Charas-Project

Game Creation => RPG Maker => Topic started by: Momeka on June 08, 2019, 04:16:07 PM

Title: Paradise-1
Post by: Momeka on June 08, 2019, 04:16:07 PM
I'm working on a small survival "horror" rpg thing. Horror in quotation cause my goal is not to make something scary but going for item scarcity, management, and puzzle solving from survival horrors. I'm still just building the core system so it's still pretty early in development.

So far I got, inventory, stash, and item use working:
(https://i.imgur.com/FGDMUFs.gif)

Combat is still a work in progress:
(https://i.imgur.com/u2x7Oyo.gif)

Maybe an npc, not sure if I'm going to use him yet:
(https://i.imgur.com/FG4pa65.gif)


Today I built item pick ups and made some art for mummified corpses:
(https://i.imgur.com/c6vPrsq.gif)
Title: Re: Paradise-1
Post by: Prpl_Mage on June 08, 2019, 08:01:29 PM
Looks like you've included all the elements I think is important in a horror type game.
The lack of limited ammo/item space and such is my main problem with the latest Resident Evils.

I assume he bleeds more the less hp that remains?
Title: Re: Paradise-1
Post by: Momeka on June 09, 2019, 06:41:28 AM
Yeah, you only bleed when your health is in fatal. Wanted to too hammer home that you should probably heal. It's also just kinda fun to bleed all over the place.



Had an idea for the game over screen so drew it up a bit quick:
(https://i.imgur.com/UtzYFZD.gif)

Title: Re: Paradise-1
Post by: Moosetroop11 on June 09, 2019, 09:14:45 PM
Lookin' daaaaamn good. Interested to see what you choose to do with the battles as it looks somewhat traditional rpg-ish  with that screen transition, which I wasn't expecting.
Title: Re: Paradise-1
Post by: Fisherson on June 11, 2019, 07:18:06 PM
Looking properly epic and ooky, Red! Spot on!
Title: Re: Paradise-1
Post by: Momeka on June 13, 2019, 07:26:31 PM
(https://i.imgur.com/AIwJZsQ.gif)

Finished the Game Over screen. Unsure about the animated silhouettes or if I should keep them static.

Interested to see what you choose to do with the battles as it looks somewhat traditional rpg-ish  with that screen transition, which I wasn't expecting.

Yeah, been debating what to do with it. Was thinking about something more active like a rail shooter or something. But right now I'm more leaning towards classic rpg battle, kinda like Sweet Home for the nes.

Title: Re: Paradise-1
Post by: ANominalWill on June 14, 2019, 12:38:53 AM
This looks amazing! Very professional. I would love to give it a play when it's ready.

I also love the animated silhouettes in the game over screen, they give it more intensity.
Title: Re: Paradise-1
Post by: Prpl_Mage on June 15, 2019, 05:34:46 PM

Finished the Game Over screen. Unsure about the animated silhouettes or if I should keep them static.
Keep them animated

Quote
Yeah, been debating what to do with it. Was thinking about something more active like a rail shooter or something. But right now I'm more leaning towards classic rpg battle, kinda like Sweet Home for the nes.
Why not try something similar to what you did in Fungal Lord?

Title: Re: Paradise-1
Post by: Momeka on June 15, 2019, 07:30:45 PM
Why not try something similar to what you did in Fungal Lord?

Leaning towards rpg, think it would work well with the limited resource management, and been wanting to try to do one for a while. Going to be stupid simplified though and no level up through battling it. Instead becoming stronger will be tied to exploration and the resource management. No equipment neither, most of the damage things will be through upgrading your cyborg arm and using one time items.

I've been messing with an excel for the combat math and stats, but haven't nailed anything down yet. Also redesigned the monsters to better fit, never really liked the old one. They were kinda rushed for the whole 2 week event thing. But no longer doing it for an event so might as well polish it a bit.

