Dark Side of the Moon

Unlimited Creativity Works => Doujin Projects => Topic started by: lantzblades on April 26, 2013, 07:29:39 PM

Title: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 26, 2013, 07:29:39 PM
so this thread will be to discuss ideas and share advice and so on regarding game development.

now what do you guys think about a fan game for type moon?
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 26, 2013, 07:55:10 PM
now what do you guys think about a fan game for type moon?
I think it's definitely a good idea if we can get one going.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 26, 2013, 08:01:06 PM
ok, the first issue we need to discuss is the basic game format (genre) and our overall objectives (which is what kind of story do we want to tell)
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 26, 2013, 08:08:22 PM
ok, the first issue we need to discuss is the basic game format (genre) and our overall objectives (which is what kind of story do we want to tell)
Yeah, makes sense.

I'm not overly sure about either, other than that I'd like Sakura to have a decent role.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 26, 2013, 08:20:22 PM
I vote an RPG.

I mean, seriously, we should do something less likely to rip off Persona and the rest of the SMT franchise!
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 26, 2013, 08:33:41 PM
the basic engine i was planning on using for game creation can do final fantasy six style rpgs easily, so we could do something with that excellent basis

i was thinking that we should maybe do a choice based rpg, complete with side quests and an extra mode.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 26, 2013, 08:48:21 PM
What do you mean by "choice-based RPG"?
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 26, 2013, 08:49:03 PM
Oh?  What engine were you planning on using?

If you were planning on RM2K3, forget it.  Unless you can event a whole custom menu and battle system, it won't be worth your time to look like a cheap FF6 knockoff.

Also what Cherry said.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 26, 2013, 09:10:41 PM
an rpg where choices during events lead to story paths and endings.

and no, rpg maker vx ace is what i plan on using xamusel.

i don't intend it looking like it ff 6 it's just that the battle system was mint in 6
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 26, 2013, 09:14:38 PM
Okay, that I can see being a better idea, lantz.

Thanks for clearing that one up.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 26, 2013, 11:02:54 PM
alright well if everyone is cool with a turn based rpg as the game genre and the idea of a multi ending game as an objective then we can start planning properly.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 26, 2013, 11:11:22 PM
Very well.

Now... how do we get Cherry to get VX Ace?
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 26, 2013, 11:28:28 PM
only one of us needs it and since i'm buying it anyway there's no need for him to get it.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 26, 2013, 11:49:45 PM
I actually own a copy of VX Ace.

No need to buy it at present, lantz.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 12:09:15 AM
alright well if everyone is cool with a turn based rpg as the game genre and the idea of a multi ending game as an objective then we can start planning properly.
Yeah, that seems fine to me.

Very well.

Now... how do we get Cherry to get VX Ace?
If necessary, Bittorrent....
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 12:20:11 AM
Quote
I actually own a copy of VX Ace.

No need to buy it at present, lantz.

as in the full physical copy? cause that's what i'm getting

i'm buying it this project aside.

Quote
Yeah, that seems fine to me.

alright well then we need to decide how many branching paths there should be, it's important to decide now.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 12:45:21 AM
I actually bought it before it came in a box.

As for you buying it, very well, won't stop you.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 01:09:08 AM
alright well then we need to decide how many branching paths there should be, it's important to decide now.
Really? Why?

Surely we should work out the plot and then define the number of paths accordingly.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 01:16:17 AM
I agree with Cherry on this.  Plot first, lantz, then paths!
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 01:28:47 AM
Quote
Really? Why?

the number of paths we want largely influences the way the story is told, it also determines how much of a work load we have in total. it's a method of gaining a soft perspective. We need it, badly.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 01:32:24 AM
Okay, if you're so dead-set on this, I'll offer a number from the Random Number Gods.

*one minute later*

Okay, got a number.  It should have 4 paths with 4 ends each, lantz.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 01:39:29 AM
a soft perspective can change Xamusel, we simply need a basic set of limits and objectives to build the foundation of the game

4 paths with 4 ends each makes 16 ends. decent soft goal.

with that in mind do we do alignment based paths or character based ones?
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 01:40:47 AM
Quote
Really? Why?

the number of paths we want largely influences the way the story is told, it also determines how much of a work load we have in total. it's a method of gaining a soft perspective. We need it, badly.
I think we at least need an outline of the basic plot before we can give any sort of useful answer to that question. How many paths we want depends on what a path actually is, and how the paths differ from one another.

a soft perspective can change Xamusel, we simply need a basic set of limits and objectives to build the foundation of the game
I think we need a plot (or, at least, some basic idea of what the hell the story will be about) before we start pulling numbers out of thin air.

Quote
with that in mind do we do alignment based paths or character based ones?
What do you mean?
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 01:46:37 AM
Quote
What do you mean?

focused on a character in particular or focused on a certain kind of character development.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 01:49:02 AM
Depends.  On the one hand, I want us to do something like DnD's alignment style, but on the other hand, I don't want this to be a rip-off of Shin Megami Tensei, which this could even accidentally fall into.

