Charas-Project

Community Projects => Chain Games => Topic started by: Prpl_Mage on January 20, 2022, 10:16:54 PM

Title: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 20, 2022, 10:16:54 PM
Gonna make two posts here to divide the information so we can add to it at a later time if more ideas pop up.
We just finished a chain game and it took some time but that was expected because of the situation right now. But I had some time to go through some of our old threads to see what interesting ideas and discussions we've had. Some of them are mute nowadays because we aren't as active nor as many so left some of them out.


Structure - How to build the project itself


Below follows some different ideas on how we approach the project, do we make chapters? Do we continue a story as we've done so far? Try something new? I've tried to categorize some of our ideas into shorter prompts that we can discuss here:

Everyone does a part: 1
Non linear story, either through the "campfire story" idea, or time traveling, or just "jump into a painting in M64 style".
Each part is standalone, there may be returning characters for different reasons but each part is it's own part but related to the overall story somehow. But in general everything earned in the chapter will be gone by the time you return to the "hub"


Everyone does a part: 2
Non linear story, either through the "campfire story" idea, or time traveling, or just "jump into a painting in M64 style".
The same party remains however, so you can take your hard earned rewards into the next chapter and maybe add some fun twists depending on which order you complete them.
However, no leveling up or balance will be completely off, all improvements can come from items, quest rewards, "power ups" for permanent stat boosts, skills, new map abilities etc. (more on that in the next post)


The open world
Similar to the one above.
But. instead of leaning heavily into story we make a main starting area and setup some characters. Then each person takes turns adding a new city hub and surrounding areas around it for their part or something.
Not really chapters because each part will be seamless into the other parts as some sort of "side story". It will be non-linear and the premise could just be a "gather the crystals" or "defeat the 4 great evils" kind of thing and one is in each of the areas we make.
Then add some sort of item or skill that can be used to get past map obstacles and reach new areas, that way we can add these obstacles into the other areas for secrets and such. We can add some silly mini games that repeats throughout each chapter etc or a crafting system that needs different materials from the different areas we add. And then we make some sort of final chapter or epilogue.


Classic but different endings
Like previous games we all make a chapter each, but then for the final chapter we all make our own ending to the game after a bugfixing round and add some end game content. So we have the chaingame process, but 4(?) different games each with thier own ending to it.


Continue the story: 1
Less of a chain game, someone makes the first part/write a beginning for it, and then everyone makes their own continuation of the story and we compile it as some sort of "parallel universe deal." Either in one single project (probably not unless we want to dedicate item slots, monsters slots, switches, variables etc). Or as a Zip with several games in it.


Continue the story: 2
Less of a chain game because even though it is set in the same world it is like "Everyone does a part: 1" in which the chapters aren't necessarily connected. We make one chapter at a time and play through the previous one of course, still linear in this case so we follow along with the central theme or conflict, but each chapter may present a different time or perspective on the story to get more world building done and end with some unresolved conflict or mystery that the next person can tackle.


The sequel/prequel run
Instead of a chaingame we make a short game/story set in one of the universes of our old chain games. So by the end of it we upload a bunch of games as a tribute to the projects we've worked on these past 10 years.


Keep it classic
We don't change a winning concept and continue with the same kind of structure as before. Discuss a genre, someone makes a part 1 and then each person does pretty much whatever they want for their chapter as long as it's connected somehow.
Title: Re: Chain game ideas and discussion
Post by: Prpl_Mage on January 20, 2022, 10:17:44 PM
Gameplay


Below are different ideas on how we can approach the game in a more mechanical sense. From systems to setups and other things.


Try a different tool?
We could attempt a different software, either a newer RPGmaker or something completely different to make a different kind of game. That way we could make something new, the downside is of course that we all need to acquire the software and learn how to use it for it to be good.


Build on a previous chapter/mini game
We've had some great chapters that have gone beyond normal RPG gameplay, most of them thanks to Momeka let's be honest. Instead of doing a classic RPG we could pick one of the systems we've designed for the previous games and make that into the core gameplay of the new one. We'll have to pick one or a few that can coexist and then learn the reins of them though.


Custom battle system
This is some more work, especially if we want it consisting only of pictures so it won't disrupt the map events. But it could be a fun way to spice things up and move away from the basic systems that we've kinda stretched to their limits already. However, someone needs to take charge here and the rest need to make sure that additions to the system doesn't break the existing structure. Lots of backups could be needed and troubleshooting before we even think about releasing it.


Metroidvania inspired
I'm terrible at these kinds of games to be honest but I like the design of them a lot. You progress through areas and get access to new abilities or items that let's you explore. Exploration is rewarded and the whole spatial awareness is increased as areas are reused further down the line when the player have all these new things which let's you get further, faster or... future...
We can even keep the rpg battles if we like.


Point and Click Adventure game inspired
Puzzle solving? Picking up and using items? Memorable characters? Crazy combination of items and unlikely uses of a blender? Adventure games are different in many ways from an RPG but there are some games out there that have managed to either make the premise work in games all round. Or at least made their combat more puzzle solving like.




Replace leveling with a class system
Each chapter can add some new classes to keep things fresh, basic classes, little advancement within the class itself, but the classes do different things. We can keep things balanced and challenging without throwing huge numbers at the players.


Replace leveling with power ups
Games don't need levels and stats to be good. Instead of having experience points and stat increases that no one really cares about as long as you "got stronger" we can replace that with earned power ups. That way we can control the game more, just like in Heart of Gold some stats were static and the only way to increase them was achieving things, like finding spirits. Likewise in Metroid games or whatever the power ups can be movement related or just capacity or a completely new skill.


Replace leveling with "trees"
Leveling up only changes HP and MP gain and not any other stats. Instead you earn points and invest those points in unlocking new things from the save menu with a character specific upgrade tree... Yeah probably not a good idea for a chain game.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on January 20, 2022, 11:33:35 PM
So I'll just state it flat out: I would love to use a new type of software but I will NEVER work on a Metroidvania style game. I love the idea of watching it but I wouldn't play and thus play test it. I also loathe platformers outside of like mini games and you all know my mini game using platforming from Wrath of Gaia? That was awful even by my bad standards I think we can all agree XD

Open World intrigues me but I don't think it would be able to convey a good story without some jiggery pokery or a hell of engine. Unless we go parody route: it's breath of the wild/skyrim but we make fun of open world games every other step.

I really love the idea of replacing leveling even if we stay in RPG Make 2k3. I played a game recently based on a web original and one of my favorite things it is it had no leveling. Every battle was based around strategy, pre-planning and unlocking and powering up skills instead of stats. Then again it also had a 'click to hit' timing based system I haven't seen executed well in RPG Maker 2003...Still would love to try it.

Speaking of pet peeves I would like to have it in the next game so that we don't all have the typical "FF United Party Stands before the big bad" scene.  I know it's tried and true but honestly I would like to try stepping back from it for a bit.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on January 21, 2022, 07:22:57 AM
Try a different tool?

Dunno, I'm a bit split on this. Don't think I would like to do another rpg maker engine if we are gonna switch. To me that would feel kinda pointless, we all already know 2k3, they are all kinda the same-ish, the newer version have higher resolution on the art making it more challenging to do custom stuff, and someone is going to install a plug in and it's just gonna cause headaches down the line.
But there are some free engines out there:

Unity - I'm the least tempted to use this since I spend 8 hours in my day work in it. And it would require a lot of programming to do stuff, but if you get pass that it's powerful for both 2d and 3d.

GB Studio - It makes gameboy games. The tool is limited (although I think they added platformer support now). It has no battle system to use so we either have to make a real simple one or have no battles. Since it's gameboy the memory is really limited, the game would have to be short and we have to be mindful that we leave enough space for everyone else to add stuff.

Adventure Game Studio - Never used it. But it makes point and click adventure games.

There is also Unreal and Godot, I haven't used them but I would lump them up with Unity. It's in the same vein and requires programming. And then there is Pixel Game Maker MV, the rpg maker clone of GameMaker. It cost money and I've read mixed things about it.


In the end I think I much rather stay with 2k3 as we are all knowledgeable in it. Having to learn a new engine is really going to add a lot of development time to the project.



Build on a previous chapter/mini game

I really like the spell books in Spring Valley I think it was a fun mix up on the characters skills. Maybe it can be expanded to some sort of system where you can easily switch out skills on character. Find more skills along the adventures that's added to the pool of abilities you can switch out.
Maybe you have a hub area and you go out to adventure so before you leave you have to gear up and equip different skills etc.

Also on my spare time I hacked together a first person dungeon crawling system in 2k3:
(https://i.imgur.com/w5NsCl0.gif)
It's pretty easy to use and create first person dungeons for it. The only limits is that the first person view has to be the size it is in the gif, and it's a pain in the *** to make all the wall textures. But it's an option if we want to do a Phantasy Star clone or something.


Otherwise I'm pretty much down for anything really. But it would be fun to mix it up. I kinda like concept of episodes instead of chapters. Say we make a game that takes place in a space station. Then each episode is just a day in the space station. They don't directly follow each other, but characters and places from other episodes can show up. The point would be more to make this space station a fun place to explore and hang out in.
It doesn't have to be a space station, could be a town, an inn where just interesting characters shows up in, a castle or whatever.

I also like the idea of revisiting the old Chain Games with a short game collection. But I think we need to put some serious restriction on the games. Otherwise it can probably spiral out of control and take way too long. Making a chapter is already month long process and with those you can just leave it whenever and let the next person take over. But a game you need to have a beginning and an ending and tie everything together. I could probably even go so far as to put a limit on how many maps we are allowed to use.


Another idea we could do is everyone work on a game separately. And then we collect them all in one download and maybe I can code a game select launcher app where you can choose the game in. Kinda like a Charas Freeware/Demo Disc of the past.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on January 21, 2022, 03:16:00 PM
I really like the idea of having one of momeka's genius creations that we can then all edit ourselves and make work. If it's possible to have that first person view above (it looks amazing by the way), for instance, presented in a way that we know how to change the textures and add objects and stuff ourselves, then it'd be very fun to have the whole game like that (or in any other non rpg style like dread the rabbit etc etc).

As for the ideas of how to structure the game I'm against having multiple games in one folder because I don't think people will play them all - the single game concept makes the whole experience less daunting and more interactive. I'm quite into the open world idea, could get behind the campfire idea, and would be very happy with the standard formula too.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 21, 2022, 11:44:37 PM
@Fish

Meant Metroidvania less in terms of platforming gameplay and more in the progression design of it. But yeah, probably better suited for a different tool. So let's skip that.

Open world games like Red Dead Redemption has still managed to create a rather solid story, even if players go off to find missing teddybears or something at times.

Going a different route than experience level is also something I have found to be more appealing now that I have less time and patience for grinding. It also makes it easier to playtest and balance the game when new content is added.