(https://i.imgur.com/jNSYCHa.gif)
Still need to tweak the aniamtion a bit
Title: Re: Paradise-1
Post by: Fisherson on June 16, 2019, 11:38:31 PM
It's looking to be another great Goblin Grottoe game like Crypt of the Fungal Lord! ^-^ Loving it so far, Red!
Title: Re: Paradise-1
Post by: Prpl_Mage on June 17, 2019, 05:17:36 PM
Leaning towards rpg, think it would work well with the limited resource management, and been wanting to try to do one for a while. Going to be stupid simplified though and no level up through battling it. Instead becoming stronger will be tied to exploration and the resource management. No equipment neither, most of the damage things will be through upgrading your cyborg arm and using one time items.
I feel like this is a good idea. Combat should probably best be avoided in a survival game and the rewards more like consolidation rather than something amazing that makes you super powerful. And limited items will make it so that you will value your inventory and think harder about what to use and when. I assume you also have some plan for weaknesses and such so that some of those items are really great against certain enemies.
That was one of my main problems with Parasite Eve 2, where you had all that magic going on which made you rely less on bullets and such.

Quote
(https://i.imgur.com/jNSYCHa.gif)
Still need to tweak the aniamtion a bit

Looks a lot more like a battle sprite
Title: Re: Paradise-1
Post by: Zoltar on June 20, 2019, 08:21:20 PM
This looks very promising! Keep up the good work, Momo!
Title: Re: Paradise-1
Post by: Momeka on June 23, 2019, 06:46:18 PM
I assume you also have some plan for weaknesses and such so that some of those items are really great against certain enemies.

Yes! There will be three types of damage, Your standard physical which will be kind of meh to most of the stuff. Electric that will be good against slime based enemies and Explosive against flesh based. Probably try to mix it up a bit in game as well, with enemies that's maybe both or changes shape. Not sure, if that will be necessary since the game will be pretty short and not sure how much I will need to mix up to try and keep it fun. Down to play testing later on.

The game has been on a standstill for like a week or something since I've been having my hands full with other stuff, but here's some monsters:

(https://i.imgur.com/glYXAYn.gif)
Title: Re: Paradise-1
Post by: zuhane on June 23, 2019, 10:49:34 PM
I want to marry your art.
Title: Re: Paradise-1
Post by: Zoltar on June 24, 2019, 12:00:35 AM
Sounds like a akaw time, Momo! Keep it comming!
Title: Re: Paradise-1
Post by: Fisherson on June 25, 2019, 02:36:34 AM
The sprites look pretty good, Red. Like the plan for a tactical RPG using that Goblin Grottoe ooky spooky feel.
Title: Re: Paradise-1
Post by: Donut on August 05, 2019, 10:12:43 AM
Wow Momeka, looks great!

Looking forward to play that too !
Title: Re: Paradise-1
Post by: Momeka on August 11, 2019, 10:31:57 AM
Thanks Donut. Haven't really done any gamedev on my spare time the last few month, really need to pick it up again.
Title: Re: Paradise-1
Post by: Momeka on October 28, 2019, 11:50:51 AM
Haven't touched this game in some months. But I was sick and bored this week and picked it up again. I do intend to finish it, just had a lot of other stuff on my mind.

Made some "emote" bubbles to show what you can interact with and where you need to use items from your inventory.
(https://i.imgur.com/TEmccK2.gif)
Title: Re: Paradise-1
Post by: Fisherson on October 28, 2019, 11:56:53 PM
Haven't touched this game in some months. But I was sick and bored this week and picked it up again. I do intend to finish it, just had a lot of other stuff on my mind.

Made some "emote" bubbles to show what you can interact with and where you need to use items from your inventory.
(https://i.imgur.com/TEmccK2.gif)

It's a good and simple system that is especially necessary for stupid players who don't read anything and just keep jamming buttons expecting that to tell them what to do next. XD
Title: Re: Paradise-1
Post by: Momeka on November 01, 2019, 04:32:55 PM
I really should stop changing the game over screen, you can't even die yet.

