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Member Since 29 Nov 2012
Offline Last Active Today, 12:16 AM

#5223865 No Items, Money or Store in RPG?

Posted by Got_Rhythm on 16 April 2015 - 11:39 PM

Hi Ashaman73.


All of your reasons are completely valid and true. Thank you for responding.


I guess my real point is that with the Pokemon games specifically, the seeking, capturing and evolving of Pokemon seemed to fulfill all of your points (reward, story-progression, game-progression, collection, character-progression, trading) so well in fact that money and items and stores took such a back-seat that they might as well have not been there at all. 


Would the Pokemon games have been much different, much worse or much better with no items or money at all? And instead of Pokeballs there was just a player-skill used?


(I should have clarified that I had a second separate point that most RPGs don't seem in my opinion to balance money well, but that isn't important). 

#5223852 RPG Mechanics

Posted by Got_Rhythm on 16 April 2015 - 09:20 PM

If that original diagram contained the Pokemon games then there would be at least one with no loot.


Unless you count capturing the Pokemon as loot...


Anyway, the main thought that struck me is that if you have a class system that determines some attributes like caps and so on at the beginning, maybe don't have an exp system where what skills you use get more exp. It seems like you only need one of those two systems, having both does not (to me at least) seem to add anything to the game-play. Either pick a class at the beginning, or focus on a play type that will indirectly determine your class. Maybe I'm missing something though. 

#5177069 Little Combat Layout Question

Posted by Got_Rhythm on 30 August 2014 - 10:49 AM

Hi guys, so I'm making a game that has turn based (classic FF style) battles, with the player's party on the left and enemies on the right.

I did this without much thought, but then an artist friend of mine said I needed to switch it around (party on the right and enemies on the left), saying it would feel 'wrong' otherwise.

He claims that in classic religion and mythology the left is associated with evil, as shown in classical art and so on. I suggested it might be because in Asian countries they generally read from right-to-left.

Either way, do you have any thoughts about whether this is important or not? And why? Thank you!

P.S my blog has some early screenshots-

#5175069 Two RPG Quests for Alpha Build

Posted by Got_Rhythm on 20 August 2014 - 11:53 AM

Hi S&S, you're right I had totally forgotten to include the tutorial somewhere sensible. That is a good plan. 


KingOfTheNoobs yes there will be functional NPC dialogue (I am trying to get it to scroll nicely but right now I can only have it appear all at once). Thank you for the suggestions, doing little things to help out the village I think would be a good first step and allow for more back-story of the world.

#5173778 Two RPG Quests for Alpha Build

Posted by Got_Rhythm on 14 August 2014 - 09:27 PM

Wow its been a long time since I've been here. How is everyone doing?


So I am almost done with the re-build of my old-school RPG, Necromancer, The Fight For Life


Brief overview; it is set in a medieval fantasy world that has been overrun with necromancers and undead. Try to picture the old Pokemon games but with undead instead of Pokemon everywhere, and necromancers instead of trainers everywhere. Capture, train and battle undead minions, turn based battles, all that good stuff. 

More info here if you like:





Anyway for the new build I want just two short quests for testers to interact with and feel out the mechanics. I could easily throw in a couple of superficial fetch quests, but I'd like something a little more story based and to help with world-building. So I thought I'd see if anyone here wants to help me brainstorm. 


The areas currently accessible from the over-world map are:

Hollywell (a small fishing village, protected from the undead but being buried under the weight of enormous taxes)

Lindenford (a medium farming village, protected from the undead but under oppressive military occupation)

One small cave in the mountains. 

One area of stone ruins of an ancient burial ground. 



Lindenford has a river running through it and a large waterwheel, so my initial idea is to have a problem with the river requiring the player to go to the river source in the mountains to solve it. But the two villages have plenty of empty space in them still so if there is a good idea for a quest revolving around a feature that isn't there yet then it can be easily added. 


Looking forward to hearing if anyone wants to offer some ideas! Thank you. 

#5150944 What do you look for in a good Antagonist (group)?

Posted by Got_Rhythm on 02 May 2014 - 10:24 AM

This sounds like a great topic that I will follow closely. 


My project is an RPG that features 5 main groups, all of which at points are antagonists or "evil" at various parts of the story.


My first big writing decision was to really try to make sure their motivation was clear. What do they really want? What is driving them to be "evil" or antagonistic? It has to be rational and believable unless they are just completely insane or chaotic (for me at least).


Then I tried to make sure that motivation was tied to the world they lived in, so they really feel like part of the world instead of dropped into it as an afterthought. 

#5028445 Software Selection Advice

Posted by Got_Rhythm on 03 February 2013 - 03:50 PM

Good afternoon, I am starting out and looking for feedback on what software to use to build my game design.

I am building a game that can be most accurately described as a Pokemon clone (one of the old ones, like Pokemon Red). All of the content will be original, but the graphic complexity and the mechanics will basically be identical to the old Pokemon games.

