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Your dream RPG Maker.

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    #46
    Re: Your dream RPG Maker.

    I'd like to make much larger games, with much larger maps and with thousands of items, thousands of enemies, and abilities and skills beyond counting. Heck, I'd like to offer the player a wide variety of enemies to encounter in any one location, but with an equal variety of unique enemies in the next location and then again in the location after that. I just can't reasonably offer that kind of diversity when I'm limited to 100 or 200 unique enemies in an entire game.
    Are you sure you'd be able to come up with thousands of items/enemies/ablities/skills?
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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      #47
      Re: Your dream RPG Maker.

      Most commercial games don't even have 200 unique enemy types, unless there's some strategic element, otherwise it's pretty pointless. And now that we have the ability to "make" new skills and such via other means(such as variables), what purposes does having the ability to make thousands of skills serve? I just don't see the point here. I think that'd take years(and that's the best case scenario, realistically it might take a decade), to make games that actually has over 500 skills, enemies and items, I wouldn't be able to finish it.
      Last edited by Crimson Knight; 11-13-2005, 01:39 AM.
      Quote of the moment - "When you cut down a tree, don't stand near it."

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        #48
        Re: Your dream RPG Maker.

        [QUOTE=Holy Paladin] My biggest frustration with programs like the RPG Maker games is with limitations. [QUOTE]

        I think part of the reason why we can't make 1000 items ETC. is because games would never get made. RPGMaker games are geared towards 1 person making a game. 1 person making a game in a reasonable amount of time.

        Lets all think about this for a minute. Sure, maybe you are great at making custum grafics. How many hundreds of hours would you spend making 250 custom characters and 500 custom monsters. and after you spent hundreds of hours doing that, how much more time would you spend making the story, events, items, maps, spells, skills, and heaven forbid, PLAYTESTING this huge, huge monster you've created. Then, after you've polished your game a few hundred times, you should probably try to make it fun for others to play.

        Untill we are making games in groups, with each person focusing on 1 aspect of the game, Games will either have to have LIMITATIONS or TAKE A REALLY LONG TIME TO MAKE.
        Last edited by Alutra; 11-13-2005, 01:42 AM.
        Esper Quest
        Coming to RPG Maker 1
        (Delayed date, due to following project: )

        EQOA: Forever (Youtube annotation Network)
        in Beta *Click "Start a new Quest" at the top right of the screen*

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          #49
          Re: Your dream RPG Maker.

          The limited number of items, monsters, and characters one creates can pretty much be fixed by using multiple files.

          So those aren't even the major limitations.

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            #50
            Re: Your dream RPG Maker.

            Still, it would be VERY nice not to be limited to such a suckily small amount of character models, enemy models, items, abilities, and party members. Fortunately where all others fail in this department, RPGM2 powerfully delivers.
            Last edited by WilliamKirk; 11-14-2005, 07:16 AM.

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              #51
              Re: Your dream RPG Maker.

              I respect the love rpg maker 2 recieves for its customization but how many games for it actually became more than demos? I haven't seen too many completed projects for it. I' ve seen plently for rpg maker 1 and most people seem to nearing completion on their first rpg maker 3 games. Personally I don't mind a sacrifice in options if I get to play the creations of others. I know the limits of rpg maker 3 means I'll see the same type of games over and over, but I am more interested in the stories that shall be told over the character models and camera angles. Most rpg's live and die the journey of the protagonist, their interactions with other characters, and the dialogue being said. Personally, I can't see myself going back to chibi style, and bad texture work of 2.
              A Sword's Edge: Shattered Dreams.

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                #52
                Re: Your dream RPG Maker.

                Originally posted by Broden
                I respect the love rpg maker 2 recieves for its customization but how many games for it actually became more than demos?
                I actually counted 8 from doan's site alone, and 9 unique to the pavilion. For about 2 years from release, 17 full games is pretty good for this RPG Maker. And of course, more unique games are on the way. RPG Maker 2 has way more options, so you have to expect people are gonna try to make unique games that push RPG Maker 2's engine, instead of using the preset stuff like the other RPG Makers, so it's obviously gonna take a while. Some people are also content with making unique things alone instead of games, like the awesome cow that's been made.
                Quote of the moment - "When you cut down a tree, don't stand near it."

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                  #53
                  Re: Your dream RPG Maker.

                  Originally posted by Broden
                  ... but I am more interested in the stories that shall be told over the character models and camera angles.
                  Originally posted by Broden
                  Personally, I can't see myself going back to chibi style, and bad texture work of 2.
                  Ummm... Methinks thou hast contradicted thyself there.

                  If true perhaps you should read a book instead.

                  Personally I agree with many of your points, but I must say that while I too am more focused on story and overall integration while playing other folks work, I take a completely different attitude to what I create personally.

                  I can't stand the thought of putting my name on inferior work.

                  And no matter what anyone says, RPGM3 will always be inferior to RPGM2 in all respects.

                  If you don't like something in 2, there is almost invariably a way around it... even the look of the characters. You can stretch them taller, or just use the animals, or make characters in the VFX editor.

                  You see more games for 3 because most people don't have the patience to learn something as close to learning a programming language as learning 2 can be. But it's complexity is what gives it it's flexibility.

                  I will make a game for 3, but I really hate the idea of "releasing" it before I finish my first RPGM2 game. I have one almost finished game (Videogamedrome) and my pet project is The Clean Underwear Quest, from which I took a break too hone some skills (and for the record I got RPGM2 at Christmas time last year).

