Rules - Ideas That Don’t Deserve Their Own Thread

● ARCHIVED · READ-ONLY
Started by Archeia 1026 posts Page 22 of 52 View original ↗
  1. I'll just assume it's small enough to not put in its own thread, although I'm happy to make one if the need arises.

    I'm wanting to adapt my 7DRL game Terminal Shooter (done in Ruby) for RPG Maker MV, expanding on some of the gameplay elements, by having some traditional JRPG elements.

    Would the battle mechanics need to be completely rewritten, or would I just need to convert it to a plugin?

    Concept: You play as a spaceship that fights others, just like in space invaders. But instead of live action, it's turn based strategic, having more in common with Final Fantasy Tactics. You have three main modes, plus a restart button: combo mode where each attack is weak, but each hit adds up to more than the critical, and a critical that overall does 1.5 base damage. You can also repair your ship givin the right amount of resources.

    Mainly, Terminal games have some elements that might not carry over that well.
  2. I'm trying to write a new story, about a man harnessing the power of all the elements trying to reach godhood... now we have the traditional 4 elements: fire/water/earth/air... but i kind of think that water is somewhat... underwhelming, so I might swap it with ice. Now about the other 2 elements... should I go with light/darkness? Maybe something else?
    Any ideas? :kaoswt:
  3. @Astel : I moved your thread here, as project specific ideas in an early stage go in this thread.

    As to your post, I think Water is fine, it could be for healing instead of raw damage.
  4. i think ive decided to swap the bard and squire's element around. bard is now water and squire is now electric.

    also i was asking if the classes seemed diverse enough. i have like 2 holy church classes and no evil darkness like classes, but i dont know if i should change or replace any.
  5. Astel said:
    I'm trying to write a new story, about a man harnessing the power of all the elements trying to reach godhood... now we have the traditional 4 elements: fire/water/earth/air... but i kind of think that water is somewhat... underwhelming, so I might swap it with ice. Now about the other 2 elements... should I go with light/darkness? Maybe something else?
    Any ideas? :kaoswt:

    oh you want elements huh? you came to the right place.

    you should keep fire, water, earth, and air, but also add light, darkness, lightning, and some sort of plant element. ice can just be a part of water.
  6. i'm going to write a story about a young knight fighting to save a princess... with a twist. he's aware that he's inside an rpg, and knows all the rules. but what he doesn't know is that he's not the only one who's in on it.

    someone is pulling people, actual real life humans into this game, trapping them in a virtual world for all eternity and leaving the fate of their human shells unknown, building an ever-growing world of once human souls, now turned into mere strings of codes and expository dialogue.

    i want it to be a light hearted comedy throughout for the most part, and sprinkle in only a bit of horror and drama towards the end once the twist is revealed. does this sound like it could work?

    really all i have so far is my idea, some dialogue and a few design ideas laying around that i may or may not use for this

    (character design concepts below):

    Spoiler
    This would be the main character:
    floofy_boy____by_stacciatello-dcg59m4.png
    design_of_hot_boy_by_stacciatello-dcg59mw.pnga_hot_boy_by_stacciatello-dcg59mh.png
    goddess_by_stacciatello-dcg59n9.png
    cute_girl_with_horns_small_by_stacciatello-dcg5a2p.pnghorned_girl_pallette_swap_just_4_laughs_by_stacciatello-dcg5a37.png
  7. bgillisp said:
    @Astel : I moved your thread here, as project specific ideas in an early stage go in this thread.

    As to your post, I think Water is fine, it could be for healing instead of raw damage.

    @Astel If you think water is only for healing and does not contain raw damage/power, think of being blasted by a high-pressure cleaner's jet.