(https://i.imgur.com/43tY7Lw.gif)
Title: Re: Paradise-1
Post by: Momeka on November 03, 2019, 07:32:26 PM
Got started working on the stuff I actually should be finishing up. The battle system!

(https://i.imgur.com/ffm48Uy.gif)

I remade the menus since the old stuff was outdated. Since it's no longer a jam game I wanted to put some more work into the battle system. Try to make it more than just a turn based menu combat.
The enemy will slowly start creeping up to you before they attack. You can interrupt them with your own attacks, the weakest just pushes them back a bit. While a strong attack (that cost resources to use) might push them back all the way. If you're short on health you might instead take the opportunity to try and heal yourself. Or use one of the more valuable damage items to dispatch of the enemy quickly.
The goal is to make the battles (and the game as whole) about resource management. Conserving your valuable items and health for when it really matters. The battles should always be a last resort and the player should feel like they have to do their best to avoid them whenever possible.
Title: Re: Paradise-1
Post by: Prpl_Mage on November 03, 2019, 07:50:41 PM
I really like that game over screen, however being a survival game I bet I'll have to see it a couple of times. So might get on some people's nerve.

And I really like the idea with the battle. I remember in that old PC rpg Septerra Core there were some enemies that didn't just attack you from their position but rather used their turns to move closer to a character and once they got there they usually have some sinister attacks like life steal or paralyzis etc. It gives a different feel since you need to take that momentum into account. And that's something that I like in survival games, having to think of how to achieve something with the least risk and/or time depending on the situation.
Also really like the static effect on the background.
Title: Re: Paradise-1
Post by: Fisherson on November 04, 2019, 10:43:23 PM
Got started working on the stuff I actually should be finishing up. The battle system!

(https://i.imgur.com/ffm48Uy.gif)

I remade the menus since the old stuff was outdated. Since it's no longer a jam game I wanted to put some more work into the battle system. Try to make it more than just a turn based menu combat.
The enemy will slowly start creeping up to you before they attack. You can interrupt them with your own attacks, the weakest just pushes them back a bit. While a strong attack (that cost resources to use) might push them back all the way. If you're short on health you might instead take the opportunity to try and heal yourself. Or use one of the more valuable damage items to dispatch of the enemy quickly.
The goal is to make the battles (and the game as whole) about resource management. Conserving your valuable items and health for when it really matters. The battles should always be a last resort and the player should feel like they have to do their best to avoid them whenever possible.

That mechanic of having a figure shamble towards you and having a strategy CBS actions to push it back....That is genius and also I feel rife for jump scares or other twitches to try and unnerve the player. Combine that with an odd ambience to help unsettle them  XD Though I bet programming the AI to not overwhelm the player will be a bitch. ^^;;
Title: Re: Paradise-1
Post by: Momeka on November 06, 2019, 06:09:27 PM
I really like that game over screen, however being a survival game I bet I'll have to see it a couple of times. So might get on some people's nerve.

Yeah, I haven't added the menu options yet. But they will be there from the start, so you can quickly move on. You won't have to sit through the animation.


Enemies can now die. Currently they are really weak.
(https://i.imgur.com/yaIw8nw.gif)

Also damage numbers, yay or nay? Part of me wants it for feedback on how effective your attacks are. But another part of me feels it's not that fitting in a survival "horror".

Edit: Bonus zombie
(https://i.imgur.com/iJcJ1sM.gif)
Title: Re: Paradise-1
Post by: Prpl_Mage on November 06, 2019, 07:21:25 PM

Also damage numbers, yay or nay? Part of me wants it for feedback on how effective your attacks are. But another part of me feels it's not that fitting in a survival "horror".


I'd say nay.

If possible, make the enemies bleed like your character when they drop below a certain percentage.
Or make different hit animations depending on if it's normal, ineffective or sick. Doesn't need  to be a unique pose for each enemy, just the effect when hitting. Think monster hunter before World(where they did indeed add numbers)
Title: Re: Paradise-1
Post by: Donut on November 07, 2019, 09:11:28 AM
I agree with Prpl and his suggestions!