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Crystalgate
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My first game, story suggestions?
I think I'm going to outline an actual story with the material we're given to show the problem.
The Johnathen's mother gets killed by bandits. He decides to destroy the bandits for the sake of revenge and to insure future safety. This gives him three objectives that in theory can be done in any order:
1) Get actual military equipment.
2) Get enough manpower (or womanpower since the girls by far outnumber the boys.)
3) Locate the bandits.
Once that's done, he has his final objective:
4) figure out an attack strategy and then wipe out the bandits.
During the campaign, Johnathen meets and fall in love with Mia. The campaign is ultimately successful and the bandits are wiped out. Then Johnathen starts a new family with Mia.
Let's see, what else do we have? Oh yeah, there's for some reason seven girls and only three guys. How about the girls originally did like good girls and let the men protect them? This didn't work out very well since the peasants had pitchforks and lumberjack axes while the bandits are soldiers who deserted and therefore have actual military equipment. The girls realized that the whole "be a good girl and wait in the kitchen (for the bandits to get them)" isn't a very good idea.
This is pretty much what you can do with what you've given us.
I do not know what Kingdom Come is supposed to mean, but I get the feeling that you want a grander adventure than just wiping out bandits. However, Johnathen's campaign against the bandits is all you've given us. Assuming you want the hero to eventually save the world or the kingdom, how is the bandit deal supposed to tie into that?
If you have a problem even making an outline of the story, how about you make a wish-list to start with? List things you want your story to contain.
The Johnathen's mother gets killed by bandits. He decides to destroy the bandits for the sake of revenge and to insure future safety. This gives him three objectives that in theory can be done in any order:
1) Get actual military equipment.
2) Get enough manpower (or womanpower since the girls by far outnumber the boys.)
3) Locate the bandits.
Once that's done, he has his final objective:
4) figure out an attack strategy and then wipe out the bandits.
During the campaign, Johnathen meets and fall in love with Mia. The campaign is ultimately successful and the bandits are wiped out. Then Johnathen starts a new family with Mia.
Let's see, what else do we have? Oh yeah, there's for some reason seven girls and only three guys. How about the girls originally did like good girls and let the men protect them? This didn't work out very well since the peasants had pitchforks and lumberjack axes while the bandits are soldiers who deserted and therefore have actual military equipment. The girls realized that the whole "be a good girl and wait in the kitchen (for the bandits to get them)" isn't a very good idea.
This is pretty much what you can do with what you've given us.
I do not know what Kingdom Come is supposed to mean, but I get the feeling that you want a grander adventure than just wiping out bandits. However, Johnathen's campaign against the bandits is all you've given us. Assuming you want the hero to eventually save the world or the kingdom, how is the bandit deal supposed to tie into that?
If you have a problem even making an outline of the story, how about you make a wish-list to start with? List things you want your story to contain.
My first game, story suggestions?
author=karins_soulkeeper
Crystalgate, this kinda came out as a slight insult, just so you know.
You're right, it was poorly worded.
The suggestion to make the hero responsible for the death of his girlfriend's mother is not just a little harder to write, it's much harder to write. It's so for a simple reason, Johnathen should not be able to get together with Mia if he's responsible for the death of a parent of her. Seriously, can you even imagine having a love relationship with a person who's responsible for the death of one of your parents? You need to add extraordinary circumstances to make such a relationship even plausible.
Attempting something like that is a high risk gamble. Even if you're a good writer and can pull it off, there's no guarantee that the audience really appreciates it more than they would a simpler love story.
My first game, story suggestions?
Don't write "um... steal her," it looks really dishonest. Either use the word rape or, if you don't feel it's appropriate, write "steal her" without an "um..." and without putting steal in italic. We can put two and two together from the context alone.
I have noticed that you have seven girls and three guys. Are you going for some sort of harem trope?
Your suggestion is more interesting, but it's also harder to write. One of the best way to screw up a story is to attempt something above your writing skill.
I have noticed that you have seven girls and three guys. Are you going for some sort of harem trope?
author=kory_toombs
You need a prequel sequence in the game. I would suggest about an hour of gameplay at least where we get to know the two lovebirds individually before they know each other. You need to build a relationship with the girl and her mother. The male hero is more rebellious and decides to join a group of thieves. Yep, this guy is going to be responsible for killing the mother of the girl he falls in love with later. See now you have an interesting story dynamic to play with.
Your suggestion is more interesting, but it's also harder to write. One of the best way to screw up a story is to attempt something above your writing skill.
