen stuff.

    #3 dryads: dryads are a race of tree people who guard the natural order. they used to be close allies with the sprites, since they were both nature guarding races. that was until they started wrecking the land they once protected and caused the death of many innocent dryads. nowadays, most dryads seek revenge on the sprite race, and any other race that would dare destroy the environment. their view on all races has been twisted over the generations. they dont care as to why people tear down forests or build air polluting machines or mess with the dead. all that matters is the fact that they did it in the first place, and to them thats enough evidence to find they guilty. they do stuff like going to villages and destroying them by growing plants all over building and call it "reclaiming". though i must say this again, not all dryads are like this. not every member of each race fills these descriptions, unlike most fantasy races. (im looking at you D&D)

    dryads appearances are based on different trees. like oak, birch, maple, mahogany, pine, cherry, ash, ect. usually their habitat depends on what kind of tree they are. (i haven't yet decided on what type of tree pijami is yet. something with dark bark and green leaves.) they never change unlike actual trees, they never change their appearance depending on the season. plus there are certain parts of the world that never do change. like akinomori always being in the autumn. their arms and legs are covered in the bark of the tree theyre based on. and their bodies are covered in different colored moss. their hair color depends on the color of the leaves that their tree has. like a maple dryad would have red or orange hair. or a cherry dryad would have pink hair. they also have branch like antlers that can have leaves growing on them.

    they dont need to eat, instead they just soak up the sun's rays through their skin and absorb nutrients from dirt and/or water through their feet. they can regrow body parts that they might've lost over a period of time. they live for a much longer time than humans do, and they also age very slowly. they live in tree houses that they build with their wood shifting magic. they can alter the shape of wood without hurting the trees. they usually stay in their forests far away from people. unless those people are the ahn'tlo. they're the only race they're ok with. the most common class for dryads are druids, which are pretty much just mages that use primarily grass magic. ill give you 3 guesses as to what their main element is.

    #4 hybrids: there are a lot of races in my game that have similar reproductive systems. there are also some races that are magically spliced together. however a hybrid is made, its still an awkward existence. there are quite a few hybrid races in riften. beastkin, humelves, tan elves, and the incredibly rare but still well known gryphman. there are a lot more hybrid races, but not all of them have names atm. i've already said a lot about the beastkin in a previous post, so you can go back and read that if you can find it. its probably obvious on how a tan elf is made. when a light elf and a dark elf do "da ting" the resulting baby is usually a tan elf. the color of their hair all depends on genetics. tan elves share the same traits as light and dark elves, like being able to control spirits while at the same time being well versed in banishing magic. though some traits might me more prominent than the other for some.

    and theres the humelves. one way to tell the difference between a regular elf and humelf is the fact that their ears are much shorter than regular elf ears. though it may vary depending on how strong the elf genes are. and there is also the fact that regular elves dont have freckles. an elves skin color can never change, therefore they cant get freckles. something to do with them being immune to UV rays and their effect on skin. (they also never get sunburned. lucky punks.) so if you ever see an elf with freckles, then they are without a doubt a humelf.

    and there are the gryphmen which is probably the rarest race in all of riften. they were created by accident when one of the gods was fooling around. "i wonder what would happen if i mixed these 2 together" he said. and boopala boop! the gryphmen were made. they're a mix of aviak and cat ahn'tlo. the top and bottom halves can be interchangeable. some are bird head cat body while others are cat head bird body. there are also hyppogriphmen which was another one of the animal god's goofy creations. they're kinda lumped in with the regular gryphmen however. theyre the same as the gryphmen, except instead of a cat, its a horse. (and no, they cant turn into fish and live underwater.) you fight a group of them in the 3rd game. you dont kill any, only badly wound them. they explain how they've been keeping their race alive for sentries, but are slowly dying out. some of the party members promise that theyll find a way to help them when they go talk to the gods that they were on their way to go see. in the end, they find a way to repopulate the gryphs race. all of these races pretty much have the same classes and elements as the normal races, but there are always exceptions.

    my brother is making me play games with him right now. ill finish the last few once i get back. for now, ill let you suffer through this great wall of text.