@Momeka

Yeah maybe we should just stick to 2k3 for these ones, as you mention learning new tools would take time from actual content creation.

I do like the world building like the space station idea, but then again I'm a literature nerd who recently read a book, Outpost, which is about a colony establish far away from earth with no more ships appearing for 6 years. They're down on salvaging their equipment and compromise to survive. But then suddenly, a ship appears in orbit without a word. Lots of angles there.

I agree that those last ideas would need pretty clear restrictions and such for them to be viable.


@Moose

Agreed, the crawler looks great and would be fun to use in some way, maybe even make it the better part of the game. That is, if we can all learn to work it without screwing it up.


I'm honestly into doing any of these, but probably leaning more towards the open world or episodic as well. I mean, Heart of Gold worked out fine when we added to the game in the bugfixing round with more content into the world so an open world game shouldn't be too much of a stretch.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on January 22, 2022, 08:05:19 AM
As for the ideas of how to structure the game I'm against having multiple games in one folder because I don't think people will play them all - the single game concept makes the whole experience less daunting and more interactive.

Yeah, I agree. Think it's more of a motivation to finish things up as well if you know that someone else will continue on after you.

If it's possible to have that first person view above (it looks amazing by the way), for instance, presented in a way that we know how to change the textures and add objects and stuff ourselves

I think it should be. The must daunting is probably the textures cause there is a lot of them that needs to be made for single tile. But once you made the art you just need to number and name it correctly and add it to the picture folder. After that you need to create a terrain ID and mark that on a tile in a tileset. Then you just need to place the tile in the map. For the art I think we should try to keep it pretty generic so it's easy to reuse, then we can do some recoloring as well and I think we'll get pretty far.

There is some other mildly annoying stuff with it. Like it doesn't use the actual player, instead it tracks position with variables. So when teleporting to it you need to set the variable location with numbers.

It will also be hard to have interactable stuff in there. We can have treasure chest and static stuff that you can press for a textbox or whatever. But no monsters moving around in the dungeons. I think doors would be hard too, specially if we want to animate them opening and such. We can probably do doors as long as the player can't see them opening. Like I press the button over here and in another corridor something opens.

If we decide to go with it, either I can start the chain game off or I can set up a skeleton project with the 3D stuff in it. Then I can write a getting started guide as well with some instruction and pictures. And if you run into problems just poke me, I'm usually around.

(or in any other non rpg style like dread the rabbit etc etc).

Yeah, I've thinking if I have some unfinished prototype somewhere that could be interesting. But I can't think of any at the moment. I don't think Dread would be doable for a chain game. It was a real pain adding new content to that game.   

I'm honestly into doing any of these, but probably leaning more towards the open world or episodic as well. I mean, Heart of Gold worked out fine when we added to the game in the bugfixing round with more content into the world so an open world game shouldn't be too much of a stretch.

I'd be down for Open World. I had a stupid thought and maybe it's not doable at all. But what if we did one map that is 500x500. Then in a corner we put a city/village that act as the game hub. Or if that would take up too much space on the map we could have like an elevator access point and the hub could be underground. All around the hub is just wilderness and over the course of the game you have to move deeper and deeper into it. The further away from the hub it is the harder the enemies will be.
So the first person does not complete the whole 500x500 map, just do the parts on it required for their chapter. Then the next person fill out the wild with what they need and so on. If there is any gaps left in the end we just fill it out during the bug fixing round.

We could also easily add side dungeons and areas that takes to other parts to explore. But I like the idea of the main part of the game is this huge hostile wilderness map.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 22, 2022, 03:20:58 PM
I'd be down for Open World. I had a stupid thought and maybe it's not doable at all. But what if we did one map that is 500x500. Then in a corner we put a city/village that act as the game hub. Or if that would take up too much space on the map we could have like an elevator access point and the hub could be underground. All around the hub is just wilderness and over the course of the game you have to move deeper and deeper into it. The further away from the hub it is the harder the enemies will be.
So the first person does not complete the whole 500x500 map, just do the parts on it required for their chapter. Then the next person fill out the wild with what they need and so on. If there is any gaps left in the end we just fill it out during the bug fixing round.

We could also easily add side dungeons and areas that takes to other parts to explore. But I like the idea of the main part of the game is this huge hostile wilderness map.


I was thinking more like Zelda or FFXV. Where even though you have freedom the game is still kinda divided into different "areas" where you throw in an invisible loading screen or such. So Hub could be one map, then the outlaying area is one map, and that one has connections to 4 other areas or such. So we each have a 500x500 stretch to work with and then add to the hub and the area around the hub to make a connection to our area and some more content.
But I suppose both can work of course, just thinking about limitations to the chipset and such if we all work in the game map. I remember several old PC games being a single map after all, the dungeons were just down in a corner somewhere that you couldn't reach.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on January 23, 2022, 11:44:36 AM
Yeah, maybe a 500x500 would be too small for a full game area. Cactus Canyon in Hearts was two 75x75 but you can walk through them pretty quickly. So maybe splitting it up to several big maps is the way.

What kind of setting would you guys want to do for the next? I'm a scifi nerd, I love me some clunky looking space ships. But I also thought the Modern setting with just fantasy elements in it was kinda fun. There's stuff we haven't touched yet either like Time Travel, Cyberpunk, Steampunk, And-other-punks, Post Apocalypse (Gaia was kinda that, but we could do one less fantasy based), or maybe some Victorian age exploration in a fantasy world thing.

Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on January 24, 2022, 09:30:35 AM
Yeah theme wise I'm a big fan of scifi and our Juno chain game definitely caught my imagination. Time travel might be difficult to pull off but could be really fun if we get it right
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on January 24, 2022, 10:18:53 AM
Yeah theme wise I'm a big fan of scifi and our Juno chain game definitely caught my imagination.

Yeah, I liked it too. But if we did scifi again I would like it to stand on it's own legs. Not end up as a sequel to Juno.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on January 25, 2022, 09:53:41 AM
Yeah 100%, a sequel would make people feel like they had to play the previous one and put them off.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 25, 2022, 08:43:14 PM
Yeah 100%, a sequel would make people feel like they had to play the previous one and put them off.
Good point, didn't think about that.

So right now we're leaning towards:
Keep using Rpgm2k3
Go with something else than exp leveling
Perhaps using the above mentioned Dungeon crawler if possible
Or more of an open world styled game or at least an episodic approach
Maybe sci fi?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on January 26, 2022, 01:51:58 PM
Yes that's sounding good. So 'episodic' meaning kind of like megaman where you can do all the bits in any order but you get a reward from each part that makes the other parts easier, maybe.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on January 26, 2022, 09:19:51 PM
You want to start it Purple? I don't think you started one yet.

Random idea, instead of having level ups we instead have a "Level Up Shop". Where you can buy stat increases, so you pick characters to level up and maybe it cost different items to level up certain stats. The more you level up a character the more expensive it will be. Would give the player more freedom how they want to build their party. Who should be fighter and mage etc.
Don't think it would be too complicated to set up.

Yes that's sounding good. So 'episodic' meaning kind of like megaman where you can do all the bits in any order but you get a reward from each part that makes the other parts easier, maybe.

It's not what I thought of. But I kinda like it. Would work well with some sort of hub area. And would probably take some planning, like maybe we should figure out the themes and weaknesses before hand. Instead of picking a chapter maybe you pick a theme. Like I want to do the Fire Dungeon etc.


Also I have what might be an unpopular opinion. Could we keep the number of characters down? Like keeping it to only a full party. I really dislike the party switching system and really don't think they are that fun. Like I don't mind having a bunch of npc character around the party that can jump into cutscenes, but not everyone has to be playable. If you guys like it we can keep it, it's just something I never really been that into.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 27, 2022, 09:15:44 AM
Yes that's sounding good. So 'episodic' meaning kind of like megaman where you can do all the bits in any order but you get a reward from each part that makes the other parts easier, maybe.
If we do an episodic approach akin to "Everyone does a part 2" then yes. It would be a good middle ground between true open world and completely episodic.

You want to start it Purple? I don't think you started one yet.
I could start if we feel ready to begin but it's probably gonna take me a while to put together a start and such, as always will take any sort of assistance with music and artwork if you guys feel like helping out.

Quote
Random idea, instead of having level ups we instead have a "Level Up Shop". Where you can buy stat increases, so you pick characters to level up and maybe it cost different items to level up certain stats. The more you level up a character the more expensive it will be. Would give the player more freedom how they want to build their party. Who should be fighter and mage etc.
Don't think it would be too complicated to set up.

An interesting idea for sure, would just need to set up a cool interface for it.

Quote
It's not what I thought of. But I kinda like it. Would work well with some sort of hub area. And would probably take some planning, like maybe we should figure out the themes and weaknesses before hand. Instead of picking a chapter maybe you pick a theme. Like I want to do the Fire Dungeon etc.
If we want open world elements to the game as well as episodes then I suppose this could be a good way. Likewise, if a person wants to do something entirely different from the party itself it can be a story told, or a log found which at the conclusion rewards the party with the "thing".

But yes, some sort of broad plan for the game would most likely be good idea before we start since we don't need to continue the story per say. So we need some sort of premise that would lead the player onto 4(?) different trips and what that would ultimately lead to. If we go with Sci Fi if could simply be that a Ship/Station is stuck and needs to get back home and these planets / areas have the material needed. Or something. As Fish mentioned, doesn't need to be a "save the world" story.

Quote
Also I have what might be an unpopular opinion. Could we keep the number of characters down? Like keeping it to only a full party. I really dislike the party switching system and really don't think they are that fun. Like I don't mind having a bunch of npc character around the party that can jump into cutscenes, but not everyone has to be playable. If you guys like it we can keep it, it's just something I never really been that into.
If we can add variety with the characters we create for the game then I agree that the party system could be moot. We could also make it so that the main cast is 3 people and our different chapters can offer a guest character present in that chapter alone, or switch out the main cast during the chapter for those who want that kind of system. Maybe without a leveling up system we can explore other ways to make combat interesting and therefore not needing the multitude of characters and instead focus on bringing depth to the ones we do have. Let let rest travel along and be important but not available everywhere.

But I agree that NPCs can still follow along with the party even if they don't participate in combat. Rockwell for example stayed with the party until he was actually made a complete character during the post game round.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on January 27, 2022, 11:02:50 AM
If we do want to do another sci-fi perhaps not a pure planet hopper like Juno's was, after all one day I hope you'll all join me in making a sequel to that one day soon enough, but something exotic and not a total Star Wars parody. I mean if you want since it's open ended we could add planet-to-planet travel but I would like to see something unique and new for a world that only loosely resembles what we've done before and pushes the boundries we've not tested before. After all that is what this Untitled Chain Game is about right?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on January 27, 2022, 11:33:26 AM
I personally love party switching in rpgs momeka, part of the fun is choosing my party : ) Having said that for this sort of game where we're buying level ups using rewards we've found in the various sections, I reckon a single, unchangable party sounds perfect. We can go back to party changing next time.

