How I Stopped Procrastinating and Learned to Make a Game Again
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Truthseeker4449
Greece
Apocrypha
Lief Katano
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How should base damage be calculated?
How I Stopped Procrastinating and Learned to Make a Game Again
Thanks to Apocrypha, the old Pit Stop video game thread got dug up again. So we started making a game again! Hopefully this time we'll have actual progress...though then it'll be on me, not Lux. Probably.
This is, basically, the thread to discuss the Pit Stop-based game that is currently being planned. Development will most likely be in RPG Maker, probably in VX Ace. Discussion includes how you want your character's skills set up (i.e. damage slammer, hit absorber, pain reliever, status causer, Magikarp...Magikarper), your character's appearance, what you think should be in the game, plot discussion, etc.
Currently planned plans (mostly copypasta'd from the old thread):
Plot: Apo's got it, though she also PM'd it to me. Would it be alright if I pasted it here?
Characters and skills:
Feel free to request changes to what you do! Speaking of requests...
Bam! Script website! This is the website where I get all of the plug-ins for my projects that I procrastinate forever on for finishing. There's some pretty cool stuff on there! Feel free to look through it and suggest plug-ins to add. Some of my own suggestions:
Row Formation - There's a lot of characters! Well, like, ten, but that's a lot for an RPG. ...I think. It's certainly not Chrono Cross. Either way, expanding the amount of characters that can be in battle might be a good idea, with a row system to help sort them. Of course, we'd need the party system to make good use of it.
Skill Core - Particularly for TS. His skills cost a ton of MP, which he can regenerate by sacrificing 10% of his HP and converting it into 10% of his MP. Why not cut out the middle man, and have his skills cost HP? (Preferably a percentage. I dunno why, that just seems right. I blame SMT.)
Action Sequences/Battle Engine Core - Basically making the battle sequences look a bit fancier. That's always nice, right? (The decision is for sideview or not. I'm going to add in fancier sequences if we're in sideview, because that looks nice.)
I'll finish it off here so as to not get too rambly. Also I don't know any other scripts I like. :V
This is, basically, the thread to discuss the Pit Stop-based game that is currently being planned. Development will most likely be in RPG Maker, probably in VX Ace. Discussion includes how you want your character's skills set up (i.e. damage slammer, hit absorber, pain reliever, status causer, Magikarp...Magikarper), your character's appearance, what you think should be in the game, plot discussion, etc.
Currently planned plans (mostly copypasta'd from the old thread):
Plot: Apo's got it, though she also PM'd it to me. Would it be alright if I pasted it here?
Characters and skills:
- Spoiler:
- Lief: Paladin: Tank that has light healing skills. Equips swords and heavy armor. Str+ Vit+ Spd-
Truthseeker: Soul Captain: Slams the enemy with heavy damaging skills (physical rating 200+) that consume tons of MP. MP regen method: HP to MP. Equips katanas and heavy armor. HP+ Atk+ Mag+ Def-(?) Mdf-(?)
romch: Lightning Thief: A quick attacker that steals anything belonging to the enemy - items, money, stats, even their good health. Equips daggers and light armor. Spd++ Atk- Def-
jokool: Icy Soul: A physical attacker that revolves around using ice attacks. Equips katanas and light armor. Atk+ Spd+ HP-(?)
Lux: Dream Warrior: A mage that can call the elements in...unique ways. Can modify stats with his Emotion equipment. MP regen method: Dream Power (goes to sleep and regens MP) All stats equal to better manipulate with Emotions.
Bunny: Flaming Archer: An archer with access to fire magic. Equips bows and light armor. Spd+ Mag+ Atk semi+
Greece: Summoner of Ancients: Summons various things to attack the enemy, using a book. Equips books and light armor.Summoned objects: ???preferably Greek godsHP- Atk- Def- Mag+ Mdf+ MP+
Lima: A hand-to-hand fighter-type. HP+ Atk+ Spd+ Def- Mdf-
zikeep: Onion Warrior: Starts off being horrible but then, with enough effort, becomes awesome. All stats start awful but then become awesome. Equips everything but magic equips.
Charles: The Medic (wittier class name to come up with eventually): Heals, buffs, the works.
Apocrypha: Violinist (Bard): Plays songs on her violin to help the party, or hinder the enemy.
Feel free to request changes to what you do! Speaking of requests...