    -stigas
  12. Looks like you are right about bats. That's what I get for listening to old saying and getting my info on real creatures from a fantasy book. Although my book doesn't actually say they are blind. It just says they use sonar to 'see.' For the sake of realism, I'm removing the immune to blind effect.
  13. Hi there not sure if this should be here or if I should make a thread, but I had an idea but not sure where to go with it. Sakura Takenawa is your ordinary high school girl. She has a senpai she has a big crush on. But she finds out through like he attacks someone on the streets maybe that he is a demon and.... maybe somehow obtains powers to defeat her senpai.
  14. im back again. i didnt post immediately after i was done because it was so late at night and i needed to sleep. while i was playing, i remembered that i never talked about what a dwarfling or whatever i called it was. they're basically some sort of mutation, that i havent thought out too much, that makes elves stop physically ageing past age 10 sorta like the kokiri. they can still gain muscle mass and grow facial hair. they're the closest things to dwarfs or hobbits my game has. there can be both light and dark dwarflings. and surprise surprise, they live in mountains away from civilization. to be honest, i dont really like dwarf races that much. i was kinda debating wether or not to keep them in the game. i mean theyre technically still elves. maybe you can help me decide on that. so now im gonna continue from where i last left off.

    lotta text
    #5 slopians: slopians are what happens when multiple slops come together to make a humanoid creature. slops are my games versions of slimes. except in my game, theyre an actual threat. slops are expert magic users, and are incredibly evasive. attacks sometimes literally go right through them. they can morph into jelly and dodge all attacks thrown at them. they come in all different colors. usually the color of the slop lets you know what element they are. the slops look sorta like the slimes from dragon-half. (an underrated gem that everyone should check out. seriously, its hilarious.) a slopian has the same abilities as a regular slop, but are much more powerful depending on how many slops were used to make them. imagine suu from monster musume. thats kinda what the slopians look like. she may or may not have been the reason why i added this race to the game. (miia is still best monster girl) i know the 2 examples i gave have 2 different eye styles. ill think of a definitive style eventually.

    slops can join and separate whenever they want. the minds of each slop morphs together when they fuse, but they go back into the body of the slop that it belonged to when they separate, so no mind is lost when morphing. the bare minimum amount of slops that are needed to form a slopian is 3. when 3 combine, they make a child sized slopian. 6 is the max amount needed to make a full fledged adult slopian. any more than that would just make a glob monster. slopians gender really depends on what they all decide to depict themselves as. i guess you could say theyre... gender fluid. eh? eh? ill see myself out.

    slopians can have multiple colors to them. the more colors, the more elements they can use. but they mostly only mix colors that look good together, and usually no more than 3. slops are surprisingly vain. (keep an eye out for the mystical rainbow slopians. they're a real force to be reckoned with.) despite their appearance, they are a very civilized race. they have their own cities and culture. (which i swear isnt just another parallel to a real life culture) slops and slopians live together in mostly damp places. though some slops needs are different from others. a red or orange slops can live in more dry areas while blue and green slops prefer forests and lakes. they tend to keep away from other races because their jelly is quite tasty and useful in crafting. the only reason they attack civilians that wander by is because they're worried that everyone is out to get their jelly, so they think they're defending themselves. i kinda already explained how they fight and what elements they use, so ill just end it here.

    #6 cottel: the cottel are a race of people that are made out of candy. their appearance is usually based on some kind of deserts. i wouldnt recommend ever trying to eat a cottel. they may look edible, but their body is highly toxic. anything thats dumb enough to eat a cottel will be sorry. cottel commonly take the form of children, but there are some less common adult cottel. they take turns as to who gets to use the adult bodies. they can remove their heads and other body parts and re-attach them. the heads grows or shrinks to fit with the proportions of the body that they're put onto. just like all the other races that ive droned on and on about, cottel also have different appearances based on what they're made of. cottel are made similarly to how orcs and sanders are made, though only cottel know how to make other cottel, and they refuse to share their knowledge on how to make them. regular cottel act very childish and the adults act like child care workers would. except for 1 cottel that you meet at an inn thats all gruff and tough and has a leather jacket and a 5 o' clock shadow.

