Rules - Ideas That Don’t Deserve Their Own Thread

● ARCHIVED · READ-ONLY
Started by Archeia 1026 posts Page 20 of 52 View original ↗
  1. im starting to think that this thread isn't a great place to receive feedback anymore. all of the people who once gave me feedback seem to have left and there's nobody to take their place. all i've ever been getting are likes and that's it. do those likes mean "they're great, don't change a thing"? if that's the case, then there isn't much to go off of. i'd rather hear why they're great.

    edit: i also cant help but notice that nobody else is getting feedback either. i try to give as much feedback as i can, but i'm just a beginner too. is this thread just not popular or something?
  2. I'm sorry I've been done so long, my mama hasn't been able to drive her around everywhere, I still plan to reply to pretty much EVERYTHING I've missed since I've got a day off. I also rarely get feedback when I post here or...anywhere really so that's part of why I decided to post in this thread as much as I could.
  3. trouble time said:
    I'm sorry I've been done so long, my mama hasn't been able to drive her around everywhere, I still plan to reply to pretty much EVERYTHING I've missed since I've got a day off. I also rarely get feedback when I post here or...anywhere really so that's part of why I decided to post in this thread as much as I could.
    glad to see that you're back. i was starting to think i should move on from this thread. its nice to have at least 1 person i can rely on for feedback.
  4. @drumblepie I'm pretty sure Yanfly has a plugin that can accomplish this, it might be a little complex to set up, but I'm pretty sure you can make it work. The moves in sequence bit that is.

    @Tanarex Personally I play a lot of competitive card games, though I've fallen off as of late and basically only play Weiss Schwarz anymore so I appreciate the idea of card games. Though you mentioned your game is really slow with a ton of dialogue. Do you think that'll be detrimental to your game and its potential audience?

    @Jackkel Dragon The type of game your describing used to be really popular actually, well something similar. I reccomend you look into various old point and click adventure games and look at what worked for them and try to transpose it into RPG Maker and that may help your game out and put your mind at ease.

    @gigaswardblade I notice you do a whole lot of world building in your posts here. Really, as you mentioned, there isn't too much people can comment about on it. I do notice that there are a Ton of races in that world, how cosmopolitan is this world? Like I think that how these races interact with one another might allow for more discussion than just their histories.

    @Kittyplaysgameswithstring I think I need more information to make an informed comment on this, but wouldn't defeating senpai be easy, getting senpai to notice you is hard so you'd basically have invisiblity.

    @Sami-Fire64 I like the premise, but the name Fwillra seems a bit hard to pronunce, then again I have a character name Iii (pronounced like Ai) so I have no room to judge. as with Jackkel Dragon, I'd reccomend looking for inspiration in point and click games unless you're looking to have combat gameplay.

    @captainette777 I think a boss rush game could work very well, all you need is some heavy focus on making each and every boss challenging enough that people feel like they had to think through each battle. I'd reccomend you use regenerating resources or cooldowns to manage skills so its harder to end up in situations where its impossible to win and you just slowly bleed down(I assume you'll find a way to make skills integral to battles)

    @pandadodod it sounds a little overdone, the traditional "subversisve" fairy tale type thing. Still it can be done, it really depends on how its executed.

    @gigaswardblade Looking at your character designs seem alright, at the very least they seem varied besides those 4 on the bottom of the first one. Personally I think the cast is a little big but that's just me.

    *BREATHES IN*

    Welp that's all of 'em, I think, hopefully next time it won't build up so much and by the time I try posting there are people here to comment on it...other than myself cause commenting on my own posts is sad.
  5. trouble time said:
    @gigaswardblade I notice you do a whole lot of world building in your posts here. Really, as you mentioned, there isn't too much people can comment about on it. I do notice that there are a Ton of races in that world, how cosmopolitan is this world? Like I think that how these races interact with one another might allow for more discussion than just their histories.
    well, a lot of races are seen as monsters, IE orcs, aviaks, sahuagin, slopians, dryads, ubus, tengu, lizals, amphibius, insectoids, and of course, the hybrids. though not all of them act like monsters, as i've said tons of times. (seriously, im tired of fantasy races other than humans all pretty much having 1 collective identity) the main 6 races are a little more diverse. the humans have a certain distrust for the oni. some light and dark elves still hate each other. they also hate the other races that were involved in the war. lelves hating sprites and oni while delves are hating humans and ahn'tlo. but those are just the radicals.

