So, I had an idea last night. What if there aren't any random encounters? What if the encounters are few and far between but dangerous and deadly? This would solve my issue of random encounters in RPG as I recently played Final Fantasy 3 (NES) and Undertale and those were some of my biggest gripes about the game. I think this would also make the world feel less dangerous and in a bad state.
However then the problem arises, where do you encounter enemies? Are they simple events? Is there a limited amount of them? I don't know right now to be honest. This is still a work in progress idea, but I'm sure other games have done this as well. There's also doing something like Earthbound and Paper Mario where enemies appear on the overworld and you fight them, but I'm not too interested in doing that for this project. I just know I don't want minimal random encounters.
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Hi. I'm NBRei, or Rei for short. I'm a solo game developer, I have finished two smaller projects,
and worked on a bunch of big ones but never got around to finishing them. I'm currently working on a game using RPG Maker VX Ace, it's somewhat of an experiment. I'm calling it Delta Destinies for now, which was a name for a previous project I didn't end up finishing. The game is obviously a RPG, I haven't thought of much of a plot quite yet, but I've set up a good chunk of game design stuff so far. I've made most of the jobs/classes, you can change between them throughout the game and unlock them as you play through the story and finish sidequests. I've been referring to the jobs/classes as jobs, so I'll continue doing that here. There are three categories of jobs: Martial, Mixed, and Magic. Martial uses skills and uses more weapons, Magic uses spells and uses more of those spells than weapons, and Mixed can use both skills and spells but are less focused. Each job has equipment they can... equip. They have two hand slots, a head slot, a body slot, and an accessory slot. This is simply because of VX Ace's limitations, there's workarounds but it's more effort than it's worth for considering I don't want to use scripts from other people. There's normally a weapon and shield slot, but I managed to turn them into "hand" slots, basically you can hold either a weapon and weapon, or weapon and shield, or shield and shield. Compared to weapon and weapon or weapon and shield that VX Ace normally requires. Anyways, I've started work on making weapons, and I've pretty much finished the basics of armors. I ultimately decided characters would not get defense and magic defense from level ups, and instead receive them from armor. Basically there's "Basic", "Light", "Medium", and "Heavy" armor for the basics. Spellcasters wear "Basic" armor, most other classes wear "Light" and "Medium" armor. Some later jobs will be able to wear "Heavy" armor. There's also some class specific armors. For accessories there's usually one that increase defense, one that'll increase magic defense, and one that'll increase attack, and possibly one that'll increase magic attack, or spellpower as I'll call it from here on out. I think it'll make players think about how they want to specialize their characters. I'll share more about this game as I work on it, but for now, that's all I'll share. Thank you reading, hope you come again soon! |
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