Posts: 190
Threads: 31
Joined: Dec 2012
Ok, as you are likely aware I'm working on (and succeeding, methinks) a pure ruby rpg developement package. Thing is, we can't use Enterbrains rtp or default game due to copywrite reasons. So, considering I finally got some real results that even non-coders can see and appreciate, I'm now taking suggestions as far as the default games mechanics. Suggestions include but are not limited to:
Whole games
single features from a game
game mechanics
etc
This is to be the bare-bones basic when you click the New Project button, so whatever you should like to see post, k?
Posts: 422
Threads: 23
Joined: Aug 2011
If you bought RPG Maker, I am sure it is okay to use both the default scripts and the RTP.
But if you want to make a free RPG engine, I am going to recommend the Liberated Pixel Cup tileset as its RTP.
http://lpc.opengameart.org/
Plenty of tiles, all free to use even in commercial games, and the nice folks at OpenGameArt keep adding to it.
Posts: 190
Threads: 31
Joined: Dec 2012
While the former is true I am attempting the latter. And on the RTP note a certain member of our forum has volunteered a huge amount of his handicrafts for use. I'm more interested in making the base game different enough that enterbrain can't poke us with a 10' pole.
Posts: 422
Threads: 23
Joined: Aug 2011
Ah. Well this is an excellent chance to ignore RPGXP's convoluted damage algorithm and make something a little more accessible. The one I am using for my project is "damage = battler.ATK - target.DEF/2"
As for game mechanics, I am going to suggest stackable statuses. Either the duration (cast Posion twice, Posion now lasts for 6 turns instead of 3), or the power (allowing for higher stat boosts), or both.
Edit: The three biggest jRPGS are Dragon Quest, Final Fantasy, and Shin Megami Tensei. It wouldn't hurt to take mechanic ideas from them. In my opinion, a maker battle system needs to start simple so it can be understood but also the user needs to be able to add their own complexities so their game can feel unique. RPGXP does this with its 'attack force' system. RPGVXA lets designers write their own damage formulas per spell.
Edit 2: Ooh ooh! If you are going to use the same data structures as RPGXP, why not do something with the "front, middle, rear" positions that classes have. They only affect hit chance by default...
Posts: 709
Threads: 128
Joined: Nov 2011
I know I'm necroposting this like crazy, and I don't even know if it's related to any system in the works right now, but if this is a pure Ruby system, you should attempt to implement low-poly / medium poly 3d, with GOSU or another Ruby 3d system. This way, this system could utilize tiles as objects, either as a 2d place, 2.5 raycasted wall, an event with a sprite, an object, a mesh for texture, animated model, whatever the case may be.
Enterbrain (ASCII) did similar with their RPG Maker 3 and 4 for Playstation, taking the game from 2d to 3d, why they never thought to try this for PC? No Understanding.
BLOG:
JayVinci.blogspot.com
FORUM COMING SOON
Currently working on:
Ambitions: RPG Developer Bakin
Heart of Vox: RPG Developer Bakin