Saturday, July 20, 2013

RPG Maker: Scanning Enemies Without Scripting

So, for the past three hours, I have been trying to get a Scan/Libra type skill to work in RPG Maker VX Ace WITHOUT using scripting. I tried a bunch of triggers with events, variables and switches. All of these led to dead ends. Then, I realized something. I can use things for things that they are not meant to be used for.

So, I created a status effect called "Scanned," and my scan-type abilities will inflict this status effect. Then, for each battle, I've created an event for each enemy that triggers at the end of any turn where the enemy is afflicted with scanned by using the "When the end of turn" condition and the "Conditional Branch" option. The event causes a text window to appear and cleanses the enemy of scanned. The text window can have the necessary text written in like a normal event. It won't give you the dynamic HP, TP, MP, currently inflicted states, etc., but it will work for weaknesses and biography type information. You could, theoretically, set INTERNAL conditional branches to say things like "The monster is currently poisoned!," but I felt that was going too far.

Now, this works for me, since I want the numbers to be fairly hidden. Plus, this means I can write things like: "The monster is easily knocked off-balance and takes time to recover after large attacks." Or: "The enemy will respond harshly to attempts to heal." to help players figure out strategies BEFORE they wipe the first time.

Some warnings: Scanned needs to last 2 turns, otherwise RPG Maker clears the effect BEFORE checking if an event should happen. You need to make sure that each event only gets checked for once per turn, otherwise it will constantly fire off if you set it to moment. I have no idea how this work around works if you're using an Active Time Battle System.

... This is how I spent the last three or four hours of my night. What's worst? It probably isn't even the best solution to the problem.

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Edit: What this ALSO means is that you can have enemies scan specific player characters to trigger events. So, you could have an enemy "lock on" to a player, and then have the conditional event text read: "The sniper is aiming at Jim! Protect him!" Then, have the next turn, have the enemy do something to targets afflicted with Scanned [provided you make sure the enemy's event did not clear scanned on the PC]. So, now Scanned is pulling double duty. All without scripting.

Thursday, July 18, 2013

RPG Maker Combat System

Before I go any further with making items/characters/skills, I need to sit down and decide combat numbers. On the one hand, I like how the HP/damage scales through Ch.1 (at the end, your tank has around 1.3k HP and his base attack does around 120~, while your damage dealer has around 750 HP and does around 160~, but can reliably do special attacks that pump that 300~.)

That feels like very Final Fantasy numbers. The problem is that it gets unwieldy FAST. So, what's the other possibility? Make the numbers much smaller, removing the multipliers. At the base, a regular attack is your Attack Value * 4 resisted by an enemy defense value * 2 [with a +/- 20.]

What I'm tempted to do is retweak the numbers to get rid of the multiplication. So, instead, your tank would have around 130 HP by the end of chapter 1, the damage dealer would have around 75. The difference in their basic attacks would be 12 to 16, with the damage dealer being able to put out about 30 damage with a special, with the boss going from having nearly 1500 HP to having about 150. Nothing changes except the scope of the numbers, but it would make it easier for me to balance in my head.

So, here's my question for RPG Players: Do you prefer the large abstract numbers of Final Fantasy/Star Ocean titles, or the smaller, more easy to understand numbers of a more tactical game like Fire Emblem?

Sunday, July 14, 2013

The Dreaming Path

Ever since I played the early Final Fantasy games, I've wanted to make an RPG. The biggest thing standing in my way has always been a complete and total lack of technical skill in coding, programming and art. Enter, RPG Maker.

In this image, Arthur, our first character, uses a spell.

As you can see, RPG Maker has solved a lot of these problems for me. Finding a script from their Wiki to make the party's sprites appear in combat, we currently have a fairly solid system for an old-school, turn-based J-RPG. But, we really want to try and make things different than other games. The first thing you'll notice is that the title implies that dreams are going to be a powerful theme.

That's true, in more ways than one. Right now, I've only finished the first floor of the starter dungeon. It is a bit surreal, a bit silly, and fairly simple. The enemies there are basic starter monsters. They just attack you. As you're all alone, though, you'll need to guide Arthur to safety. The first dungeon will take you from level 1 to 7.

Friday, July 12, 2013

Banana Strawberry Vanilla Pie

Try this at home kids. I subbed in graham crackers for vanilla wafers. But... I think the crust did not turn out proper at all for me. I think it is going to be more... strawberry banana crumb pie than actual pie. We'll see what happens tomorrow when it is done chilling. I always thought pies were supposed to be easy, but that stupid crust was a pain.

Pictures below, they're fairly self-explanatory. There'll be no pictures of the whipped cream because, well, I'm not doing that till tomorrow morning.

Thursday, July 4, 2013

Walking Dead: 400 Days Review & Annoyance

Spoilers below the fold, but first: For a $5.00 DLC on Steam, this was well worth the investment. It isn't very "gamey," sort of like the original five episodes. It is much more narrative in scope. Because of the shorter vignette structure, as opposed to a more cohesive story, it lets us have wildly divergent choices where we're left to imagine the outcome that brings our five characters from the end of their snapshot (if you've played the game, you caught the pun, I hope), to the epilogue.

I'm actually a fan of this style of game, and while a lot of people say you don't get a feel for the characters, I think they're just not paying attention. Vince is a protective leader-type; we're not sure WHAT he was helping his brother with that lead to his story, but throughout his story, no matter what choices you take, he comes across as a can-do leader that both of his companions come to trust.

The other characters are a bit more divergent in their growth, but that is based solely on your final decision. To get into to much detail there is spoilerific, so be warned.