However, that does mean that the person who does the first part will likely have to design the whole party, unless we come together beforehand and design a character each
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on January 27, 2022, 12:31:32 PM
Yeah, I figured I would be a minority when it came to that. If it works for the game we’re making than I’ll yield. It’s not that big of a deal. The biggest reason I don't like it is cause I like to animate stuff in cutscenes. And if I don't know what the party is or have to do like 4 variation of an animation it's just too much work. We don't do it much, but what I also dislike is when you're forced to play with some characters. Cause I tend to just pick my party and ignore the rest. So on those sections they are just horrible under leveled.

I was thinking of a premise that might work for an open world game. People that get stranded on a planet. And it’s basically survival, you need to gather supplies, build up a camp, maybe an early goal could be to scavenge a distress beacon from your ship. And as you find more materials your camp grows. Like we switch out the map and add more structures and features to it. Could maybe be fun.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 27, 2022, 02:15:59 PM
If we do want to do another sci-fi perhaps not a pure planet hopper like Juno's was, after all one day I hope you'll all join me in making a sequel to that one day soon enough, but something exotic and not a total Star Wars parody. I mean if you want since it's open ended we could add planet-to-planet travel but I would like to see something unique and new for a world that only loosely resembles what we've done before and pushes the boundries we've not tested before. After all that is what this Untitled Chain Game is about right?

Hmm, good point. Maybe focus on a single planet/world.

I personally love party switching in rpgs momeka, part of the fun is choosing my party : ) Having said that for this sort of game where we're buying level ups using rewards we've found in the various sections, I reckon a single, unchangable party sounds perfect. We can go back to party changing next time.
We can try it of course, just need to figure out the system and all.

Quote
However, that does mean that the person who does the first part will likely have to design the whole party, unless we come together beforehand and design a character each
That could be a way to do things in the future.

We don't do it much, but what I also dislike is when you're forced to play with some characters. Cause I tend to just pick my party and ignore the rest. So on those sections they are just horrible under leveled.
Oops.

Quote
I was thinking of a premise that might work for an open world game. People that get stranded on a planet. And it’s basically survival, you need to gather supplies, build up a camp, maybe an early goal could be to scavenge a distress beacon from your ship. And as you find more materials your camp grows. Like we switch out the map and add more structures and features to it. Could maybe be fun.

Sounds like a good starting point. If they still have access to a ship then the main quest would be repairing that ship, otherwise survival, getting into contact with "HQ", complete the mission/contract etc would all suit well.
We just need to make the place look real exotic for it to sell I think.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on January 27, 2022, 02:37:38 PM
Yes I like the idea of being stranded on an alien planet : ) You could have lots of exotic landscapes and weather types and creatures
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on January 27, 2022, 02:44:07 PM
Quote
Oops.
No offense : P We're not the only game that's done that

What I particular like about the survival thing is the base building. Like starting the game we just have a very simple base camp. Like maybe it just have an "inn" where you can rest. Then you need to gather some materials like for example 15 wood, 10 rocks, 5 metals and you can upgrade the camp. Then the camp will have an extra building that acts a rudimentary shop where you can buy potions etc.

The camp itself is very simply set up. Each level is just another Camp map that you enter.

Think it could work well for a open world thing where gathering things in the world can be optional goal the player can have.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on January 27, 2022, 02:55:25 PM
Yes that sounds good, I like the idea that one or more of the the stranded people might be a researcher or scientist by trade and you could have them also cataloguing flora and fauna as you go around. I know that's a bit of a trope these days but it might be fun to bring a plant seed back to the base and try and grow it.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 27, 2022, 05:17:31 PM
Okay so been brainstorming a bit and this is what I got so far.

The United Worlds of Sol, named by the Humans from planet Earth (surprise) is is spread across the stars. Recent technology allowed both Humans and other intergalactic races to reach a new system previously beyond their grasp, this system is ripe for the taking for anyone who dares to give it a try. The truce between the different space-faring races are tense meaning that no real military presence can enter the system without a 20 year bureaucratic mess stalling everything going on in the universe. But the different members of the coalition intend to take their piece of the new system and have still sent people to begin terraforming and settle down.

The planet designated Sanco Avasara (after a commercial voting campaign started by the SSF-TCS) is the humans' main target in the new system, having an abundance of metals only found in small quantities in the Solar System and other colonized planets as well as an exotic (and relatively lethal) wildlife. The first ship with the terraforming processor arrived at the planet 10 years prior to the second ship carrying settlers, researchers and blue collar workers to make the world their own.

However, as the colony ship arrives at Sanco Avasara it is clear that something has gone awry.
The terraforming of the planet is not completed and the settlement they do find is nowhere near what was promised them by the commercials shown by the SSF-TCS. The colony ship wasn't supplied with enough fuel to make a trip back and the AI is following protocols to disassemble into usable parts for the future habitats.
Just what went wrong here? How are they supposed to survive on this planet and can they create a settlement for when the next ship arrives?

The PCs would be new arrivals and veterans who've been on the planet for a while. Maybe the main character was supposed to fill some sort of profession that just isn't there because no one built it or the failed terraforming doesn't allow it. So they are given this new and exciting task.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on January 28, 2022, 06:17:43 AM
The planet designated Sanco Avasara.

That name resonates with me quite well! I also like the idea of a colonist ship sent to investigate and our party is a bunch of people from different walks of life. We could do something Red mentioned earlier: have the ability to just pick our party from the outset and set off with who we want instead of following a main character. In fact there was a weird thing I wanted to do in Juno's Odyssey but scrapped but what if we had two main protags? A Loke and Terra from FF6 situation where each has importance to the plot but not necessarily overshadows one another. Instead of just choosing Ash we also get a Gary we can choose to be the leader. Just using this as a conditional branch we can set up two obvious endings from their paths but why stop there? Let's also give the Rockwells and Nezas out there a chance to after completing an established storyline. It would be tighter focus but I think it could harken back to my favorite things about Juno and Spring Valley: the sheer number of secrets there were to prise loose. Also without a focus on leveling up and grinding we could focus nearly 100% on character x character interaction for once.

I also like the Minecraft little thing of gathering resources. Always wanted to do that but never even did my parody of it so it would be a nice challenge. The one thing that worries me is we're gonna need a custom menu this time so we don't look at levels and get that same "gah why can't I just hide you" feeling I still get from Nicknames. <.< seriously I could swear there was a system to change those to titles or something that semi made sense in other narratives years ago on Pirated RM2003.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 28, 2022, 08:13:09 AM
@Fish
I feel like a 2 version story line would work better if the game was linear. But we could of course have plenty of different characters to choose from to join our main person. Maybe, depending on how the system for progress is made for the characters.
Being true to a more open world approach we could of course give the player 3 choices of the main character's appearence, although it wouldn't affect the story itself much just the actor shown on the overworld, battle and cutscenes etc. It would however force us to make cutscenes a bit trickier with all the options. Maybe better to let the player pick a "intended profession" which gives them a starting item and affects some dialogue and ending instead.

Also, I just had this crazy idea that I don't know if it will be viable. But what if we let the player decide where different installments are placed in the settlement, kinda like in Dark Cloud. If the buildings are pictures we can give them more character, and also easily give them different "tiers" depending on if they are upgraded and how well the colony is doing.
If he have 4 choices from the start and the player wants to place the Medical Center they get a choice to build it on plot 1,2,3 or 4. Then the Foundry, Bazaar and Forge can't be placed there, but instead need to go on the other plots. We save that for later, display the picture of the building there, place the 3 NPCs related to it in that place etc. If the establishments do their business up front instead of entering it would also be easier to manage the teleporting.
(Scrap that, just remembered that pictures on the map is such a hassle unless they are as big as the map.)

Also, we can change "lvl" to ID" and just make a 3 digit number for each character
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on January 29, 2022, 10:14:37 AM
- Worldbuilding -

Sounds solid to me! I'm really looking forward to make an open world exploration

Quote
Also, I just had this crazy idea that I don't know if it will be viable. But what if we let the player decide where different installments are placed in the settlement, kinda like in Dark Cloud. If the buildings are pictures we can give them more character, and also easily give them different "tiers" depending on if they are upgraded and how well the colony is doing.
If he have 4 choices from the start and the player wants to place the Medical Center they get a choice to build it on plot 1,2,3 or 4. Then the Foundry, Bazaar and Forge can't be placed there, but instead need to go on the other plots. We save that for later, display the picture of the building there, place the 3 NPCs related to it in that place etc. If the establishments do their business up front instead of entering it would also be easier to manage the teleporting.
(Scrap that, just remembered that pictures on the map is such a hassle unless they are as big as the map.)

I don't think big maps and pcitures should be a problem? But I'm not sure, it's been a while since I did  something with big maps. The only thing with doing it with pictures is that they are either below or above the player. So we would have to either make sure you can't walk behind them or have some system that dynamically switches the layer of the pics depending on player position.

Could do it as events as well. It would be a lot of set up for the events though. But it wouldn't give us any sorting issues or issues with big maps.



Also another random idea I'm just gonna throw out there. Depends on how much we want to tell a story though a party of characters or if we more want to tell a story with the cast of npc in the base. But we could only have one "main" character. That character is like any other game, you equip them and level them etc. Then in the base you could recruit a bunch of no name npc to join you for expedition. So their gear is set and they can't level up. So if you're going into say the poison area you might want to bring Chuck cause he is a medic and can remove poison statuses etc. Making switching out party members something you do a lot and we could have a lot of variation allowing the player to put together a party that fits their playstyle.
Then as you upgrade the base and add more buildings to it you unlock more characters you can bring with you. 
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 29, 2022, 07:01:45 PM
The problem with pictures and maps is that the pictures are displayed in relation to your current screen. That's why it works for UI and such, however it becomes a problem with objects that are expected to be somwhere else on the map and in that fixed location.

Also another random idea I'm just gonna throw out there. Depends on how much we want to tell a story though a party of characters or if we more want to tell a story with the cast of npc in the base. But we could only have one "main" character. That character is like any other game, you equip them and level them etc. Then in the base you could recruit a bunch of no name npc to join you for expedition. So their gear is set and they can't level up. So if you're going into say the poison area you might want to bring Chuck cause he is a medic and can remove poison statuses etc. Making switching out party members something you do a lot and we could have a lot of variation allowing the player to put together a party that fits their playstyle.
Then as you upgrade the base and add more buildings to it you unlock more characters you can bring with you. 