There will be no more than 6 screens:
Title Screen.
Simple slide shows of still images for story exposition.
World map (similar to Golden Sun, just walking between towns, where random encounters happen)
Towns & Dungeons (talk to npcs, random encounters, similar to Pokemon games)
Battles (turn based, similar to Pokemon battles, but will use 3 creatures vs 3 creatures at a time).
Menus (where player can save, load, see creature stats, select which creatures participate in battles).

What do you believe would be the most suitable software / engine / language to build this in from the ground up?

If I am aiming to initially release it on Stream, Xbox Live and Windows, does that limit me to C++?

If you require any further info to best inform your answers please ask, as I have pretty much the entire design worked out. Thank you for your time.

#5026425 Design:Development Ratio - What's your orientation?

Posted by Got_Rhythm on 28 January 2013 - 11:06 AM

I find I am most successful in creative projects when I can get a complete concept in a very short space of time (if a concept develops over a week, for me it ends up being less cohesive and more disjointed). Either mentally or on paper.

After that I design and develop at the same time. Mainly because game development is relatively new to me, so I am not aware of all the technical limitations of software and the limitations of my own skills.

So if I design a monster in my mind or on paper, and then I am unable to achieve the look I want in photoshop or other digital medium, I have to go back a step and redesign, which creates double work (which irritates me because I love efficiency). So for my skill level it makes sense to design at the same time as developing, because I am learning so much all the time which effects everything I do as I am doing it.

#5025317 Is it wise to look up games similar to your idea?

Posted by Got_Rhythm on 24 January 2013 - 08:52 PM

Think of it as part of the constructive process.

If you find a game similar to your concept, consider questions like-

How can I differentiate my game from this one? Art style, setting, background story, characters, a new mechanic, humor, violence, there are plenty if ways to offer a different experience.

And the best question I think you can ask is- what does their game get WRONG?

#5025296 Searching for a credible maze monster's behaviour

Posted by Got_Rhythm on 24 January 2013 - 07:28 PM

I think the easiest solution would be to have one monster which inhabits one of the mazes. When you are in his mass he pursues you, but when you are in the other maze he prowls 'randomly', as in, just goes aimlessly wandering.

This would create a huge amount of tension, flipping between a 'safe space' and forcing yourself to dive into the dangerous maze. This would also give the player a little time to relax and collect their thoughts.

#5025269 Monsterra

Posted by Got_Rhythm on 24 January 2013 - 05:45 PM

"Specifically the motive translation from that of survival/revenge to that of I can be god and do things my way"

That could work if the main motivation is to attain godlike power in order to bring his son back to life, that creates a nice bridge.

#5024744 Project: Alter Ego - Leveling/Stat Gain Mechanic

Posted by Got_Rhythm on 23 January 2013 - 09:36 AM

"Walking into a wall using a smart keyboard/mouse macros"

I used to just put a heavy marble on the W key...

#5022919 Game Idea, Please read

Posted by Got_Rhythm on 18 January 2013 - 10:01 AM

Heheh okay, I guess I worded my first comment badly. Never mind.

I like the idea of not just your character having a hunger system, but every NPC having a hunger system, so a poor village with little food will have more crime and violence than a plentiful town. Is that what you meant?

About the player's own hunger system, I think that would have to be very carefully balanced. The most important thing would be what happens when the character's hunger reaches maximum? Will they-
Die perminantly
Die and respawn somewhere
Lose exp or some other value
Just be less effective in combat
Just make the screen all messed up like games that have an 'insanity meter'

#5022730 Story of a Dragon, need ideas...

Posted by Got_Rhythm on 17 January 2013 - 07:38 PM

I imagine dragons have a very large natural life-span, and actually never stop growing, so the man-size dragons are relatively young (maybe up to 100 years old for example) with larger barn-size dragons being closer to 1000 years old.

I would also borrow from a lot of reptile physiology, so they have poor hearing due to small ears, so music isn't very important in their culture. They are probably cold blooded, so the like warm conditions and are vulnerable to ice-magic or ice-weapons.

I imagine they don't fly much because it uses a lot of energy, especially due to their size, but reserve it for sports, battles or emergencies. There is also a group which is extremely good at flying though and does it often (their version of the Air Force).

I like your idea of having nurseries where many eggs are looked after. I imagine they have a long incubation period and that they do not reproduce often, which makes protecting eggs almost sacred to them (after all, one of the reasons mammoths died out it because they had a 3 year gestation period, so just couldn't keep their numbers up.)

I like the idea of them living in cliff faces in huge cave structures, but if you want them a bit more down to earth I think their homes would be one huge room (they probably like to stretch their wings.

I thought of more but I was at work so couldn't write them down, will check back later...

#5016075 Need help with a story

Posted by Got_Rhythm on 31 December 2012 - 09:26 AM

*raises hand* I have an idea!

What if, your character is the traitor who screwed over the rest of the heist gang, and has to spend the duration of the game evading revenge plots from the other members of the heist?

That could be a slightly more original take on the genre, i mean shows like Breaking Bad and Dexter prove people enjoy following the 'bad guy'.