    Or look at what a giant wave can do (nothing really bad/shocking happens in this video, but some cars and parts of houses are dragged away, + I watched this only without sound)
    Spoiler

    In Avatar: the last airbender water is pictured as both powerful and healing.
  8. Hey everyone! I have a mechanic in my game where you need to have a certain amount of an item to beat the game (Item only obtainable via quest) and I need some ideas for what that item will be, any ideas? Thanks in advance!
  9. [deleted/ wrong thread]
  10. SailorRose said:
    i'm going to write a story about a young knight fighting to save a princess... with a twist. he's aware that he's inside an rpg, and knows all the rules. but what he doesn't know is that he's not the only one who's in on it.

    someone is pulling people, actual real life humans into this game, trapping them in a virtual world for all eternity and leaving the fate of their human shells unknown, building an ever-growing world of once human souls, now turned into mere strings of codes and expository dialogue.

    i want it to be a light hearted comedy throughout for the most part, and sprinkle in only a bit of horror and drama towards the end once the twist is revealed. does this sound like it could work?

    really all i have so far is my idea, some dialogue and a few design ideas laying around that i may or may not use for this

    Your game sounds really cool! I'd like to play it whenever a playable build is published!
  11. @Gamingstar Interesting concept, are you planning on having different endings depending on how many of the items are collected? The item would really depend on how the rest of your game works, but here are a few ideas: Crystallized Gratitude (a magic shard of energy formed when someone is helped), Hero's Coin (a piece of ancient money that people use as rewards), and Good Luck Fairies (small spirits that gather around those who complete quests).
  12. Gamingstar said:
    Your game sounds really cool! I'd like to play it whenever a playable build is published!

    thank you!!

    also about your game mechanic, it sounds cool! you could make it so that the player has to go to a bunch of different towns/villages, defeat monsters and each time they defeat a 'boss', it drops the object you need and they need to collect all of them before they can defeat the big bad at the end.

    said object could be shards of a key, they need to collect all 5 (for example) so they're able to enter the final dungeon. it could also be gemstones that give you the power to defeat the final boss once they're all together; or parts of an ancient powerful weapon.

    you could even 'collect' the big monsters once you've defeated them (a la pokemon?) and use them as helpers in the end.
  13. https://i.imgur.com/jEoIKBA.png <- learning to use gimp2, so as you can see i've used the typical tree stump + mushrooms together.
    i've succesfully melded them together into one layer, but wtf is that yellow tint? i made the images and the pallet i'm working on set to 'alpha transparency' aka that checkerboard look to appropriately use it in rpgmaker vx Ace, but i don't get where that yellow tint is coming from!?

    Oh, silly me, this should probably be in the Maker Specific forums? if so please delete this if you can, as i can only see edit options on this post i just made.
  14. Hi everyone!

    So, what are your thoughts on "prologue games"?
    My specific circumstance is that a while back, I started working on this massive project with a big story, lots of detailed lore, neat mechanics, all the things a person just starting out with RPG Maker thinks they can do at the start.
    ...Well, I quickly realized my scope was far greater than my ability, so I put that project on the back-burner. But I, being as stubborn as I am, still wanted to do something in this world I'd created, and settled on making a much smaller (though admittedly still pretty ambitious) game set in a single city, with the goal of giving a small taste of what was to come.

    So, I have a few questions about this:
    1) Is this even a good idea? Or would it be better if I did the main game first, perhaps after working on some unrelated projects?
    2) If I do go with this, does anyone have any tips on making the prologue game stand up on it's own while still leading up to the events of the main game? (which, not to give too much away, would mean that the prologue would have a bittersweet ending at best)
    3) If, hypothetically speaking, I were to try and get other people involved on this project, how would I pitch it? Like, obviously I would need to tell them the circumstances, but should I pitch two games or just the prologue for the time being?

    Sorry if I rambled a bit, but I would very much appreciate any feedback :)
  15. cthulhu135 said:
    1) Is this even a good idea? Or would it be better if I did the main game first, perhaps after working on some unrelated projects?
    2) If I do go with this, does anyone have any tips on making the prologue game stand up on it's own while still leading up to the events of the main game? (which, not to give too much away, would mean that the prologue would have a bittersweet ending at best)
    3) If, hypothetically speaking, I were to try and get other people involved on this project, how would I pitch it? Like, obviously I would need to tell them the circumstances, but should I pitch two games or just the prologue for the time being?

    Sorry if I rambled a bit, but I would very much appreciate any feedback :)
    1. I actually like the idea. When you have an idea you love it can be hard to just abandon it. As long as the game is short though, what it does is get you some practice and lets you work on ideas you probably couldn't fit into the "main" game."