This could work.
Right now in my planning stage I've categorized characters into different classes/skillsets, So we may have Chuck, Bob and Gaston who are all considered to be "Support" and have most things in common like starting stats and most of the skills and equipment options. But they each have something unique. Chuck could have a skill that cures poison while Bob and Gaston lacks it but instead have something else.
I was tinkering around with the spell book from Spring Valley, thinking if that could be something to bring over to this game as well, if each character has 4 options and you pick 2. Or like two of those "spell books". And that's it. Generic skills for everyone, the books to allow for customization, and then items for stat upgrades and such.

Other "classes" ideas right now are:
Fighter - operative, brawler, gunner
Infiltrator - tracker, sniper, scouth
Engineer - Scientist, Mechanist, demolitionist
Support - medic, zealot, communications
Totally-not-a-mage - Mindthief, destroyer

I'm also in the progress of testing if I can pull of some different "mini games" for harvesting resources in the field. Right now Mining is the same as Tidus overdrives in FFX, press the key at the right time to line up the curser with the area. And Cutting is mashing the button to reach the intended goal in time.
A system is in place where each "gather point" randomizes between 3 positions when entering the map, and they don't respawn until you return to the hub.
Keep in mind, this is all done with old spring valley chipsets and stand in resources until I figure the rest of the stuff out.

Speaking of figuring stuff out. Are there any past systems we want to bring over to this one? Such as the caterpillar system, the portraits for conversations etc?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on January 31, 2022, 10:20:09 AM
Sounds nice!

I rather not do caterpillar for this. It's really annoying having to set up for each map. And if you add a new hero or something we need to go through every map and fix it. It's also annoying to deal with when making cutscenes.

We need to sneak some scifi owl merchants in there. Personally I liked how they were in in Mystery. Acting like a secret shop. Maybe it's overkill, but we could do a custom shop for them where you can buy stuff for Owl-Tokens you find in the map.

Let me know if you want me to do some art or something. I'm down for whatever. Might not have that much time this week, but can probably get started at least.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on January 31, 2022, 12:50:46 PM
Yeah, if we go with many party members then the portrait and caterpillar system may be a bit bothersome.
Although I personally feel that portraits are good at emphasizing the character's importance.

I like the idea of having collectibles in the game, we seemed to like the bird quest, we could have similar things in this one. And if there's some sort of use of the things you find, even better.

I'd take any art you feel like making. Personally, anything that sets the tone inspires me such as the System graphics, facesets, chipsets and so helps. I just assumed we're going with the Spring Valley style and palette again.


Right now I'm thinking about making this first settlement pretty large with room for lots of additional content added by you guys. Some areas will be closed off from the start, with more parts of the settlement being unlocked as you complete quests. More room means more shops and establishments etc and places where we can put NPCs and such. I've added some empty spaces for more establishments with services and shops when we come up with good ideas.

I plan to make my own part like an episode of a TV show, not just a questgiver that leads to things but entering a place which triggers a cutscene and then at the end of the cutscene you have something to resolve. Kinda like a Simpsons/Star Gate episode or something. The relevant characters will be part of it, others may make short appearances but it's an episode with its own cohesive dramatical curve. It shouldn't be much different from what we've done so far though in terms of content.

How well off do we want the colony to be? Are we talking more punk in this scifi or more high end scifi? I'm thinking that the new arrivals should be cleaner and have cooler gear but the overall state of the existing things are kinda worn down. But do we want like shelters or complete buildings and such that are in disrepair?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on February 03, 2022, 01:32:09 AM
We need to sneak some scifi owl merchants in there. Personally I liked how they were in in Mystery. Acting like a secret shop. Maybe it's overkill, but we could do a custom shop for them where you can buy stuff for Owl-Tokens you find in the map.

Let me know if you want me to do some art or something. I'm down for whatever. Might not have that much time this week, but can probably get started at least.

I love that the Owl Merchant has escaped beyond the first game. Speaking of one day we should put some version of Lost and Found on the site. I know it's amateur hour compared to what we do now but it's important to the lore of every Chain Game in someway. Heart of Gold is the first not to reference Devon in some way...took me more effort than I would like to admit to not do that. Did put in Le'carvat ref though so technically it ties even there.

Yeah, if we go with many party members then the portrait and caterpillar system may be a bit bothersome.
Although I personally feel that portraits are good at emphasizing the character's importance.

How well off do we want the colony to be? Are we talking more punk in this scifi or more high end scifi? I'm thinking that the new arrivals should be cleaner and have cooler gear but the overall state of the existing things are kinda worn down. But do we want like shelters or complete buildings and such that are in disrepair?

Portraits are a must. I miss how expressive they can make a cut scene and I can say ith a lot of confidence they were 90% of why people went nuts for Spring Valley's cutscenes over other games. I also agree the caterpillar system is best with small number of people.

Hmm the tech level for the colony should be pristine/realistic at the least I think the rest of the world can have your typical alien ruins of various levels of tech.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on February 03, 2022, 03:16:36 PM

I plan to make my own part like an episode of a TV show, not just a questgiver that leads to things but entering a place which triggers a cutscene and then at the end of the cutscene you have something to resolve. Kinda like a Simpsons/Star Gate episode or something. The relevant characters will be part of it, others may make short appearances but it's an episode with its own cohesive dramatical curve. It shouldn't be much different from what we've done so far though in terms of content.

I like it, sounds solid.


How well off do we want the colony to be? Are we talking more punk in this scifi or more high end scifi? I'm thinking that the new arrivals should be cleaner and have cooler gear but the overall state of the existing things are kinda worn down. But do we want like shelters or complete buildings and such that are in disrepair?

I like the idea of the older generation being more scrappy. Like they had to survive with what tech they had and what they could make from the planet. While the new arrivals have the new hot stuff that might not even have been available when the old one left for the colony.
There could even be some tension between the old guard who survived on the colony relying on their instincts and knowledge and the new arrivals with all their gizmos and gadgets.


Like I said I haven't had much time to do art this week. But I whipped up a first npc. Sorta security guard thing of the new arrivals

(https://i.imgur.com/C51GXBv.png)

Turned a bit Halo-ish but might work.

I'll try to do some more generic npcs this weekend. Maybe I can whip up a chipset as well.

How should the base chipset be like? Is it actually outdoor buildings on the planet? Or is it an orbital or underground base?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on February 03, 2022, 07:34:49 PM
(https://i.imgur.com/C51GXBv.png)

Turned a bit Halo-ish but might work.

I'll try to do some more generic npcs this weekend. Maybe I can whip up a chipset as well.

How should the base chipset be like? Is it actually outdoor buildings on the planet? Or is it an orbital or underground base?
Nice! Will expand on that to make a squad.

Right now the prototype base is the Spring City Slum tileset mixed with the industry city for those slick metal-ish walls. But that's just a placeholder for me to mess around and think about dimensions and what would be suitable. Not sure how I want to play it to be honest.
A part of me want the partly successfull terraforming to show in the colony with actual grass and some partly finished Stepford Wives building, as if the original colony was made to resemble some golden age utopia.
Another part of me want it to be more run down in the style of say Borderlands' New Haven, or the style of Fallout. With some parts being clean and other beaten.
And the third part just want it to be more of an "in the dome" construction, more mechanical, as if something was just offloaded there. Of course the dome itself wouldn't be visible except from the outside.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on February 04, 2022, 10:43:59 AM
I'm liking this a lot : ) I think the dome that you start in should be very new and clean, but if there was a previous expedition force that disappeared you could find that dome and it would be  acopy of the starting one but all horrible and decayed. Kind of like the fallout vaults
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on February 05, 2022, 12:24:37 PM
Made some more charset.

Figures since they are like an organized team they could have uniforms based on the classes you posted before. So here's what I got:

Fighter
They are based on the first charset I posted. But made a helmet-less version as well.
(https://i.imgur.com/fUAYh39.png)

Infiltrator
(https://i.imgur.com/fdYb1Z2.png)

Engineer
(https://i.imgur.com/vUITpGd.png)

Support
(https://i.imgur.com/j9vb0gw.png)

Totally-not-a-mage
Figures this could be like some sort of secretive special ops thing. And they are "anonymous" and never remove their helmets. But they each got a unique helmet design to keep them apart. Maybe there can be a rumor floating around that they are actually aliens masquerading as humans. Dunno, do what you want with it. 

(https://i.imgur.com/hXRfKxJ.png)



And here are templates for all the classes. I think going the uniform design direction would speed up charset making process. Since now we just need to stick a head on them and call it done.
(https://i.imgur.com/KCtUltI.png) (https://i.imgur.com/YBx6vxN.png)


But one really annoying thing with the whole recruiting npcs and take them with you is that we have to do battlecharset templates for male/female and each class. That's going to be painful.



Edit:

I like the idea of a dome city. But you want it to look kinda modern? Like apartment complexes but a bit more scifi looking? I can do it. But probably won't be able to finish the chipset this weekend.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on February 05, 2022, 09:27:44 PM
Great work Momeka, gonna make some more sets with these to make them fit in.

As for Battlechars, I just assume we will make battlers for our own characters when we make them. At most I suppose we will have like 3 of each type, so that's 15. And if we don't feel like making another battlechar, then maybe that's a character that doesn't need to participate in battle.

And yeah, let's go for the dome for the hub. It would make sense. Maybe living quarters isn't the big problem here but power and energy etc instead.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on February 06, 2022, 01:27:55 PM
Those look great : ) Nice one! No rush with the chipset, we're not on a time limit here at the beginning.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on February 11, 2022, 07:15:41 AM
This week has been pretty stressful too so I haven't managed to get anything done. But I'll see if I can get started on the city chipset over the weekend.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on February 12, 2022, 03:50:32 PM
No problem, I'm thinking of starting the actual work in March, so just messing around with some character planning, sprites, some systems etc to build on when the time is right.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on February 17, 2022, 08:36:43 PM
There is one cocern I have. Will we be able to make a Mythic Dawn style bad guy or a Alduin styled central threat? Cause like it or not our stories have always been bad guy centric even when it turns out it's a feint like it was with Olokun seeming evil until we got to know him and understood WHY he was doing what he was doing. Heck Moose set out to make Heart of Gold with no real bad guy and ended up Voltronining in a villain that made others look kinda simple by comparison. Say what you will about the first Chain Game "Lost and Found", which we should totally put some version of on the site, but one thing it didn't lack was villains to the point of being almost as convoluted as KH in the layers of them what with the Fiend Inc seeming to be our big bad only to reveal there were free agents like Bluman's The Masked Killer which lead to finding out even he was just an Agent of the org and there was even a division above, well in the afterlife, of Fiend Inc.

