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PostPosted: June 28th, 2011, 4:28 pm 
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I tried this on the pavilion, not much luck. I'm making a monster hunting/quest doing/ very linear and simple sort of game. If anyone could help, that would be wonderful. Here's a progress report so far:

-Made the first city, divided up into 4 different districts: Housing District, Shop District, Travel District, and the Coliseum. Completely finished the Layout in the outer parts of the Housing and Shopping district, not the buildings yet. Progressing on the Travel district.

-Created and decorated first dungeon; Hollow Woods/Wolf's Lair, and created the boss (Lonewolf) and sub-bosses (Lobo and Fenrir)

-Created the 4 classes you choose from at the beginning; Ninja (Speed), Wizard (magic), warrior (Power), and adventurer (Balanced). Yes, it works fine, no need to worry about that.

-Created the majority of the fields used in the game (all Samples, I'm horrible with the Field Editor): Gaia, the main field, Dankara Desert, The Edge (Many of you may recognize this name from RPGM1 ^_^), Helmire Isle, and Ramul Valley.

-Created all Accessories and consumable items

-Renovated the outer coliseum

-Fixed airship travel locations

-Created some more monster

-Still thinking of quests

Post some ideas or opinions that you think could help my game!! Please and Thank you!

June 28, 2011:
-Created all enemies for random encounters, still need to do quest monsters, and quests for that matter

-Added more dungeons to each field, much detail here with Decorative objects.

-Created all the weapons, shields, and armor for the main character, Simon. Yes, only one playable character here.

June 29, 2011:
Here's an example of the Quest prompt:

Quest #3: "Hollow Woods, Full Barrel"
-Objective: Retrieve the barrel of wine from Hollow Woods, and return it.
-Reward: Level 3 Key, First-Aid Kit.
-Location: Lodge- Housing District.

The location is where the person in need is, not where the destination of the quest is.


Last edited by Hush on June 29th, 2011, 4:43 pm, edited 2 times in total.

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PostPosted: June 28th, 2011, 6:33 pm 
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You know, if you want to have more luck here than you did at the Pav, you could at least post what the game is about. :P

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PostPosted: June 28th, 2011, 11:52 pm 
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I like the district idea. I try to do that as much as possible with my own stuff. Residential area is in this section, shopping area is mostly over there in a different area of the town. Keeps it simple and easy for a player to follow. I also try to keep the weapons/armor shops together, nearby each other, though it doesn't always work out that way while designing the town layout.

Since your game is about "monster hunting" and is linear, I'll suggest what I did with "Warriors Of Altos". It's essentially about clearing out each area of monster activity while doing a few small things on the side. You go to the Forest Cave first and clear it out. The last battle there is some monsters who are guarding a key that opens up an area in the Pyramid, which you visit next. The last battle in the Pyramid provides a key that unlocks the first castle, where you go next. Finishing up with clearing out the castle causes the way to the next field to be clear (it was blocked by debris earlier and some men from town were working on clearing the debris). And so on, entering the next field, where each dungeon gives a key that unlocks the next one, and there's another obstacle blocking the way to the next field.

While this is perhaps the simplest way of keeping the player on rails toward where you want him to go, it works for a game that isn't trying too hard to be innovative or tell a sophisticated story. There are other ways to do the same thing. Get creative and change the key to some other item that's needed to gain access to the next level. That's something I'm facing with my current project: figuring out different ways to do the "key unlocks door" thing. While essentially the same concept (a barrier that you need a "key item" to get past), you can do it in different ways, such as a switch or lever that moves a barrier or even something else entirely. (I won't mention other stuff at this time for spoiler reasons.)


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PostPosted: June 29th, 2011, 1:30 am 
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Thanks, I like that! What i think i'll be doing is have like 20-30 main quests you need to do to beat the game, then have about 20-30 optional quests to get stronger. Not really a story, the final boss is just going to be against the greatest Hunter in the land, to prove yourself worthy of his title. Whaddaya think?


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PostPosted: June 29th, 2011, 6:19 pm 
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They'd better all be short, sweet, and to the point if you're planning on having that many dungeons or whatever.

I suggest downloading and studying "Ursus Quest: Shadow Of The Towers" to get a feel for how many fields, dungeons, and towns and other stuff you can fit into a single database. It's a classic example of someone who ran up against the data limit (for clarity's sake I'm not saying that was necessarily a bad a thing in that particular case because I think the end result turned out perfectly. Art from adversity.). I'd also suggest "Warriors Of Altos" as research material, but it has quite a bit of custom-designed shops and other custom-designed gameplay functions that use up some of the memory, and it has event-based battles that devour a good chunk of memory. If you're going to be using only or mostly default gameplay functions, "Ursus Quest: Shadow Of The Towers" is one example of how much you can fit into a game.

Wait, are we talking about RPG Maker 3 here?

Supposedly we are, since you mentioned airship travel and the hard-to-use field editor.


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PostPosted: June 29th, 2011, 8:54 pm 
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Joined: June 28th, 2011, 4:22 pm

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Yeah, RPG Maker 3. I'll make it work lol somehow..


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