    but dont let theyre adorable and tasty appearance fool you. these kids are blood thirsty. they have lightning fast reflexes and never show mercy in combat. you'd be lucky to get out in one piece if you were to ever get into a fight with a cottel. cottel can put themselves back together if they ever fall apart while in battle. the only way to kill one is to attack their head until it goes poof into sprinkles and glitter. as you can imagine, the cottel use candy themed weapons. candy cane lances, cookie shields, candy corn axes, lollypop hammers, and all sorts of sweet weaponry.
    they live out in the snowy camborion region and reside in a secluded corner of the mountain range, where the snow has been magically turned into ice cream, and there are candy trees and candy bushes and candy animals and... great, now i want desert. anyways, their element is ice because ice cream, icing, yada yada. and their weakness is water, since it melts sugary stuff.

    #7 the farlanders: the last race im gonna talk about. farlanders are one of the most mysterious races in riften. actually, they're not even part of riften. they live in the farlands, which is a snowy wasteland on an island out in the middle of nowhere. at least, thats what they want you to think it is. farlanders are masters of illusion and enjoy playing tricks on outsiders. their home is actually this chaotic realm that they can control with their minds. one of the after game dungeons in one of my games has you going there to fight stronger versions of enemies you've faced along your many adventures. the appearance of the farlanders is quite elvish. they have long ears that curl inwards at the tips and have cool skin colors. (ie blue, purple, indigo, grey, ect)

    the farlanders never actually gave a name to themselves, so they just refer to themselves as "people". though one thing they absolutely hate being called is "defiler". the defilers were these undead elves that plagued the land of riften. a demon created the plague as a way to stop the war between the 2 elf races. whenever an elf was killed by a defiler, they would become one. their skin would change color, and their eyes would become pure white. their ears remain un curled however. all they ever do is try to kill anything that isnt a defiler. the farlanders werent there when the outbreak happened, but they still take offense to being compared to such horrible monsters. the farlanders element is illusion obviously. and theyre kind of a mixed bag when it comes to classes. they may not be that important to the story of my game, but i still felt a little obligated to write about them here none the less. woundn't really be fair to leave one race out.

    BONUS advanced botkin: there is also one last race called the advanced botkin which are robotic humanoids that can change their shape. i wont go into detail since there are no advanced botkin in the first game. i wanted to write this little part here to let people who might suggest i add a robot race that i will, but not in this game. besides, im sure ive got plenty of races to work with.

    well, thats all the races. obviously not all of them will be represented in the parties of each game, but i still wanted to write about them anyways. i thought it would be fun to let my creative juices just splatter all over my screen. ill get back to character bois one day. its surprisingly much easier to talk about an entire race than just 1 singular member of it. the next 2 characters im making bios for next are 2 sprites. a suave ladies man gambler who secretly worries about everything, and his litter sister whose a cold and calculating genius who hides her emotions in magic crystals. see you text time. *winking face*

    -frigas
  15. I'm toying around with a half-formed plot idea that I'd like to just kind of throw out there. If any of you have any ideas regarding special gameplay quirks that would fit the plot, or any suggestions at all, really, feel free to throw them at me. I'm kind of waffling over whether to make this a RPG or a visual novel, so if you have any ideas of which would fit better, that'd be nice to hear too.

    The names are all tentative right now.

    The story starts out with a mysterious winged woman jumping off a tower (unless I cut this opening scene/move it elsewhere). We then flash down to the land below, where a villager woman (Reiya) discovers the fallen woman in the town's trash heap. Reiya takes the mystery woman back to her village, where the woman wakes up, very confused but enthusiastic about having successfully escaped from something. The woman introduces herself as Fwillra, but is reluctant to tell much more about where she escaped from and why.

    The gist of the game is exploring Reiya's village and the area around it to learn the truth about old legends and the nature of the deities that made the world. Other characters include Rue, Reiya's younger sister, and Pecee, a fertility goddess from the same plane as Fwillra (but a different region).