Treasure Chest Tutorial
I would suggest putting everything except the Change Gold/Item/Weapon/Armor command and the Show Text command into a common event instead. Otherwise you will be very sorry if you need to change all chests events, say you later decide want a number of treasures chests opened counter.
How do I modify the Parameters and Ex-Parameters?
To remove the effect of luck, open the script editor and click on Game_Battler. The easiest way is to first locate this part:
Change it to following:
LUK will still exist, but it will no longer have any effect.
Mdf is easy to make having no effect, just don't enter it into the skill formulas.
For Ex-parameters and Sp-parameters, if you give every character a HIT of 100 and no other Ex or Sp parameter, then it will be as if they didn't exist. Of course, modify the Ex and Sp parameters that you do want to affect your game.
Now we want Mdf and LUK not to show up on the status screen. In the script editor, go to Window_Status and locate a section that says following:
Change it to following:
Magic defense and luck should no longer show up on the status screen. There are probably other places it shows up though. Let me know wherever you spot it.
def luk_effect_rate(user)
[1.0 + (user.luk - luk) * 0.001, 0.0].max
end
Change it to following:
def luk_effect_rate(user)
#[1.0 + (user.luk - luk) * 0.001, 0.0].max
1.0
end
LUK will still exist, but it will no longer have any effect.
Mdf is easy to make having no effect, just don't enter it into the skill formulas.
For Ex-parameters and Sp-parameters, if you give every character a HIT of 100 and no other Ex or Sp parameter, then it will be as if they didn't exist. Of course, modify the Ex and Sp parameters that you do want to affect your game.
Now we want Mdf and LUK not to show up on the status screen. In the script editor, go to Window_Status and locate a section that says following:
def draw_parameters(x, y)
6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) }
end
Change it to following:
def draw_parameters(x, y)
#6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) }
draw_actor_param(@actor, x, y + line_height * 0, 0 + 2)
draw_actor_param(@actor, x, y + line_height * 1, 1 + 2)
draw_actor_param(@actor, x, y + line_height * 2, 2 + 2)
draw_actor_param(@actor, x, y + line_height * 3, 4 + 2)
end
Magic defense and luck should no longer show up on the status screen. There are probably other places it shows up though. Let me know wherever you spot it.
RMVX ACE: Elemental Attributes
Any advice for my second game?
The currency will automatically be in high demand if it's used for leveling. The reason gold often isn't in high demand is usually because you're able to afford anything you really want. With gold used for levels, you will not run out of things to buy until everyone reaches max level.
Something to think of is that exp usually inflates faster than gold. I remember one game where at the beginning, you got 3-4 per exp from enemies, while fairly late game, you got 10 exp per gold. If you're using the same currency for both, they need to have the same inflation rate.
Something to think of is that exp usually inflates faster than gold. I remember one game where at the beginning, you got 3-4 per exp from enemies, while fairly late game, you got 10 exp per gold. If you're using the same currency for both, they need to have the same inflation rate.
Is Marketing Killing the Wonder of Games?
I think that the biggest wonder of games is killed by me simple knowing more about video games in general. Often when I see a trailer, I'll go "OK, this looks amazing, but the actual game won't be anywhere near that amazing" and then I don't get excited.
That said, I can usually avoid getting too much information easily enough. Besides, access to information is vital to avoid disappointments.
One of the games I anticipated the most is White Knight Chronicles. It looked amazing in the trailers and the interviews made it look like Level-5 had both solid and reasonable ideas. Unfortunately, the game turned out to be crap and thanks to the abundance of information, I was warned in time. Getting a little extra excitement from the great games is not worth the cost of accidentally buying crappy ones.
That said, I can usually avoid getting too much information easily enough. Besides, access to information is vital to avoid disappointments.
One of the games I anticipated the most is White Knight Chronicles. It looked amazing in the trailers and the interviews made it look like Level-5 had both solid and reasonable ideas. Unfortunately, the game turned out to be crap and thanks to the abundance of information, I was warned in time. Getting a little extra excitement from the great games is not worth the cost of accidentally buying crappy ones.
How do you make random encounters feel welcome?
If your maze has multiple floors, you can easily design one that foils a "hug the right/left wall" strategy. Heck, you can do so with even one floor as long as either the entrance or the goal isn't located on the edges.
How do you make random encounters feel welcome?
I've made an event system where upon finishing a battle, all monster events within four tiles of the player would be removed, unless they are bosses or mini-bosses of course. This prevented monsters from chain-ganking you. It also meant that once I finished the event system, I no longer had to concern myself with that.