I digress getting lost in nostalgia and reminding myself of why Purps thinks we need a wiki at this point but it is there: we use villains t drive a plot forward which is notoriously tricky in open ended games. TES even does it kind of poorly sometimes as it breaks up the story 'line' when you have mercurial bad guys. I would say the best example I've ever seen in possibly in Mas Effect until the end chapter. We should take a moment to analyze some central villains in media cause while one strength we can rely on is "plenty of threats out there" like we did with Juno we did almost **** that up till Red tossed in Wodan who helped me tie it all together....<.< Cause you know I fucked up the Perses by having Juno blow up/save their planet to get a private army...Which should have been part of the ending come to think of it. XD Hindsight is 20-20.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on February 18, 2022, 06:05:27 PM
Didn't you say we should avoid the big villain showdown earlier in this thread?

Right now I have some threats outlined, although there isn't a villain per say. People that are clear antagonists to what the player wants to do? Sure. The very real threat of the colony falling because of the lack of power? Yes. Alien wildlife on the world - hell yeah. Possible xeno civ incursion happening? Maaaybe...
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on March 02, 2022, 10:36:14 PM
Hey it's March now!

Not a lot of progress on the game itself. Had a bit of a brick wall with parallel process common events not working as intended which forced me to add things to the maps, not ideal but easily worked with at least.
Tried to flesh out some characters and plan skills and such. Thinking that if we set up most of the "battle event" skills from the start it will be less fiddly later on.

One of the things I wanted to take from Heart of Gold is the limited MP, without leveling up Mp will be limited from the start and can be increased through items/upgrades. It also makes Items that invokes skills more important. Does it sound like a good idea or not?

As for the main character, I have 3 suggestions for his predicament.
1. He is merely there because one of his parents are important for the colony, such as a scientist/engineer etc.
2. He won a competition, Charlie and the Chocolate Factory style. Not everyone likes this.
3. He was supposed to take care of the goats, however, all the goats have fled and mutated so there is no need to take care of any goats. Except for... taking care of them *wink*.

Made some varieties of the class suits just so it's easies to make new characters without everyone looking too much the same. But once again, I kinda expect people to make meaningful characters stand out anyway.
(https://i.imgur.com/iMz7Jsb.png)
(https://i.imgur.com/wBpYHrM.png)
(https://i.imgur.com/8DTThOJ.png)

Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on March 03, 2022, 10:04:13 AM
I quite like the 'important parents' idea because they could be a good source of early missions. And yeah, limited MP sounds cool, I like the idea of that resource management where you only use the powerful stuff when you need to.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on March 17, 2022, 07:12:11 PM
Not a lot of progress this week either I'm afraid. Could use some more inspiration go get off my ***.

Skill ideas for the different classes though:

Fighter
Med kit - heal self
Lasers - big damage single target
X shot - Elemental damage
X laser - Big elemental damage
Battle stims/Rage - increases most stats on self
Flashbang/Disarm - inflicts "blind" that prevents attacks form hitting
Grenade/Mass attack - deals damage to all enemies
Critical strike/Pierce - ignores target's defense
Barrier/Sentinel - prevents non-fighters from taking damage
Support system - heal all allies but not self
Tenderize - decrease enemy def by 10


Infiltrator
Fuel cells - restore mp
Headshot - big damage single target
X shot - Elemental damage
X blast - Big elemental damage
Cloak - dodge all self, stun, heal
Crag shot - damage and stun
Grenade - multi hit attack, ignores defense
Rapid Fire - multi hit attack
First aid kit - heal an ally, remove some status
Infection - inflict poison
Caltrops - slow all enemies


Specialist (Previously Engineer)
Energy surge - restore mp any ally
Rocket - big damage single target
X shot - Elemental damage all enemies
Physical protection all
Elemental protection all
Stun all enemies
decrease enemy resistance
remove enemy positive effects
Berserk
Silence
inflict barrier, double def


Support
Supporting fire - Inflict haste on allies
Reinforce - increase ally's def by 20
Increase ally's atk by 10
Increase ally's mag by 10
Increase ally's dex by 20
Remove incapacitating status
Remove damage dealing status
Remove enemy effects, barrier, rage, haste, insight
Revive dead
Heal ally
Heal all allies
 

Spectre (previously "totally-not-a-mage")
Elemental damage
Elemental damage all
Elemental big damage
Elemental massive damage
Double casting
Mp steal
Inflict Sleep all
Inflict poison all
Hp steal
Elemental 2 damage
Elemental 2 damage all

Didn't come up with names for all of the skills. Not sure if we want standardized names and skills for all characters. I figured characters can have different elements for their skills to create some more variety and usefulness.
Also, maybe make the Fighter a pure melee class to make it stand out more?

As for elements, this is the idea:
Fire - it's fire, like a flamethrower
Poison - acid, poison, stuff like that. Not just a status effect, damage type as well.
Plasma - what even is plasma except extreme energy and heat? It's an element now
Electric - cattle prods, tazers, tesla guns, emperor's shock. Stuff like that.
Cryonic - because ice is cool. Get it? Cool!
Psionic - super special mind damage
Melee - all things melee, blades or blunts, doesn't matter.
Range - all things ranged, guns, nail guns etc.
Shake - like an earthquake, war stomp, etc. Flying stuff should be immune to this.
Absorb - element for hp steal and mp steal. Some enemies would be immune to this.

Do we want fancier coded skills? I assume we want to get those into the project as soon as possible then.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on March 21, 2022, 06:51:56 AM
Sorry, I've been MIA a lot. I can also get off my *** and look into the base chipsets.

The skills sounds solid. I like it. Maybe the fighters could be trained with some cool melee weapon. Like they are wielding some fancy scifi spears or something.

Do we want fancier coded skills? I assume we want to get those into the project as soon as possible then.

I think we can save custom coded skills for the hero. I don't think it's too bad to add it as we go. Just need to copy paste a bunch of stuff. But I think who ever decide to add it should make sure they make it work with all the combat that is in the game up to that point.

Didn't you say we should avoid the big villain showdown earlier in this thread?

I rather not have some big villian. Instead have the harsh planet and the group survival be the main driving force in the game.

Quote
3. He was supposed to take care of the goats, however, all the goats have fled and mutated so there is no need to take care of any goats. Except for... taking care of them *wink*.

This one sounds solid, I like it!
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on March 24, 2022, 11:03:50 AM
It feels like soldier might be TOO much of an all rounder if they can deal lots of damage and also heal? I like the fact they can protect non fighters and healing themself with a medpac is quite cool but maybe healing other party members would make them too useful and make people not think of using support members? Other than that, looks very cool : )
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on March 30, 2022, 04:13:45 PM
It feels like soldier might be TOO much of an all rounder if they can deal lots of damage and also heal? I like the fact they can protect non fighters and healing themself with a medpac is quite cool but maybe healing other party members would make them too useful and make people not think of using support members? Other than that, looks very cool : )

Technically that describes Juno to a tee and I suppose she was over powered. Hard to tell as Odyssey had such a strange plateau for the endgame when it came to over leveling but that was the thing about her. High damage output with the ability to heal or regen EP at the cost of active turns. The balanced thing I remember we did with her was having EP stat enhancers but they were optional or rewards at the end of dungeons. I think that could help.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on March 31, 2022, 10:13:19 AM
Juno was the main character though so that makes it a bit better. If we're selecting a party of specialists then we want a reason to pick certain classes over others.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: CherryWine on April 01, 2022, 09:49:03 AM
This is a thread full of ideas. I hope you don't mind me noting down few of them and improvise it for my future use.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on April 20, 2022, 10:34:53 PM
Allright, just gonna come clean.

Lots of stuff in life is killing my vibe to work on the chain game and the game is still just a skeleton framework a month later, not much of a start.
I have like 10+ different WIP resources of things I intended to do and finish such as battlers, battle animations, tilesets, charsets, interface etc. Just not finding it to finish them, some are barely started.
I find myself putting off working on anything because it feels like a lot of effort, so I end up finding excuses to do something else.

Like, I want to work on the NPC charsets, well I need to know where they should be, so I should map out an overlay for the dome. Oh, I don't have a chipset for the dome maybe I should work on that? It would be easier to visualize... Hmm, these objects would look cool, like a place, how about adding this archetype of character to this area? I better write that down in my document so I don't forget it. Maybe this should also be a playable character? What class would suit it? Oh, maybe I should make room for 3 of each kind of class for events and such to make everything nice and neat in the future. I kinda dig that idea though - Maybe I should make that NPC charset first...

So in summary, I am procrastinating which means the project is going nowhere.
Right now I feel like sending it to someone else who can start it seems like a better idea than me holding onto it.

The skills are in the project, statuses, elements, a few items, a few test enemies. Just two maps because I never finished my tileset. There is a (terrible) template for a copy of Momekas Grimoire system. 3 mini games for gathering resources and a bunch of events with NPC comments and their relations to each other.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on April 22, 2022, 08:32:31 AM
Yeah, I feel you. Work has been really stressful the last couple of months haven't really had time or energy to put into making art for you. Seemed to have calmed down a bit now though, so I can get started on the tileset tomorrow.

An issue with the plan we have is that it front loads a bunch of system and design on you. But I don't think we should forget it's a chain game and an iterative process. You could do one class, one minigame or subsystem. Work around that to put together a starting area that introduces the world and let the rest of us add to it as we go.
If you do want help with some system or anything let me know, I can do a system or two and send it back to you as well.

Or if it feels too complicated of a plan we can try and retrofit it into a normal chapter based chain game?


Edit:
Started on the base chipset. Made it kinda similar to the spring valley city one
(https://i.imgur.com/Oqj4S1i.png)
I'll try to finish it tomorrow
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on April 23, 2022, 11:13:13 AM
Finished the base chipset:

(https://i.imgur.com/PysnpEw.png)

And here's a door with open animation. Also a blinking red locked version. Figured the locked doors mark doors you need to get a key to access, while the purple doors in the chipset is just a door you will never be able to enter.
(https://i.imgur.com/XzaZhYL.png)

Also made a larger alien "tree" didn't put it in the chipset as I felt there was enough of them for a base chipset.
(https://i.imgur.com/TzbXNta.png)


(https://i.imgur.com/bFZwxJE.png) (https://i.imgur.com/nQwF7Dy.png)



So in summary, I am procrastinating which means the project is going nowhere.
Right now I feel like sending it to someone else who can start it seems like a better idea than me holding onto it.

If you really want to I can give it a try. But it might take a while, I'm unsure how much spare time I will have for a while going forward. So my "chapter" will probably be pretty small and more of a set up to start from
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on April 23, 2022, 11:24:42 PM
Looks great Momeka,

I can send you what I have so far.

