Thinking of buying and had questions on stats, equipment, stats affects. character customization.

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Started by Zartanyen 8 posts View original ↗
  1. I am thinking of buying one of the RPG maker products and had some questions on what can or can't be done when it comes to characters customization and stats/ equipment slots/ and affects.

    I want to make a game that has a lot of stats beyond the normal STR/DEX/CON/INT/WIS etc etc or that goes into 2 or 3 sub stats off the main.

    Is it possible to do this?

    How many stats can you make?

    Is it possible to have a psychological system and stats like a darkest dungeon or call of cthulhu?

    Can I have a humanity or essence stat or system to allow for equipment like cyberware or enhancements like shadowrun? Were your limited on how many you can have based off a stat ? which brings me to the next series of questions.

    How many equipment slots or spaces can I make for characters?

    Can I have two sections of equipment slots? like one for equipment worn and a underneath for enhancements? or could I make the enhancements like bonuses that can be bought and added to a character like equipment?

    Can I have a affliction system or traits that can be added or affect a character both physically and mentally similar to darkest dungeon for the mental but add physical such as getting parasite's, symbiote's, curses either as enhancements or inflicted on a character from a enemy?

    Really it boils down to how detailed or in depth can I make character customization and building upon that through out the game ?
  2. [move]Product Discussion and Support/move][/move]
  3. theoretically anything is possible, especially with RMMV (the latest and the only one with completely open code).

    Some things are more complex than others however, and require some programming knowledge.
    So I suggest you use the 20-day-trial to see the details.

    in short:
    you can do with equipment slots what you describe without any programming knowledge, but the system works a bit differently than you assume it works - it's a combination about slot and type to be allowed to be equipped, not slots with their own properties.

    more stats than default will require plugins and programming knowledge, but can be done.

    the rest I can't answer because you don't describe what you want "like <unknown game xy>" only works for people who know these games, you'll get answers faster if you describe what those games do instead of only naming them.
  4. It's doable, yes. In theory you can code the engine to do about any RPG you want. However, have you made a game before? I ask this as if you haven't, that is way too ambitious for a first game, and we'd highly suggest making a few other games first to get some experience. Otherwise, from what we've seen, about 99% of those who start with an idea that grand and have never made a game before never finish. So you need to build up your game making experience first too.
  5. Thank you for the information.

    I was looking to see if I could make a stat that would allow for only so much enhancements to be allowed by that stat. Shadowrun pnp you could only have so much cyberware installed based off your body (con) stat.

    As far as affects went I was wondering if their was a way to have them go beyond combat or be long term, such as a vampire bites you you contract vampirisam, or a rat bites you and you have contracted rabies and the gradual affects of that but also branch that out to psychological conditions from encounters or part of character creation, or making parasites and mutations that one could get that would have the same affects.

    As far as equipment goes kind of think it's head can wear hat helmet kind of thing but some games let less items to be put on then others, also was wondering if their was a way of doing like character is wearing a leather vest ( equipment slot chest ) but also has or is wearing like dermal weaving ( chest slot but body) or hat ( head slot) and cybernetic eyes ( head slot) so either being able to have a over lapping equipment slots like one for your actually body and equipment that would be put in that slot with a overlapping of the physical equipment worn or a double slot option like chest has two slots one for what would be type A interior and type B exterior.

    Will try the trial ( thank you didn't know their was one) but was looking for what you put a yes this can be done normally with just what you have and yes this can be done beyond it but you will need knowledge of this and program's to do that.
  6. no I have not made a game by myself before, I have been part of a game design team but as far as coding that wasn't my department mine was converting mechanics from PNP to something workable in a game .

    I thank you for your advise and totally get it, even just going with what the programs have making every aspect of a full game is daunting and time consuming this would be a hobby and I don't plan on trying to run through everything to try to make a complete game like I am work on it with other people expecting a product for the market right away.

    What I am looking for or to do is to work on or see how character creation is and can be done, try to get it more close to a PNP character.

    I would be looking at those aspects and trying to refine that rather then trying to make a complete game working on everything, once I was able to see what I could or could not do their ( within reason and not going back to college to change careers) then I would start doing other aspects of the game.

    Was wanting what I got with the comments of a ok here's about what you will be able to do with the program, you can do this with the dlc or expansions, and here's kind of the line were if you want to do more your going to have to get some outside programs and at the least pick of some books to read on coding and here is were your going to have to sing up for those classes lol.

    I would use the program to look at making like a little dungeon crawler with noting more then what the program has to offer as something fun to do and learn the other parts of the game design from that.

    Though my interest is character design and seeing what you can really do their to make it a character not a toon. I feel that part of making someone interested and enjoying a game is having a character you like and want and putting the time and effort into making them what you want them to be not giving them Jane Doe or Bob Smith to play.

    Once you have that uniquely you character move to equipment all the thinks that can go on to your character and what makes you want to go out and battle and explore beyond a good story and world as we all know a lot of people just hit space bar or A through most dialog or cut scenes but give them a dragon hoard of nice new items and they usually stop in their tracks to go through everything.

    That's why I wanted to know about equipment slots least get the basic's of that down not as much diving into making a bunch of equipment right from the start but more of the what do I have to work with at the start and how far can I expand that with out the new career.
  7. The trial then is the best way to find out. Basically, if it is not in the trial, you'll have to code it in. Just a quick glance at all you listed I'd say a high percentage of that will have to be coded in by you (though some you might be able to get cute with variables and common events, but it will not be easy).

    So pretty much expect to have to buy some books on coding to pull all of that off.

    PS: BTW, next time edit your previous post instead of posting below yourself again like you did. It's to avoid threads being spammed to the top until some time has passed.
  8. @Zartanyen the problem here is that you phrased your questions in a way that they couldn't be answered, because you made assumptions on how the engine works that were far from reality.

    In the RPG-Makers, the different values have no interaction by default, and it is the task for the game developer to create those interactions by setting up the correct values.
    That will allow for a lot of possible characters and even character creation by the player, but it also means that you are the one who has to decide how to use what.
    For example the four main stats have absolutely no function inside the engine - you can give them values and names that you like to give them, and equipment and other options can change them - but they have no fixed function.
    The example database uses them in the default damage formulae, but you can also change those damage formulae to whatever you want - including not using those stats at all.

    This concept means that it is more work to setup your game, but on the other hand it means that you are not limited to how the engine forces you to use the values in specific ways - you can define your own ways.