Altered Reality: REBOOT!
Posted: Sun Sep 16, 2012 7:52 pm
Alright, so. RPG Maker VX ACE.
This thing is godly. And because of its new features, as well as the inability to import VX1 projects, I'm going to kind of sort of...
Reboot the project
But it's not all bad, this is actually a good thing. The features in this thing are EXCITING. So many potential customizations, and I don't need to hassle with the horrible way Ruby code is laid out.
First, a quick summary of features the game's built-in features boasts:
Counterattacking
Magic Reflecting
Weapon Categories (Can be added or 'sealed')
Armour Categories (Can be added or 'sealed')
"TP" points, starting at 0 and gradually increasing over the course of the battle until the max of 100. (Think Lufia, or Final Fantasy Limit Breaks)
Weapons that have skills tied to them
Skill Categories (Can be added or 'sealed')
Proper Magic "attack" and "defense" powers
Magic Evasion rate
Critical Hit Evasion rate
HP regen, MP regen, and TP regen rates
Target % rate
The "Cover" ability from several Final Fantasies
--
Of note, ALL OF THE ABOVE CAN BE APPLIED TO: PLAYER CHARACTERS, CLASSES, WEAPONS, ARMOR, and ENEMIES
--
So let's continue this an omni-topic for all things story, character, enemy, skill, equipment, and whatever else related.
First major order of business is designing characters again.
WHAT I NEED
A character name (Full Name and Short Name; the latter of which used in battles)
A class name (Not important, but if you can clearify what you are, it'll help give you purpose)
What kinds of weapon(s) your dude equips (Rather than just "Swords" or "Spears", clarify an actual subcategory. "Rapiers" and "Greatswords" are both swords, but used very differently)
What kinds of armor(s) your dude equips
Numbers [out of 100] regarding:
MHP (Maximum Hitpoints)
MMP (Maximum Magic Points)
ATK (Attack Power)
DEF (Defense)
MAT (Magic Attack Power)
MDF (Magic Defense)
AGI (Speed)
LUK (Luck) (Luck determines the rate at which status ailments occur. User LUCK vs Enemy LUCK.)
A passive ability your character has innately (Anything. Can be personal (Higher TP rate), or can affect the party. (Enemies can no longer surprise you))
Element damage rates (Received) (Default is 100% rate)
Fire
Ice
Thunder
Water
Wind
Earth
Light
Darkness
Status Ailment rates (Received) (Default is 100% rate)
Mortality ailments (Anything relating to being alive/dead) (Death, Zombification)
Draining ailments (Anything dealing damage over time) (Poison, Bleeding)
Sealing ailments (Anything that hinders your abilities) (Blindness, Silence)
Charming ailments (Anything causing you to lose control) (Confusion, Berserk)
Stopping ailments (Anything keeping you from moving) (Paralysis, Sleep)
What your character looks like (Pictures are okay, but text is better)
Who your character is and what they do
A brief summary of the kind of life you lead IRL*
Your reaction to suddenly being this character
What you'd do/how you'd behave now that you are this character
--
*A bit about the story being restructured: I plan on every character having their own story as a focus with them the main character. However, to keep it more focused, every solo story WILL NOT involve other IRL player characters unless that PC's story was already finished.
--
Something else I need is some list of skills and what they do. If these skills are weapon specific, specify that they can only be used with a specific weapon type. If they are magic, specify that they are magic.
Also of note is the possibility of Limit breaks, using the TP system in this new RPG Maker. I've decided these could be tied directly to specific rare weapons, however you can also, when making a character, decide on a single Limit Break skill. It can be as insane as you want, and do whatever you want (Even decrease magic costs for a few turns, or give you crazy regen abilities!), but note I'll be balancing shit so try to be unique.
--
If you want to make weapons or armor, feel free to. Provide a name, the stats it boosts, the type of weapon it is, and any special parameters you want (Seen far above).
This thing is godly. And because of its new features, as well as the inability to import VX1 projects, I'm going to kind of sort of...
Reboot the project
But it's not all bad, this is actually a good thing. The features in this thing are EXCITING. So many potential customizations, and I don't need to hassle with the horrible way Ruby code is laid out.
First, a quick summary of features the game's built-in features boasts:
Counterattacking
Magic Reflecting
Weapon Categories (Can be added or 'sealed')
Armour Categories (Can be added or 'sealed')
"TP" points, starting at 0 and gradually increasing over the course of the battle until the max of 100. (Think Lufia, or Final Fantasy Limit Breaks)
Weapons that have skills tied to them
Skill Categories (Can be added or 'sealed')
Proper Magic "attack" and "defense" powers
Magic Evasion rate
Critical Hit Evasion rate
HP regen, MP regen, and TP regen rates
Target % rate
The "Cover" ability from several Final Fantasies
--
Of note, ALL OF THE ABOVE CAN BE APPLIED TO: PLAYER CHARACTERS, CLASSES, WEAPONS, ARMOR, and ENEMIES
--
So let's continue this an omni-topic for all things story, character, enemy, skill, equipment, and whatever else related.
First major order of business is designing characters again.
WHAT I NEED
A character name (Full Name and Short Name; the latter of which used in battles)
A class name (Not important, but if you can clearify what you are, it'll help give you purpose)
What kinds of weapon(s) your dude equips (Rather than just "Swords" or "Spears", clarify an actual subcategory. "Rapiers" and "Greatswords" are both swords, but used very differently)
What kinds of armor(s) your dude equips
Numbers [out of 100] regarding:
MHP (Maximum Hitpoints)
MMP (Maximum Magic Points)
ATK (Attack Power)
DEF (Defense)
MAT (Magic Attack Power)
MDF (Magic Defense)
AGI (Speed)
LUK (Luck) (Luck determines the rate at which status ailments occur. User LUCK vs Enemy LUCK.)
A passive ability your character has innately (Anything. Can be personal (Higher TP rate), or can affect the party. (Enemies can no longer surprise you))
Element damage rates (Received) (Default is 100% rate)
Fire
Ice
Thunder
Water
Wind
Earth
Light
Darkness
Status Ailment rates (Received) (Default is 100% rate)
Mortality ailments (Anything relating to being alive/dead) (Death, Zombification)
Draining ailments (Anything dealing damage over time) (Poison, Bleeding)
Sealing ailments (Anything that hinders your abilities) (Blindness, Silence)
Charming ailments (Anything causing you to lose control) (Confusion, Berserk)
Stopping ailments (Anything keeping you from moving) (Paralysis, Sleep)
What your character looks like (Pictures are okay, but text is better)
Who your character is and what they do
A brief summary of the kind of life you lead IRL*
Your reaction to suddenly being this character
What you'd do/how you'd behave now that you are this character
--
*A bit about the story being restructured: I plan on every character having their own story as a focus with them the main character. However, to keep it more focused, every solo story WILL NOT involve other IRL player characters unless that PC's story was already finished.
--
Something else I need is some list of skills and what they do. If these skills are weapon specific, specify that they can only be used with a specific weapon type. If they are magic, specify that they are magic.
Also of note is the possibility of Limit breaks, using the TP system in this new RPG Maker. I've decided these could be tied directly to specific rare weapons, however you can also, when making a character, decide on a single Limit Break skill. It can be as insane as you want, and do whatever you want (Even decrease magic costs for a few turns, or give you crazy regen abilities!), but note I'll be balancing shit so try to be unique.
--
If you want to make weapons or armor, feel free to. Provide a name, the stats it boosts, the type of weapon it is, and any special parameters you want (Seen far above).