Also, this is part of the current WIP map of the colony, funny how well it suits it.
(https://i.imgur.com/p1fUznL.png)
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on April 25, 2022, 06:22:51 AM
Any objection to me starting or is there anyone else that would rather do it?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on April 25, 2022, 10:33:19 AM
I'm happy for you to start : )

Thanks guys, don't worry prpl it's no big deal! I'm personally happy to not start this one, I know it's a lot of work.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on April 26, 2022, 08:08:05 PM
I've slowly started by doing some art and maps. Thinking of having the winning condition of the game to max upgrade the base and having progress locked behind the base upgrades. So upgrading the base unlocks items and equipment you need to access new areas in the world. That way we can easily split the game among us with base upgrades.
So the next person would take Base Level 2 - 3, add a new area and whatever comes with that base upgrade etc. What do you think?


Here's also some random screenshots:
(https://i.imgur.com/kMCWEAl.png)
(https://i.imgur.com/oN1iTT2.png)
(https://i.imgur.com/FYGZ1Yq.png)
(https://i.imgur.com/7YOEUcG.png)
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on April 27, 2022, 10:31:52 AM
Looks really cool. I guess as the base upgrades, story can also emerge.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on April 28, 2022, 08:07:15 PM
So played the 'demo' and have to say I like the mining/resource gathering systems. Big fan of the Specialists' gold armor, the visuals are nice, if a little edited Spring Valley and the enemy design looks fun! I also think the title is suitable and it's awesome I didn't have to name one! =D I have you all trained!....Er we're not as lazy I mean. <.<; Yes.


I've slowly started by doing some art and maps. Thinking of having the winning condition of the game to max upgrade the base and having progress locked behind the base upgrades. So upgrading the base unlocks items and equipment you need to access new areas in the world. That way we can easily split the game among us with base upgrades.
So the next person would take Base Level 2 - 3, add a new area and whatever comes with that base upgrade etc. What do you think?

Damn those shuttles making me wish I didn't have the personal rule not to turn this into a space explorer like Juno...<.< But I must. Also like the Upsidedown Stranger Things fungi everywhere so far. So basically like what we did with Dustbowl then in the last game? Just...more directly unlockable and less tied to the story? I think I can handle that. I need to practice my mapping skills though so I can actually do the maps I want and not end up using old stuff or asking you guys for things. Hmm also have to adjust my mindset to open world deving. Never done it before even when I wanted to make my own Minecrat mods...Think I'll make a little sampler test area to get my mindset in it.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on April 28, 2022, 10:39:45 PM
Thanks Fish.

I think that as long as there is an incitement to explore open world will be fine.
We could add collectibles of different kind, such as the birds in Heart of Gold. Or place resources of different kinds that are needed in difficult to reach places.
Or just take the metroid route and place stat upgrades and unique weapons and upgrades out there.
Regardless, gotta make it feel alive somehow.

Also, realized that I had removed the npc map with character notes. So here they are instead. Feel free to use or dismiss, didn't come up with names for them all.

Quote
Henderson - governmental official, knows most things about what's going on, both in the colony and the powers beyond, keeping tabs on the people there.

Davidson - Henderson's bodyguard, Spectre. Doesn't speak, just intimidates.

Captain B. Fletcher - military official in charge from first ship. Will not admit that anything is going awry. Keeping things away from the population is the best for the colony. The best for humanity as a whole.
 
Sergeant Cochrane - second in command from first ship, went from a hopeful military man to a nihilist opportunist while stuck on the planet. Agrees with most of the captains decisions but is known to meet other parties of power in the colony. While the colony is the most important thing, its people aren't.

Captain J. Dionys - military official from latest ship, wants to work towards solutions instead of retaining a meaningless status quo. Is pushing for more corps recruitment and activity.

Ethel Damina - Part of a dynastic corporate family who have participated in all of Sol's terraforming projects over the generations. Has contacts in high places within the colony. Believes birthright is the most important factor in life. Social darwinism at its extreme. With the colony breaking down, and she having the knowledge of it she has set up an enterprise to give loans to the citizens which will eventually end with them in debt to her, and not being able to pay back, be forced into servitude as per the contract.

Suzette Damina - Ethel's younger sister. Fully and completely trusts in Ethel's decisions, but has far more humanity and empathy. More of the official face of the family in the colony while Ethel is working behind her back. Is not aware of the loaning plot.

Chuck Stegaare - The current highest ranking board member of Planitas Defensive Equipment of Sol on the  planet. Is aware that they have a monopoly on a lot of equipment that people need. Is not interested in giving it away. Business is business. PDES as a company has a long standing feud with the Daminas.

Stavros Lambert - Previous highest ranking employee of PDES on the planet, while hard to begin with, softened with the years on the planet and contributed a lot to the colony's continued survival. One of the original supporters of the XX corps. Is no longer in charge because of Stegaare's arrival, not happy with the new direction.

Diane Megaddo - One of the renowned scientists in the colony, everything found and encountered should be studied and tested to its limit. Breakthroughs are waiting around the corner. It is their duty to try everything. Costs and casualties does not matter if it could potentially lead to a better future.

Elmo Carius - Science is made for the people, therefore nothing should be hidden. Every new piece of information should be shared with the community. Only the individuals themselves are responsible for how they use this information, or how they choose to react to the discoveries made.

Varina Rodonovich - discoveries made can improve the human genome, for humanity to survive they must evolve further with scientific aid. Mechanical or biological does not matter as long as progress is made. No act is too evil if the end gives results.

Ayrian Venotny - leading scientist from first ship, is not happy that new scientists have come to take over his work. His biggest breakthrough has been hidden from the public, and most of his other theories have either already been established or disproved by the scientific advancements during his years away.


Survival - values her own survival over the lives of the squad, at the end of the day you need to look out for number one. Working with other people is a means for their continued survival.

Failure - his inaction during a mission lead to the rest of the squad getting hurt and the objective was lost. Will do anything to avoid future failures. Including avoiding any challenges and harder missions.

Peer pressure - is often pulled along for the ride because the people she grew up with are doing things. Joining the corps was such a thing, but she is determined to live up to the expectations set by her peers.

Curiosity - is curious about the mysteries on the planet and has let other social relations gone to dirt to feed that itch. Childhood friend with, sister of

Guilt - Guilty that her squad mate was sent on a mission instead of her in which the friend died. Now suffers survivor's guilt and blames herself.

Desire - is determined to turn a bad situation around to fulfill their dreams and come home
Instability - has suffered by the loss of squad mates over the years and reacts in-proportionally emotional to everything that happens.

Widower - lost the mother of his child and is trying to be a good father while also doing his duty. Has a hard time finding that balance and instead creates conflicts.

Love - Joined the colony defense to protect his family and the woman he loves. Childhood friend with

Loyalty - Family woman with grown kids who dotes on her squad members and makes sure that everyone is doing well. Will put herself in harms way.

Honor - is stuck in a relationship with a person they no longer love, however, their families are keeping them together because of status and standing. The honor of the family is more important than individual honor, everything can work out if you just change yourself enough.

Obedience - An old soldier who've been at it for some time. Doing his part is all that he knows, he does not consider himself to know better than the leaders, and neither should anyone else. They've made it this far right?

Vengeance - lost his brother to a specific type of monster and is determined to kill every last one of them. Convinced that they are all the same and in some way connected to some sort of plot to rid the planet of humans.

Inequality - was dismissed for a promotion and his rival was chosen instead because of the families they were from. Has given up on that promotion, is not interested in doing anything about it. But is determined to prevent any other inequality from affecting the colony.

Unfulfilled - life just isn't what it was supposed to be. He got the promotion he wanted and the relationship he wanted. But he is still not happy. Pushes himself too hard to find that happiness.

Perfection - strives to perfect every skill there is to be the best at, try everything and elevate the field to new heights. ¨

New chances - lived a bad life where her skills and education was being wasted, left all the trouble behind to start life anew and make something meaningful out of it.
Egoist - since realizing the dream was not possible has left his duties more and more to search for personal achievements and fulfillment.

Virtuous - a bit of a recluse to the other squad mates but is actually just a good person who doesn't know how to make things better which brings him down. Wants to do a big gesture to make everyone, both old and new believe in the colony once again.

Freedom - believes that the colony should belong to its people and not Sol, especially since being stranded on the planet. Tried to perform a coup but failed.

Hatred - Decided to join the corps to vent all her anger at the situation they are in. All the broken promises and unfulfilled expectations has left her loathing the planet and wishing nothing less than to destroy and mold it into what it should have been.

Dishonor - Considers himself to have been dishonored by the old colonists when he arrived, even when explaining the rules and laws and how things are supposed to be people aren't respecting his opinion or experience.

Pride - is fueled by the pride of doing and important part to the colony and takes pride in the work, but is also unable to step down.

Greed - is only in it for the paycheck, status and safety of being armed with high tech gear. Is not willing to share any of that with anyone else.

Revenge - lost her position when the new ship arrived, when confronting the authority about it was dismissed. Is now determined to get her revenge by rising in rank and earn more status to make their lives a hell.

Lust - Is a married man but is infatuated with poster woman of the corps, dislikes when people criticize her choices and actions. Feels a new to protect her

Jealousy - is unhappy that her crush is dating someone who isn't good enough for him and is determined to do anything to screw that up, is now joining to be close to the guy and taking loans to impress outside as well.

Overworker - works long hours and puts all energy into the work, has neglected her relationship with her husband the last couple of months which is one the verge of a divorce. She believes the good her work does should trump her husbands desires.

Power - manipulates and scams people to achieve his goals, using other people without regret such as winning in gambling or collecting debts.

Anxious - former scientist, now collector who is determined to save everything from being forgotten, both people, the things they brought and the things they are adapting to.


Death - lost most of family in an accident caused by the terraforming, is determined to make their death's count, to make sense if the injustice of it all.

Humiliation - he was made fun of and berated during training because of his issues, blames himself and is determined that if he only works harder he can make up for it. And not be the brunt of the joke again.

Pain - was not made for the soldier life but is not smart or ambitious enough for science either. Tries their best to avoid missions as they know they will end up in trouble.

Rejection - he was dismissed as being nothing but a loaf and golddigger by his crush's siblings and deemed unworthy to get close to her. Is determined to prove everyone wrong.
Loss - Her only son was lost during a mission, didn't return.. Wants to find his remains to give a proper burial. To know what happened.

Regret - did not do enough for his sister when she still lived and is now disappointed with himself for not being a better brother and being unable to help her. Does not believe things can change and is therefore broken by this.

Shame - made a mistake and is now convinced that he is not worthy of the people in his life, has trouble loving himself and therefore a hard time understanding that other people are there for him and not just for obligations.

Old scars - used to be close friends with one of the leaders, but had a fallout because of different values on a topic. Has now realized that the whole thing was petty, hopes to heal those wounds.