                  There's my Buck O'Five's worth.

                  Peace.

                  MOO!




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                    #54
                    Re: Your dream RPG Maker.

                    The real "Quick fix" for me in RPG maker three would be to take all the models from every part of the game, and be able to put them any where you wish, just think, and outdoor decoration indoors, and indoor decoration out side, that's what matters, and perhaps more eye candy, like massive buildings, and sun placement etc...

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                      #55
                      Re: Your dream RPG Maker.

                      I know the limits of rpg maker 3 means I'll see the same type of games over and over, but I am more interested in the stories that shall be told over the character models and camera angles.
                      It's more than the lack of varied characters and camera angles (which do restrict us when it comes to camera-demanding cinematics with a cool-looking demon doing all sorts of evil stuff). RPGM2 can do a ton of puzzles and minigames that RPGM3 can't. I like a good story and all, but I'd like to take a nice break from dungeon-crawling and random-battling from time to time, preferably without having to play a different game to do so.
                      "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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                        #56
                        Re: Your dream RPG Maker.

                        I think my dream RPG Maker would be as simple to use as 3, and as powerful as 2. Also, it would contain software, or an additional cd that held/allowed the downloading, models from dozens of previous PS games. Ex. Final Fantasy VII, and... i can't think of any other Sony RPG's that were any good
                        stodi no na ka cenba

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                          #57
                          Re: Your dream RPG Maker.

                          Legend of Legaia!
                          Legend of Mana!

                          Those were good.
                          Last edited by DYRE; 11-24-2005, 09:26 AM.
                          .

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                            #58
                            Re: Your dream RPG Maker.

                            Originally posted by theStormWeaver
                            I think my dream RPG Maker would be as simple to use as 3, and as powerful as 2.
                            The key word is "dream", stormweaver. In fact, RPGM3 is simple to use because it got rid of complicating menus and features. If it was an RPG Maker with all the power of 2, then it'd be RPGM2. Personally, I'm too stupid to master RPGM2, so I'll take 3 and it's limits.

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                              #59
                              Re: Your dream RPG Maker.

                              I"ve been thinking about this for a long time. The theory behind my wish list is that in game design you have to start from the ground up and that gameplay should be just as important as storytelling.


                              -Controller configuration
                              you should be able to determine what button does what action. If you only want one menu button then thats all you need.

                              -Action types
                              there should be a descent sized list of action types with corresponding animations; attack and movment are the first to come to mind.
                              Movement Actions can be anything from running to rail sliding to dashing and air dashing to wall climbing/ jumping/running to ledge grabbing to double jumping to block pushing and throwing(This would allow people to make a 3D Popful Mail with Mario 64 gameplay and Metroid style pickups and backtracking)

                              -Character Skins and Models
                              All the characters would be based on 1-5 models the only difference would be gender or body type(quadropeds, flying/swimming and monsters). The different sections of the body could be resized for chibi lovers and then you add the color modified character skin for uniqueness. Different face skins are a must so that designers can choose an artistic style for their characters; anime, realistic, etc. Also you should be able to choose from a number of standing and walking posteurs.

                              -Physics Engine
                              you can alter the gravity of objects which would allow a variation in running speed and jump height it would also determine how easily you can interact with the sides of objects like wall running. This would allow for swimming and flying as well. Maybe there could be wind effects that push your character in a direction even up and off the ground.

                              -Object Properties
                              there should be a number of choices for the physical properties of the objects you place in your game. Is a certain floor type slippery like ice or do you bounce off of it like a trampoline? Are certain walls sticky so that you can climb around on it like a spider? Do certain surfaces cause you to grind on them like in Tony Hawk? Does it cause damage to you? Does it break apart?
                              This could be extended to enemy models as well. Maybe some enemies are destroyed when you jump on them. Maybe you can ride on some enemies and even pick them up from underneath you. Maybe some hurt you when you use a melee attack on them or they just bounce back unfazed.

                              -Camera Behavior
                              the camera could come with a set number of behaviors that it will do as you play. Some examples of this are trailing behind you(which would probably be default), running parallel to you( to create a 2D sidescroll effect), standing still while pivoting to watch you, simply standing still(ala resident evil) and going into birdseye view for the oldschool Zelda fans.

                              -Camera Zones
                              you could determine the camera's behavior in certain parts of your "dungeons" by laying areas out that work like touch events. As long as your character is in that zone the camera will switch from default to the bahavior that you have chosen for the area. Perhaps you can link a camera field to moving objects like enemies so that you can feel as though you are really engaging them.

                              -Sub-Systems
                              I would like to see some premade minigames or minigame parts available in this game. The sub-system menu would include ways to modify your subscreen menu, a turn based battle engine, a first person shooter engine, the skeleton of a card game engine, different magic and magic-learning systems along with other helpful goodies to flesh out your game.


                              If there were different modes for customization then, I guess, some of these options would be in easy, all of them would be in normal and hard would would have all of these cut into smaller peices plus the super-scripting of RPGMaker 2.
                              Last edited by couchmonkey; 11-26-2005, 11:26 PM.

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                                #60
                                Re: Your dream RPG Maker.

                                Adjustable friction would also need to be added.
                                Anyway, I would like to have:

                                A.) Support for Arrays (because that would help with CBS stuff)
                                B.) Complete camera control (Panning, zooming, tilting, twisting, and distorting
                                C.) Everything from RPGM2
                                D.) Everything from couchmonkey's post

                                That would be perfect for me.
                                .

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