    2. Here's my solution, if its a prolouge you can afford a much sadder ending that leave the heroes goals unfulfilled, their hopes shattered, and their lives wasted. The ending should get people hype for the next game, giving the audience the anticipation that the justice that may be missing in the prolouge will be delivered later.

    3.I'd say pitch it as 2 game but say you're fine just getting them for one.
  16. trouble time said:
    1. I actually like the idea. When you have an idea you love it can be hard to just abandon it. As long as the game is short though, what it does is get you some practice and lets you work on ideas you probably couldn't fit into the "main" game."
    That was my train of thought, as well. Quick side-question: how short should it be? I know the obvious answer is "however long is necessary to tell the story", but if, for instance, I was aiming for anywhere between 5-8 hours (including optional stuff), would that be short enough, or should I trim it down a bit?
    trouble time said:
    2. Here's my solution, if its a prolouge you can afford a much sadder ending that leave the heroes goals unfulfilled, their hopes shattered, and their lives wasted. The ending should get people hype for the next game, giving the audience the anticipation that the justice that may be missing in the prolouge will be delivered later.
    Okay, that makes sense, and was pretty much what I was going to go for. Though I can imagine that being equal parts easier and harder to do with what I have in mind.
    Namely...
    Namely that the prologue only stars one member of the main game's party, with only a couple of the others appearing in supporting/minor roles. However, this would only affect how personal stakes are carried over (as they'd only really be relevant to those few characters); the effect the events of the prologue have on the world at large will absolutely play a very major role in the main game, so your point still stands (which pretty much makes this whole section just me rambling...sorry :p)
    trouble time said:
    3.I'd say pitch it as 2 game but say you're fine just getting them for one.
    Yeah, that's what my friend suggested when I asked her. Alright, that's probably what I'll do then!

    All in all, really helpful advice. Thanks! :D
  17. cthulhu135 said:
    Quick side-question: how short should it be? I know the obvious answer is "however long is necessary to tell the story", but if, for instance, I was aiming for anywhere between 5-8 hours (including optional stuff), would that be short enough, or should I trim it down a bit?
    I was considering doing something like this for my own game...and I thought the game would be less than 1 hour (it would take place on a single Oil Platform)
  18. cthulhu135 said:
    Hi everyone!

    So, what are your thoughts on "prologue games"?
    My specific circumstance is that a while back, I started working on this massive project with a big story, lots of detailed lore, neat mechanics, all the things a person just starting out with RPG Maker thinks they can do at the start.
    ...Well, I quickly realized my scope was far greater than my ability, so I put that project on the back-burner. But I, being as stubborn as I am, still wanted to do something in this world I'd created, and settled on making a much smaller (though admittedly still pretty ambitious) game set in a single city, with the goal of giving a small taste of what was to come.

    So, I have a few questions about this:
    1) Is this even a good idea? Or would it be better if I did the main game first, perhaps after working on some unrelated projects?
    2) If I do go with this, does anyone have any tips on making the prologue game stand up on it's own while still leading up to the events of the main game? (which, not to give too much away, would mean that the prologue would have a bittersweet ending at best)
    3) If, hypothetically speaking, I were to try and get other people involved on this project, how would I pitch it? Like, obviously I would need to tell them the circumstances, but should I pitch two games or just the prologue for the time being?

    Sorry if I rambled a bit, but I would very much appreciate any feedback :)

    1) A one off prologue to explain your main game is a wonderful idea in my eyes. You could use this as a chance to flesh out your world before working on the main game by explaining events before hand.

    2) As long as it makes sense in the context and has good gameplay there isn't much to worry about here. If the game is interesting enough you won't have to force the man to fish, so to speak.

    3) Tell them the truth and be up front. Tell them you want to do a small prologue before trying to tackle a huge main game and if you enjoy working with them and vice versa you can always keep them around for the main course.
  19. Long ago a force that could only be known as the will of the earth instilled within the first women upon creation inconceivable power in order to maintain life throughout the planet. These women were vigilant yet ever merciful and lived alongside all of their other human beings in their immortality. though invisibly they also attempted to maintain the balance of social norms amongst their fellow man, seeing to it that wherever possible no one had to conform to a specific set of ideals based on gender, orientation, or race.
    for a while this maintenance was simple, as war wasnt yet a massively thought about concept.

    this was before a church with a theocratic political agenda began annexing ill-gotten land and slaughtering witches
    Enter Rosa, a witch thought long slain by the theocracy brought back from the brink of oblivion by the wills of previously slain withces all banning together in death and resurrecting her in order to stop them

    [Character bios will eventually go here]




    what do you all think of this idea, what gamepaly do you envision?




    trouble time said:
    So originally this was part of another post i made but it seemed no one noticed, so im trying again.