Tsundere - Totally doesn't have a crush on the captain, and totally doesn't consider the player to be a friend.

The goatherd - was sent to the planet to tend to the goat population, but the goats were changed by the planet because the terraforming failed and he is now waiting for a solution to arrive. Carries a tube with a goat fetus.

The golden ticket - she and her family won a competition which allowed them to travel to the planet. Some people dislike this as they aren't overly useful for the colony, others because they worked hard to secure their place.

Role model - veteran of the corps and presented as the epitome of the corps, both a skilled soldier and an empathetic individual who is a good model for the youngsters and new recruits. Can't step out of line or risk taking the faith in the corps down with her.

Hero - veteran of the corps and been at it since the first ship. All the old colonists look up to him and his opinion matters more than the authority to the common people. After all, he's actually done something.

The doppelganger - is trying to win the same kind of respect that other people in the colony receive by doing the same as them. But kinda suck at most things.

New blood - leader of the first kids born on the planet, not old enough to do anything for the colony yet but is determined to have their voices heard.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on April 29, 2022, 05:28:44 AM
Awesome, with the characters, prpl. My intention is to use the story/lore you posted before. Not sure how much of the politics and characters will be in the start, writing and story isn't my strongest side. But feel free to go back into my part and flesh it out.

Here's how I'm thinking about the open world: You can't leave the main base to go directly into the wilderness. Instead you take a shuttle. When you take the shuttle you see a world map and get to pick a zone to be dropped of in. Each zone is a larger area to explore and they are tied to the base level. So upgrading the base level also adds a new zone to the map.
Thinking there can be barricades between the zones as well, so you can buy items from the base to destroy them and interconnect all the zones into a larger open world (like Pokémon HM)

Also thinking of having a special resource, a crystal or something. Each zone only have one of them and one is always required to upgrade the base to the next level. So if we have main story events we want to happen in a zone we can gate the crystal behind those events. Think it will be a pretty effective way of making the player experience what we want and forcing them to explore each part of the world.

Doesn't mean we can add events and new things in previous zones as well as the game progresses. Think it would be fun for the player to return and have to explore older areas. And with a Pokémon HM style system we can have smaller sub areas in previous zones that you can go back to and unlock.


Also not sure what you guys think about it. But I was thinking of removing gold and experience from fights. So instead you just get items from defeating monsters. Some of these items can be sold for gold and other can be traded in for Research Points (RP). And these RP can be used for various things in the base, one being leveling up your character. Thinking you could also put in RP to research new gear and such in the base, that gets added to a shop. But I'm not sure yet, depends a bit how long everything else takes to make.



I also like the idea of collectible side quests. We should definitely put something like that in.


Also here's a swamp

(https://i.imgur.com/2tIGb5x.png)
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on April 30, 2022, 04:12:16 PM
Thanks Fish.

I think that as long as there is an incitement to explore open world will be fine.
We could add collectibles of different kind, such as the birds in Heart of Gold. Or place resources of different kinds that are needed in difficult to reach places.
Or just take the metroid route and place stat upgrades and unique weapons and upgrades out there.
Regardless, gotta make it feel alive somehow.

Also, realized that I had removed the npc map with character notes. So here they are instead. Feel free to use or dismiss, didn't come up with names for them all.


AHA! The missing link to build the story around. Thanks for that Purps adding it to my document with Chain Game ideas for this year. I also might add the base ideas I have to the list. Oooh should we take another stab at what we did with Juno? Collective ideas Google Doc to posit stuff and leave notes? I know it wasn't a great thing with Juno but did smooth out some rougher spots/get neat source material even if we didn't use it all. Kinda wish I had saved it actually now cause so many scraped ideas could be used for side quests or even main story not that I think any of us really want to focus on the story path itself this go. In fact this may be the first where villain groups and big bads don't really matter in the long run.


Awesome, with the characters, prpl. My intention is to use the story/lore you posted before. Not sure how much of the politics and characters will be in the start, writing and story isn't my strongest side. But feel free to go back into my part and flesh it out.

Here's how I'm thinking about the open world: You can't leave the main base to go directly into the wilderness. Instead you take a shuttle. When you take the shuttle you see a world map and get to pick a zone to be dropped of in. Each zone is a larger area to explore and they are tied to the base level. So upgrading the base level also adds a new zone to the map.
Thinking there can be barricades between the zones as well, so you can buy items from the base to destroy them and interconnect all the zones into a larger open world (like Pokémon HM)

Also thinking of having a special resource, a crystal or something. Each zone only have one of them and one is always required to upgrade the base to the next level. So if we have main story events we want to happen in a zone we can gate the crystal behind those events. Think it will be a pretty effective way of making the player experience what we want and forcing them to explore each part of the world.

Ooh I normally dispise maps that use this system but oddly that does sound like we can focus on larger areas without worrying about connecting them on single map and causing lag. The special resource collecting creates a goal for each area which in lieu of overarching story could be a good marker for game progression as well as a ay to track player progress as a variable that unlocks story stuff at the Settlement. Kinda Jedi Fallen Order/Skyrim that: complete the story as you want and move on only when you're ready. I like it! Also having a ahcievement system might not be a bad idea at some point to pin point where the player is for themselves but also for us for when we decide to code in the endings or just fun paths you can only get if you pathfind certain events.

Quote
Also not sure what you guys think about it. But I was thinking of removing gold and experience from fights. So instead you just get items from defeating monsters. Some of these items can be sold for gold and other can be traded in for Research Points (RP). And these RP can be used for various things in the base, one being leveling up your character. Thinking you could also put in RP to research new gear and such in the base, that gets added to a shop. But I'm not sure yet, depends a bit how long everything else takes to make.

This is necessary I think yeah. The player needs to be more creative in gathering pure cash and we already positied trying to move away from level ups too if possible. Perhaps we should ascend Juno's DNA system a game early? Make it so that obtaining a Key Stone (working name for the unnamed goal crystal in each area to keep my OCD mind at bay) unlocks a level of the shop and depending on the goals in the area you get one DNA Point to spend on the character for upgrades. No need for stat leveling that way and weapons are more cosmetic/situational like Monster Hunter right?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on May 14, 2022, 12:42:46 PM
Would you guys be opposed to doing first person battles? It would save so much time on doing battle characters. Specially when we're aiming for a lot of characters you can switch in and out.


Here's some random progress shots:
(https://i.imgur.com/HSkzfFS.gif) (https://i.imgur.com/zcPCNSq.gif) (https://i.imgur.com/PYHrZ6L.gif)

Progress is real slow. If it was a normal chapter based chain game I would probably been pretty close to finish. But this is way more complex than the others. Still making the resources and systems for it all. Started mapping out stuff for the intro area.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on May 15, 2022, 07:14:49 PM
Looks great Momeka, digging all those poses and animations.

I still haven't finished any battlcharset so go ahead and do the first person battlers. It would be a first for us. Maybe do it like Mother where you only see the charset head at the top of the character's stat block.

Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on May 16, 2022, 02:56:17 AM
Gonna warn you that is way harder than it looks in RPG Maker 2003 as it was a goal of mine after playing some RM 2000 games...and coincidently? I have my template from those. I almost played with it the other day while trying to jump start my creative process for cool classes & experiments for on going stuff with my own projects.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on May 22, 2022, 10:27:33 AM
Almost done with the skill selection system

(https://i.imgur.com/gfSkN3P.gif)

So I made it only work for the main character. Each tier and the skills in each tier are tied to base upgrades. So say upgrading the base to level 3 might unlock tier 2 and 2 tier 1 skills etc. The number of available skills is also tied so a variable to we can connect to either base upgrades or character levels etc.
Figured the party members recruited from the barracks can just have skills. It will be less of a headache for us all.

The number of skills is set. It will be a bit of a pain to change it. But there is 20 skills in total for the player to learn. 8 in tier one, 6 in tier two, 4 in tier 3, and 2 in tier 4.

Should be pretty easy to update the system with the names and info for the skills you make. You will just need to update two images in the project. I'll provide the font I've used in the project as well so you can use that if you want.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on May 24, 2022, 01:15:27 PM
Looks aaawesome : )
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on May 25, 2022, 05:43:53 PM
Let us know if there is anything we can help out with. I have some charsets lined up that I probably have time to finish in a week or so.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on May 27, 2022, 05:29:02 PM
More npcs to fill out the maps with would be nice. Also I don't know if any one else is musically incline other than moose. But if you have time sometime some tracks would be nice.


Also finished the character selection system:

(https://i.imgur.com/rawu3j4.gif)

It has room for 48 characters in total, 16 in each tier. Also added a rank for each tier. Figured you can spend resources to upgrade a tier up to 3 times. And it gives each character in the tier a level up.
Also decided to bite the bullet and make a **** ton battle characters. Tried front view battle but it was really unclear who was being attack etc. think it would just be annoying to play.

Don't think the system will be too complicated setting up. But I'll try to write some guides for the custom systems before I finish up.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on May 28, 2022, 03:41:15 AM
That scrolling background is so satisfying. @u@ Tiers in place of levels then? Interesting concept. Effective and rewards currency grinding. I like it! Also wow that's more characters than any RPG so far including Juno's Odyssey.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on July 14, 2022, 04:32:27 AM
**Pokes the project with a stick to see if it moves**
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on July 14, 2022, 06:39:40 AM
I'm working on it. Currently on vacation over the summer, will not be able to work for some weeks. But since this is game is a bit outside of our normal chain games and requires several custom systems it's taking a while.

I've finished most of the custom systems (80%). Started making the maps for the first open world area (90%). Made maybe like half of the level 1 base maps. Made the intro sequence. But have made 0% on the story and npcs. Made templates for charsets and battlecharas for all class types.

So will be some more work when I get back home.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on July 18, 2022, 08:28:37 AM
Sorry I didn't notice your mention of music Momeka, I'm up for it of course. Are we thinking just midis like usual? And what sort of style are we going for? : ) If you're not sure I think I can work something out based on the screens and themes so far
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on July 22, 2022, 06:53:10 AM
I don't have anything special in mind. I've added a royalty free track in the intro sequence and timed some stuff after it, but it's not midi. But doesn't mean the rest can't be midi. Would be nice to keep the file size down.

I can send you the project when I'm back home again and you can take a look at the environments.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on July 23, 2022, 08:49:58 PM
I say we follow the same rule for Spring Valley: Two MP3s will be fine but try not to raise it past 3. If you can find midi conversions to help keep compression down as Red said do it cause this will be quite large due to what we're trying to do. Heck it may lag out from the massive map and systems we're running alone even before the MP3 tracks play. RM 2003 is a steady 'ol gal but she's always hated when you put too much pressure on her. ^^; Held up well for a game engine it's own company abandoned once before though I think. Still know modern users of it outside our little cabal believe it or not.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on August 07, 2022, 04:27:38 PM
I'm back home again, going to pick up the chain game again. Not sure how fast it will go, my plate is kinda full at the moment. But I'll do my best.