    ahn'tlo dont like how dismissive of the environment most of the other races are. while they advance their technology with doing as little harm to the environment as they can, other races dont really care that much. especially the sprites. most of the races use the same negative stereotypes to describe the tengu when describing the icarus, even though they're nothing alike. there are much more icarus then there are tengu after all. cottel and sanders just kinda exist.
  6. 64752-2ac683023719ed4fbafc0ad1f336e4b4.jpg

    I meant the bottom 4 in this one, they've all got the same hair and costume just in different colors as is the second one on the top now that I look at it.
  7. pandadodod said:
    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...
    probably should've said this sooner, but what if you met other classic fairy tail characters along the way. like snow white, alice, little red riding hood, rapunzel, jack and his bean stock, robin hood, and more. and you help them with their problems being reincarnated as those characters. because just basing an entire rpg around just cinderella would be kinda boring. unless you were gonna do that to begin with.
    trouble time said:
    64752-2ac683023719ed4fbafc0ad1f336e4b4.jpg

    I meant the bottom 4 in this one, they've all got the same hair and costume just in different colors as is the second one on the top now that I look at it.
    thats because theyre alternate forms of sherlie. i thought i mentioned that in her description.
  8. @gigaswardblade Thanks for the suggestion.
    @trouble time Now that I think about it, it kinda sounds bland. Will develop this concept more.
  9. ii've asked some people about making my first game defenders of riften (aka the big game i wanna make) and they all said that it was a terrible idea to start out with that one. so instead i've come up with new games that will be taking some of the best parts of defenders of riften and turning them into smaller, expendable games. because if one of these babies is gonna suck, it shouldn't have to be my favorite.

    the one i'm currently working on is called mouse men: escape from megania. its about a person who is trapped in an alternate dimension who befriends a goddess who has had her powers drastically reduced for being irresponsible with them. you're trapped in the world of megania, where everything is twice as big as you are. hence the name "mouse men". there is an evil dark lord that is about to re-awaken thats trapping you in this other world. monsters are appearing all over the world, and are even taking on the appearance of people. meanwhile, all of the kingdoms of megania distrust one another, and refuse to help each other. it's up to you and a bunch of other trapped souls to unite the kingdoms and stop the dark lord and return to your homes.

    the game is somewhat like final fantasy 3 where as you change classes often. there are 24 classes in the game. (i based them all off of the weapon images in the side view) you start out as a nudist, but are quickly given the option to switch to one of 12 basic every day rpg classes. being squire, ninja, barbarian, mage, cleric, paladin, archer, amazon, gunslinger, fifer, dragoon, and monk. but later on, you start to unlock weird and wacky classes. being youngster, cyberpunk, superhero, death knight, commando, gambler, anime protagonist, dominator, cupid medic, swashbuckler, zapurai and psychopath. the way you swap classes is by talking to the before mentioned goddess (named herael) and asking her to change your class. there are 4 major class rolls. those are tank, healer, damage dealer, and a newly discovered class role, (by me) the mysterious inflicto.

    (ps: yes, you can be a male amazon. though it is stated in game that the male ones aren't technically amazons. they're just buff dudes that live in the jungle and wear togas made of leopard skin.)

    you have a somewhat limited amount of character customization. you can choose either a male or female character who has a hair color that ranges the entire rainbow, plus black, brown, white, and grey. (though i doubt anyone would wanna play as a grey haired lady unironically.) you can unlock each male and female color variant by collecting these orbs that you give to herael, and she grants you a new companion. the combat its self is based roughly off of the undertale button pressing minigame combat system. (though i wanted a mario and luigi superstar saga style combat, but it was the closest i could find.) you're sent on missions by herael to different places to do specific things. like, look for clues, slay a monster, complete a dungeon, gather supplies for crafting, rub an old man's feet, find secret ite- wait, what was that last one?