    Spoiler
    55156-3d3116ceedbcec99baee8d1b721a461f.jpg
    56371-32b0afd0baa9d16f797f96116d70c4e4.jpg

    So I decided to try again since this thread seems more populated now.

    Synopsis
    The above images are many major characters of the game. The game takes place almost entirely in a single city. One of the Grandmasters of the knights, Wrather, that protect this world has begun to see malefic signs and dreadful portents indicating that the very souls of all people on the planet are in peril. After retrieving the phylactery of a lich who made the same connections and confirming his suspicions. The world was being invaded, but not by force, by subversion. The invaders have corrupted the populace, twisting their desires and morals with their dark promises of power and pleasure. The powerful corrupting influence necessitates a more covert response to keep the entire invasion out of the public eye, leaving Wrather with one option. With a secret order, he puts together the most potent kill-team that has ever been assembled. Led by the demi-goddess Iii Irene Ionmi, kill-team Rainbow must root out six cults and cast down their demonic patrons before they can gather enough power to summon their infernal master, the Bale Princess.

    As for the characters pictured.

    Characters
    Top Left: Laura Johanna Petra Lannerbeck: A Lich journalist who nearly discovered the invasion plans on her own before being killed atop the old hospital by her own girlfriend who had already fallen to temptation. Thankfully her phylactery was lost in the rubble. Through black market dealings, Wrather obtained her phylactery and revived her into a body intended for the High Matriarch of the Lich Court's throne guard. While she has less combat experience than the others, she's proven resistant corruption. She has an inquisitive nature, but her developed social skills and blood magic are what make her most valuable to the team, though her lecherous side does get her into trouble.

    Top Middle: Merry Mayqueen: A mercenary from the Adene Union which was recently absorbed into the High Elven Kingdoms. Since the Adene she loved was gone she went into self imposed exile, the last of the Adene Hunters, the most well respected unit of the Adene Army. Since then she has worked along side the Veil Knight Order under Grandmaster Wrather's recommendation, originally as a marksmanship instructor, and later as part of Iii's personal war host. She's got an aggressive and abrasive personality when working, but she shows her softer side when dealing with Iii and likes to unwind at the bar whenever possible

    Top Right: Dia: REDACTED

    Bottom Left: Rue Ionmi: Iii's honor sister and fellow demi-goddess. Unlike Iii she knows her lineage, being descended from the goddess of wisdom and a homoncculus created from the cells of an ancient sorceror king. She is rejected by most other demi-gods due to her strange heritage, but she likes being alone studying magic anyway. She barely acknowledges anyone but Iii, who she has taken a liking to ever since they fought together, and Wrather who is likely the greatest mortal sorcerer to have ever lived. While incredibly intelligent, Rue is also very literal minded, and due to her disregard for personal interaction have left her with next to no social skills

    Bottom Middle and Right: Iii Irene Ionmi: The hero of our story and a demi-goddess of unknown origin. She was found, raised, and trained by Grandmaster Wrather and has fought alongside him ever since she reached "adulthood" at three years old. Now at eighteen she's fought in several battles all across the globe. Though she is a peerless warrior, Iii is a kind and gentle soul. She's not done much besides fight and train in her life, so she's a bit naiive and immature even for her age. Still, Grandmaster Wrather believes she's the greatest champion any of the mortal races could ask for.

    @trouble time I feel like you really need to change your portrayal of women in the artwork of your game. Put bluntly it's problematic. I shudder to think what Dia's backstory was before you redacted it. lemme guess, she was some sort of temptress or sex worker. then on the other side of the spectrum you have laura who looks like she isnt even old enough to drive a car. Your other three characters are seem alright at a glance but on closer inspection, it would seem "iii" has breasts that are so huge you could see them through her baggy clothes.... on Pluto.