In the meanwhile, Fish asked me about how the battles looks like. I've decided to stick with sideview, as it was hard to get the placement of the heroes correctly in fps view. Specially when we need to switch them in and out dynamically.

But here's the template battle characters for the different classes:

Infiltrator
Male
(https://i.imgur.com/OTBPcCZ.png)
(https://i.imgur.com/AEZX1WT.png)

Female
(https://i.imgur.com/WUmx80f.png)
(https://i.imgur.com/ab3lJRQ.png)

Specialist
Male
(https://i.imgur.com/kLUhOkf.png)
(https://i.imgur.com/9hMhFt0.png)

Female
(https://i.imgur.com/pH2q7o4.png)
(https://i.imgur.com/EMqx2z9.png)

Specter
Male
(https://i.imgur.com/JBBEbnj.png)
(https://i.imgur.com/cNq4AGa.png)

Female
(https://i.imgur.com/7Cz34hT.png)
(https://i.imgur.com/nItk9xz.png)

Support
Male
(https://i.imgur.com/hcBRj8U.png)
(https://i.imgur.com/IRN3Qsy.png)

Female
(https://i.imgur.com/DRPF6qc.png)
(https://i.imgur.com/lZcyu8j.png)

Fighter
(https://i.imgur.com/I1T4nQE.png)
(https://i.imgur.com/cNdF4Br.png)

So basically you just need to add heads to them as long as you want to stick with the basic look of the classes.
Here's some charsets of the classes as well for a general look of the class:
(https://i.imgur.com/2sakt3e.png) (https://i.imgur.com/CmfCCXt.png) (https://i.imgur.com/SP4Jr1v.png) (https://i.imgur.com/ix1xBdL.png) (https://i.imgur.com/m3SWStD.png)


And moose I try to get you a copy of the project soon so you can walk around in the environments. See if you get any inspiration.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on August 08, 2022, 02:49:35 PM
Nice, they look good : ) And thanks that'd be great! I've been busy with life so no rush.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on August 12, 2022, 12:26:48 AM
So much useful stuff

Whatever we pay you it's clearly not enough. OuO Amazing you created a system that just swaps heads! This gives me so many ideas on cameos or unique 'skins' the player can unlock.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on August 12, 2022, 06:48:38 AM
There is no advance system to swap heads in game : P You'll have to add your head to the image and save it as a battle character!
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on August 18, 2022, 07:01:13 PM
There is no advance system to swap heads in game : P You'll have to add your head to the image and save it as a battle character!

There is no system *yet I'm sure you meant knowing my deranged ***. >=D I'll probably at least make alternate player model for each Chain. Especially the first one since we lost the original file for CCG1 before I could get it uploaded.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on September 05, 2022, 04:27:28 PM
I'm sorry, guys. I don't think I'm gonna be able to do it. I just have too much other stuff going on at the moment, and I can't really relax to spend time on this.

Do anyone else want to give it a try? I can pass along what I have and that can be reused or scrapped at will. Maybe we should consider making a more standard game, cause there is so much set up needed for this one. I haven't even reached the point where I'm even putting together a playable story yet.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on September 06, 2022, 01:39:16 PM
No worries Momeka! I can take over if we need me to though I was hoping to not have a lead role in this one after spending a lot of time on heart of gold!
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on September 08, 2022, 07:06:38 PM
Awesome. Currently away, but I can get it to you on Sunday - Monday.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on September 24, 2022, 07:33:34 AM
Did you get the stuff, Moose?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on October 18, 2022, 01:30:47 PM
Hey bud! Sorry it took so long, I've been working on a text adventure style game in C# and didn't realise just how long I was procrastinating opening this up! I have now, I love the intro with the ship : ) I can kinda see what I need to do here so I'll start.

That piece of music, can I use the themes of it for my own music to tie things in or should I stay away from that for plagiarism reasons?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on October 19, 2022, 05:26:23 AM
Hey bud! Sorry it took so long, I've been working on a text adventure style game in C#

Nice! Sounds fun, I'm working on a C# game as well whenever I have some free time over.

That piece of music, can I use the themes of it for my own music to tie things in or should I stay away from that for plagiarism reasons?

I think it should be fine, and if it isn't I doubt anyone would really notice or care. We used resources from other video games and such in the past. Feel free to switch it out as well if you rather do your own theme for the game.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on October 24, 2022, 12:56:54 AM
Nice! Sounds fun, I'm working on a C# game as well whenever I have some free time over.

I think it should be fine, and if it isn't I doubt anyone would really notice or care. We used resources from other video games and such in the past. Feel free to switch it out as well if you rather do your own theme for the game.

Yeah I straight up stole wordless FNAF music for Spring Valley and some Suikoden Music for Juno and of course a bunch of Charas artists stuff that I had from the Second DOA Chain and Steam game but not a list of names for it. Hell Dren is probably the only musician I've ever credited by name for using his stuff XD Mostly cause his Jenova remix is pure plasma.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on October 25, 2022, 11:04:50 PM
I must admit I'm finding it quite hard to get into this properly - I feel like I'm trying to realise you guys' vision when I'm not 100% sure what it is! Is that 'new arrivals' charset supposed to be other people who've arrived with the hero?
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Momeka on October 26, 2022, 06:10:50 AM
That's just my vague idea I was working from. Feel free to completely scrap it all or just reuse the maps if you want. But my plan if you want to use it is that the ones in white/blue suits are the new arrivals at the base. They just shipped in from a long *** journey from earth and haven't been assigned their roles(classes) yet. The player starts as one of these as well, the one with the helmet on (had some idea that we could never show the players face, keep it neutral).

The player is told when arriving to get registered and head to the big building in the space port (the only one you can enter). There they are told they have a special assignment for you and to report to the science lab at the base.
So you take the tram there (don't think I really finished that part, but there should be a small cutscene of the tram ride somewhere).

At the lab the player would have been told they are qualified for the Vanguard role (charset hero_vanguard.png). A special role focused on exploring the wilderness of the planet. The Vanguards wears a high tech suit that can be upgraded with new programs and directives (skills and such). They are free to explore the planet by themselves or assamble a team from the barracks.

The first mission would have been to find a crystal (needed to expand the power grid or some scifi jazz) in the swamp area that is required to upgrade the base to level 2.

Figured each big area would have 1 crystal in it. And that's kinda how we gate progression. The player would always need a crystal to upgrade the base level. Upgrading the base level would give access to new items that can be used to reach new places in previous areas etc.


But like I said, feel free to do and use what you want. I'm also not sure about all the resource stuff, if we still want to go for that or not. I found it to be kinda overwhelming with all the work required to set everything up. But I had some ideas that they would be used for a bunch of other stuff, like special shops, player upgrades etc. We could just keep it simple and just have it for base upgrades to start of with.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on October 26, 2022, 03:02:02 PM
I must admit I'm finding it quite hard to get into this properly - I feel like I'm trying to realise you guys' vision when I'm not 100% sure what it is! Is that 'new arrivals' charset supposed to be other people who've arrived with the hero?

Poor Moose. You know it's a Chain Game right buddy? I mean we're trying to simulate an open world but other than that you shouldn't feel restricted in anyway and if you do then do what comes naturally to you! Tis the best part about these.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on October 26, 2022, 07:07:30 PM
Thanks guys. I have put a bit of a twist on it and started to make a little adventure before they get to the spaceport which should teach the player some basics. We'll see how it goes!
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Prpl_Mage on November 25, 2022, 11:49:45 AM
Hey guys sorry beeing a bit MIA for a while,  life stuff.
Glad to see all the work you put into the project Momeka. But I kinda feel like you're on point about sometihng, that maybe we went over our heads with all these ideas. I mean, it sounds like you have a good idea of what you want and how to do it. But it shouldn't be such a load on a single person. So I apologize for just sending the project your way when I felt that it was overwhelming without assisting any more with the load itself.

Life should be back on track but it's December soon so will probably get around nothing done until January. But let me know if we need any resources or something else done and I'll try to get to it.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on November 28, 2022, 12:06:47 AM
Hey Prpl : ) No worries!

I've actually almost written, then deleted, several posts here saying how I'm gonna give up, but each time I end up going back in and adding something instead. I've got a cool HUD working that shows your party members and what energy they have (I finally learned how to use the sprite picture system from seeing what momeka had done, it's really cool). I have some idea that it'll be more of a puzzle game where you have to use your party members to the best of your ability, utilising their special skills. You can only select one party a day but each day you can go out with a party and get as much done as you can.

It's taking a long time because I've been unenthusiastic with it but I am slowly working on it : p If anyone wants to take it over by all means, but otherwise I think I might actually have something to show for it eventually!
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on November 29, 2022, 08:26:37 PM
I have some idea that it'll be more of a puzzle game where you have to use your party members to the best of your ability, utilising their special skills. You can only select one party a day but each day you can go out with a party and get as much done as you can.

Minecraft SMP Simulator: but nobody backstabs for drama? =P Also we have Day and Night system? o.o Been a while since I've seen one of those that didn't bug out. I was always bad at getting those to work properly.

Title: Re: Chain game ideas and discussion 2022-20??
Post by: Moosetroop11 on December 01, 2022, 03:28:59 PM
Nah it's not a day and night system, more like an element of the puzzle where each party member has a certain amount of energy and you use that to achieve things before returning to base. Overnight your characters each recover just 1 energy, then you pick your new party, so that encourages you to use more than just one party and plan your day around certain specialists. In the initial section I'm doing you would have a limited number of days of life support and you have to try and get everything done as efficiently as you can. I'm not 100% on everything yet haha. I've used momeka's party selection screen which works nicely.
Title: Re: Chain game ideas and discussion 2022-20??
Post by: Fisherson on December 02, 2022, 06:45:47 PM
Nah it's not a day and night system, more like an element of the puzzle where each party member has a certain amount of energy and you use that to achieve things before returning to base. Overnight your characters each recover just 1 energy, then you pick your new party, so that encourages you to use more than just one party and plan your day around certain specialists. In the initial section I'm doing you would have a limited number of days of life support and you have to try and get everything done as efficiently as you can. I'm not 100% on everything yet haha. I've used momeka's party selection screen which works nicely.

What the hell that's the best system I've ever heard of for keeping people from just picking one party of characters! @u@ Also by forcing them to use everyone it would eliminate my least favorite thing from Juno and Heart of Gold: cut scenes that can only play because you have certain characters and THE ENDLESS HANDLER CONDITIONS THAT DRIVE ME MAD! MWHAAHHAHAHAHA! MAD I TELL YOU!!

Ahem... I mean yeah great idea for a system.