    at the end of missions, you are given a reward for completion. usually an orb, exp, gold, and some fancy items. i dont know if ill have a scoring system yet. it might be hard to implement. just like in defenders of riften, there are 12 elements that play off of each other. fire and ice, earth and wind, electric and water, life and death, holy and shadow, and of course arcane and mecha. of course, some elements are effective on ones other than their opposites. like fire beats ice, but water beats fire, but then life beats water, but then mecha beats life, and so on. there are class skills and general skills. there are 8 elemental skills each that any class can pick up. 2 status changers and 6 attacks that are singular and multiple target moves that range from weak to strong, like normal rpgs tend to do. but then there are skills that are exclusive to certain classes. this game is gonna be more combat oriented rather than story related. i will try to develop a somewhat good story, but what i've mentioned above is pretty tongue and cheek, so im not sure if it'll be too hard.

    i hope that having all of these classes and colors wont be too much of a hassle. but then again, i am trying to figure out this program to its fullest the best i can. if anyone can help me with the whole male and female rainbow color deal and how to implement it into my game without breaking everything, that would be nice. also, let me know if the premise seems like it could work. there's an old saying "there are no bad premises, only bad executions." that idea about people being reincarnated as fairy tale characters and fighting evil that @pandadodod had sounded pretty cool, so long as its done well. i still wonder if making the whole world (except for maybe the central kingdom) twice as big as your characters is a good idea or not. the main reason why i did it was because the enemies in the side battler are much bigger than your characters are. especially when it's in a wider screen resolution like the one i set my game to. so let me know what you think. i might've forgotten to mention something in this post though. if you want, i can post a picture of how the characters look.
  10. @gigaswardblade Having to deal with a world where everything's double the size you're used to sounds like an interesting concept, there's quite a few interesting mechanics you could do with it. But since you've mentioned this would be your first game, I just want to point something out: you've got a lot going on! 24 different classes would be a ton to have to balance for an experienced game dev, and as a new dev you may be biting off more than you can chew. If you really want to let the player have a bunch of different classes, maybe aim for fewer instead so that you can focus on having them all feel unique (and you can always add more classes later).
  11. @hiddenone it's funny that you guys are talking about world sizes and stuff now, because I came back just to ask some of the readers of this thread's opinion on a simple idea I have for a separate project of mine:

    Instead of a sprawling RPG world or main overworld, I was going to have a story take place in a future where they can simply teleport to 7 different Hubworlds with their own dungeon levels full of monsters in them. I'm not sure if that was a fun idea or not, or people would think it was uninspired or lazy if I decided to have a teleporter room that simply took you to wherever you want, or clunky if I don't. Sorry if it sounds so basic, I'm just new to game design that appeals to people other than me for once.:hswt2:
  12. @captainette777 Personally I think a hub with teleporter can be a great way to get the player into the action quickly. Of course, you'll want to have an explanation for how it works (which could be as simple as "hey, we've got teleportation technology, let's use it!"), but idea itself is fine.
  13. captainette777 said:
    @hiddenone it's funny that you guys are talking about world sizes and stuff now, because I came back just to ask some of the readers of this thread's opinion on a simple idea I have for a separate project of mine:

    Instead of a sprawling RPG world or main overworld, I was going to have a story take place in a future where they can simply teleport to 7 different Hubworlds with their own dungeon levels full of monsters in them. I'm not sure if that was a fun idea or not, or people would think it was uninspired or lazy if I decided to have a teleporter room that simply took you to wherever you want, or clunky if I don't. Sorry if it sounds so basic, I'm just new to game design that appeals to people other than me for once.:hswt2:
    Well this is something similar to what I was doing, only that it was a small city, and it was an incursion from extra-dimensional forces...actually when you think about it, this is what Persona 4 and 5 kinda do I think. Persona 3 does even less IIRC.
  14. captainette777 said:
    @hiddenone it's funny that you guys are talking about world sizes and stuff now, because I came back just to ask some of the readers of this thread's opinion on a simple idea I have for a separate project of mine:

    Instead of a sprawling RPG world or main overworld, I was going to have a story take place in a future where they can simply teleport to 7 different Hubworlds with their own dungeon levels full of monsters in them. I'm not sure if that was a fun idea or not, or people would think it was uninspired or lazy if I decided to have a teleporter room that simply took you to wherever you want, or clunky if I don't. Sorry if it sounds so basic, I'm just new to game design that appeals to people other than me for once.:hswt2:
    I was briefly making a game like that! I think it's a great idea. Basically, it was a floating island on the verge of collapse (they were all Gods that lived there) because of some trickster that was wreaking havoc in each of the 4 "worlds" - you as a player had to go into each of the 4 worlds, which were glorified dungeons (one main boss each, maybe one town for story purposes). But the island itself was pretty small and very Hub-like, with a portal to each place in the corners.

    I think the challenge here is making all of your individual dungeons and worlds are relevant. Will it be a linear the player follows, with hubworlds opening up as the story dictates? Or open-world, and the player chooses which of the 7 "hubworlds" they want to go, when they want to go? In which case you have the challenge open-world games typically have: how to scale content to players and still make it seem like they are "progressing" their character (getting stronger), not necessarily simply progressing the story only.

    Good luck! Don't care about what other people think ("uninspired" or "lazy"). It's all about execution and how much thought you put into it! :D
  15. So I've been back to RMMV for a few days now, having lost pretty much 2 years worth of work (on my free time) due to a laptop crash and faulty backup. I'm glad to say that though my custom carry limitation/item storage system was lost, it is now better than ever. In addition to the expandable inventory space and 100 boxes of storage, it now features 10 boxes of storage space expandable to 100, optional automatic placement of items to available storage boxes, prevention of storing the same item in multiple boxes, and an optional text search to find items in storage. As always this was achieved with zero plugins of any kind. I guess sometimes it takes a setback to make a giant leap forward. I'm wondering how this kind of mechanic will be received by other RPG gamers. Was it worth the time and effort?
  16. @CynicSyndrome It's hard to say whether or not it was worth the effort, since it really depends on the type of game that system is for. It seems like it'd be pretty great in a survival-type game, but probably wouldn't fit in a normal RPG. I do have to applaud your abilities to get it working though, it sounds like you put a lot of work into it!
  17. @hiddenone Thanks very much for the reply. Since I posted this I have improved things even further by increasing the maximum amount of item storage boxes in my item storage system from 100 to 150, and reducing the amount of variables dedicated to each box of item storage from 3 to 2, I also updated ALL my scripts to the new format and finished playtesting and debugging the whole thing. I have also nearly finished recreating, simplifying, and improving the item/gold chests that I lost. prior to the crash they would grant gold or items and then function as usable storage for either, and now they function much the same, however; now instead of 3 variables and 10 minutes to customize each one it takes 2 variable and about 20 seconds. I just have to number them and be sure not to lose track. yes this is going to be a survival game for sure but with other elements as well. The players ability to raise and manage money will greatly impact their ability to survive as well as progress in the story. I have a time system as well which will allow the player to have an income based on investments. this may sound like a lot but so much of what I lost is gone and may not return. because of a very old backup, many of maps were saved as was my player PC with player set password, fully functioning ATM and banking/credit/debit system, but none of my character classes and almost no items survived. I was developing special abilities for each of 12 character classes to ensure many different outcomes depending on who is in your party. all gone.
  18. hey uh... so I'm new to the forums, but I've been using RMMV for quite some time now (I believe two years or so) and a couple months ago I got serious with it. Idk if this is the right thread to ask about this but I was planning a skill that would protect my characters against statistic modifications (the negative kind, and I mean statistics, not ailments) I've been lurking for some time but got nothing. Is there a simple way to do this or must I use script calls and whatnot?
  19. so ive decided to change the classes from 24 to 16 for now. the first 12 are the same except ive changed fifer to bard now. the unlockable classes are death knight, dominator, gambler, and superhero.

    right now im currently trying to find the appropriate look for each class. i have downloaded a few generator assets in order to do so. so far the only classes i cant find a good look for in the generator are the amazon and barbarian.
  20. @Hinseo Hi and welcome! That sounds like a question that would be best in the MV Support section - that is where "how do I?" questions go. :)