Bam! Script website! This is the website where I get all of the plug-ins for my projects that I procrastinate forever on for finishing. There's some pretty cool stuff on there! Feel free to look through it and suggest plug-ins to add. Some of my own suggestions:
Row Formation - There's a lot of characters! Well, like, ten, but that's a lot for an RPG. ...I think. It's certainly not Chrono Cross. Either way, expanding the amount of characters that can be in battle might be a good idea, with a row system to help sort them. Of course, we'd need the party system to make good use of it.
Skill Core - Particularly for TS. His skills cost a ton of MP, which he can regenerate by sacrificing 10% of his HP and converting it into 10% of his MP. Why not cut out the middle man, and have his skills cost HP? (Preferably a percentage. I dunno why, that just seems right. I blame SMT.)
Action Sequences/Battle Engine Core - Basically making the battle sequences look a bit fancier. That's always nice, right? (The decision is for sideview or not. I'm going to add in fancier sequences if we're in sideview, because that looks nice.)
I'll finish it off here so as to not get too rambly. Also I don't know any other scripts I like. :V
Last edited by Lief Katano on 17th August 2016, 9:28 pm; edited 1 time in total
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
You could paste the plot here, if you want! :)
Edit: I'm slowly but surely pumping out script for the first chapter. I think I'll be done with it sometime soon... Within the next three days, definitely.
*all plot-related stuff (meaning: scripts) are going to be pasted here so that you don't have to scroll through pages of thread to get to them*
Edit: I'm slowly but surely pumping out script for the first chapter. I think I'll be done with it sometime soon... Within the next three days, definitely.
*all plot-related stuff (meaning: scripts) are going to be pasted here so that you don't have to scroll through pages of thread to get to them*
Apocrypha- : What am I doing :
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
Greece wrote:80% less A's and B's! Still appreciate any criticism.
- Spoiler:
Fire Summon = Fia
Ice Summon = Clarice
Lightning Summon = Voltaire
Wind Summon = Aria
Earth Summon = Ira
Water Summon = Emiyn
Light Summon = Norina
Dark Summon = Blake
Salvaging my summons
Also if Mey is still a super boss maybe she could be a non-elemental summon that you'd obtain after you beat her?
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
Do you want the summons to be identical besides element, or slowly increasing in power?
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
Elaborate on the idea
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
Slowly increasing in power means that summons obtained later (either via levels or boss fights, I don't know which you want) will be stronger (I have it set up Bravely Second style, with a base power and a multiplier for it), while same power means that...they'll all have the same power.
Besides Meyneth, of course.
Besides Meyneth, of course.
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
Why not a mix?have his skills cost HP
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
I mean, we could. It seems kind of weird to have two costs for one skill, though, especially since the skill ethics between HP and MP are different (HP is easy to restore, but using it as a skill cost makes you closer to dying, running a greater risk; MP is harder to restore, but it isn't tied to your livelihood.).
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
I think you misunderstand what I'm saying, some skills cost HP, others cost MP.
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
Lief Katano wrote:Slowly increasing in power means that summons obtained later (either via levels or boss fights, I don't know which you want) will be stronger (I have it set up Bravely Second style, with a base power and a multiplier for it), while same power means that...they'll all have the same power.
Besides Meyneth, of course.
Sounds good to me.
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
I like how there's someone with ice powers (me), someone with fire powers (Nanna), and someone with lightning at least in their name (does ROMCH have lightning attacks, or is it all in the name and speed?).
Real quick, what are the stats we have to work with?
Real quick, what are the stats we have to work with?
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
Oh.Truthseeker4449 wrote:I think you misunderstand what I'm saying, some skills cost HP, others cost MP.
That works too, of course. Probably will work out that the "physical" skills use HP, while magical skills use MP. I was also thinking of giving you a skill that restores your HP.
Lightning was just in the name, but I'll probably add an electric skill for romch to use.jokool wrote:I like how there's someone with ice powers (me), someone with fire powers (Nanna), and someone with lightning at least in their name (does ROMCH have lightning attacks, or is it all in the name and speed?).
Real quick, what are the stats we have to work with?
There's HP, MP, Atk, M. Atk, Def, M. Def, Agi, and Luk. Agi determines turn order, while Luk determines...ailment infliction rate? The other stats are fair game to muck around with, though with a plugin we can make them affect other stuff.
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
A skill that converts MP into HP and a skill that converts HP into MP
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
A skill that inflicts a status on you and the enemy
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Re: How I Stopped Procrastinating and Learned to Make a Game Again
I'm guessing we are keeping the stuff we decided on last time?
such as my ideas for sidequests?
such as my ideas for sidequests?
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