    Things are still very vague and wobbly right now, but I really hope I can iron things out a bit better soon. If you've got any suggestions on anything, even plot elements, I'd like to hear them.
  16. I don't have screenshots or a game ready for download, so I think I'll just post my idea in here.

    Boss Rush-themed game.

    Hello everyone. I'm kind of new around here, so forgive me for any bad questions, but I need your help deciding something.
    I realized that there are some video games out there that has a linear game mechanic where instead of platforming around, collecting things, fighting waves of monsters, etc--they just have you fight a line of bosses. You travel through different locales, see different parts of the story and all that, but the gameplay is mostly in just exploring around and then fighting one powerful opponent rather than random enemies or troops. The games I can use as an example are Furi, Risk of Rain, and Monster Hunter(sort of) and they focus on fighting one large enemy than hordes of smaller ones.

    I have a short game where plot is based off of a storyteller rambling about the heroic battles of a character's relative ages ago, and I wanted a plot that moved quickly, as if it were only detailing those big plot points like an old legend, and not going through every little battle against a rat or something. How would that work in an RPG, if possible? And one made in MV no less?
  17. I have this RPG game idea that makes me chuckle. Haha!

    Reincarnated as Cinderella? Being married to someone I just danced with? I don't wanna!

    After tripping in the stairs as you clean them, you suddenly remembered that this setup is familiar!!
    Evil stepmother and stepsister? Meekly accepting verbal abuse? Hell, no!
    I'm gonna live as an adventurer!


    Join Ella as she tries to find a happy ending (by not marrying some guy) in this world she reincarnated with...
  18. im starting to think that posting all those races was pointless. im not sure what i was expecting to happen by posting it. besides, most of those races arent even represented as playable characters in my games. maybe ill just delete them and copy paste them onto notepad. unless someone wants to give feedback or something.
  19. im gonna keep this post really short this time. i feel like all of my previous posts were too big. tell me what you think about my character's designs. a few of them i have yet to give a character bio, so ill just briefly go over what their personalities are. i've also re-designed some of the previous characters. ive finally discovered how to change the generator colors. i also used some custom parts, but i cant remember who made them.





    konai: a rummaging scoundrel who wears whatever he steals, including shoulder pads.
    leori: a heroic crusader whose always trying to do the right thing. wears bronze plating on his clothing.
    mystia: a serous and short tempered young girl who wears a pink frilly dress despite her dark powers.
    pijami: a somewhat awkward dryad that looks up to mystia as her hero. wears a leather jacket and some random straps for clothing.
    ciel: a tomboy who loves to hunt monsters and now wears a pink blouse with a light pink tie and pants of some kind. (her old outfit still exists)
    camino: a weapons master who wants to train others in her families techniques. wears heavy templar armor despite the fact that shes not really a templar.
    riano: a goofy, fun loving kitty cat who now wears flame armor given to her by camino. (her old outfit still exists as well)
    elissa: a sweet young lady who also loves to help others, but is a bit more grounded in reality. she now wears a green beret and an outfit thats kinda hard to describe, so ill just use this pic:
    somewhat similar to this

    ps idk what this pic is from so dont ask.
    dillion: a suave and flamboyant trickster who wears a big scarf and a rogue outfit.
    sherlie: dillion's little sister. shes cold and calculating, never changing her serious expression. except when she uses her personality altering crystals. blue is cheerful, green is annoyed, purple is caring, and black is sadistic. she wears a fantasy like explorers outfit.
    whitney: a cheerful girl who wants to be useful to everyone. at the beginning she wears a normal dress and apron, but later on she gets an armored maid outfit.
    and finally, quorra: shes a shy and cautious girl who is still trying to control her unstable storm powers. she wears an alien force gwen tennyson type outfit and has angel wings.

    i hope that these characters seem interesting and are different enough from one another. i will one day re-draw all of the characters in my own style, so these aren't the final products.

  20. whoops, forgot his antennae.

    i also just now changed the race of whitney from human to succubus.


    i couldnt fit the maid head thing on her head in the generator without covering everything up.