I'll have to vote for character-based.  I mean, we could easily make characters to fill the gaps for each ending, but it would have to be pre-approved before we got to work on it.  For example, I was thinking each path would involve one of the founding families of the Grail War and a family that originally had nothing to do with the Grail War in canon.  Each end would be because of a romance between the MC and a female from each of the families.

Of course, if you guys don't like the idea, you can overrule me if needed.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 01:53:06 AM
Quote
What do you mean?

focused on a character in particular or focused on a certain kind of character development.
Ah, I see.

Well, again, I don't think I can usefully answer that until I know who the characters in question are. We need more of a plot idea before we can make decisions like this.

Depends.  On the one hand, I want us to do something like DnD's alignment style, but on the other hand, I don't want this to be a rip-off of Shin Megami Tensei, which this could even accidentally fall into.

I'll have to vote for character-based.  I mean, we could easily make characters to fill the gaps for each ending, but it would have to be pre-approved before we got to work on it.  For example, I was thinking each path would involve one of the founding families of the Grail War and a family that originally had nothing to do with the Grail War in canon.  Each end would be because of a romance between the MC and a female from each of the families.

Of course, if you guys don't like the idea, you can overrule me if needed.
Well, I don't think this should be an OC-based game. If we're going to do a game with solely or mostly original characters, we might as well just do a game that has no connection to the Nasuverse whatsoever.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 01:55:59 AM
Er, no, I was thinking that the MC should be Shirou.  Shirou would somehow romance any of the 16 girls (four from each family) as part of the whole path thing.

Fact is, I only have a vague idea of how to continue that idea's line of thought, so you'll have to excuse me for not knowing how to elaborate.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 02:04:09 AM
Quote
Well, again, I don't think I can usefully answer that until I know who the characters in question are. We need more of a plot idea before we can make decisions like this.

in a fate fan game one would assume the characters are the ones in fate stay night.

presumably the main character is shirou.

and the paths basis determine the plot.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 02:06:02 AM
Okay, for some reason, I thought the game would be a general Nasu fan game.

My mistake.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 02:07:30 AM
Er, no, I was thinking that the MC should be Shirou.  Shirou would somehow romance any of the 16 girls (four from each family) as part of the whole path thing.

Fact is, I only have a vague idea of how to continue that idea's line of thought, so you'll have to excuse me for not knowing how to elaborate.
I am not at all fond of the idea of having Shirou and then a bunch of OCs, particularly OCs from the same family as his canon love interests.

in a fate fan game one would assume the characters are the ones in fate stay night.

presumably the main character is shirou.
Yes, that figures, but FSN has a lot of characters....

Quote
and the paths basis determine the plot.
In detail, yes, but not necessarily in outline.

The point I'm making is that we don't even have a basic concept of what the story behind the game will be yet, so it's very hard to make any of the decisions you're asking us to make in a meaningful way.

Okay, for some reason, I thought the game would be a general Nasu fan game.

My mistake.
Even if it were, that still wouldn't mean it was a good idea to have basically everyone be an OC. Not to mention that having multiple members of one family around would be odd, since magus families don't tend to have more than one heir....
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 02:10:12 AM
Okay, scratch the idea I had about the different OC love interests.

Instead, make it four different ends for Saber, the Tohsaka girls (Sakura included for one route), Ilya, and Ayako.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 02:11:03 AM
Okay, scratch the idea I had about the different OC love interests.

Instead, make it four different ends for Saber, the Tohsaka girls (Sakura included for one route), Ilya, and Ayako.
Totally disagree, why the hell should Sakura be less important than Saber, Rin and even Ilya and Ayako?
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 02:12:06 AM
You misread it, Cherry.

I included Sakura in Rin's route, hence why I said "the Tohsaka girls".
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 02:15:21 AM
You misread it, Cherry.

I included Sakura in Rin's route, hence why I said "the Tohsaka girls".
Yes, which means she doesn't get a route of her own or, presumably, get to be paired up with Shirou (at least not in all of their routes).

We need to work out a basic underlying concept of where this will be set and what will be going on first, though. IMO we can't decide any of this until we've done that.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 02:21:44 AM
logically trying to do fate and tsukihime in the same game it'd be cluttered as a first outing (not to mention some of us don't know tsukihime.)

Quote
The point I'm making is that we don't even have a basic concept of what the story behind the game will be yet, so it's very hard to make any of the decisions you're asking us to make in a meaningful way.

i called them soft choices and limits for a reason. they aren't supposed to be heavily decided choices. they are a frame work.

and creating a nasuverse game with oc's in command would put players off.

Quote
Yes, which means she doesn't get a route of her own or, presumably, get to be paired up with Shirou (at least not in all of their routes).

seeing as there's four endings for each path i think you are over reacting
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 02:26:41 AM
As far as what I was really aiming for, I wanted to see a route where both Tohsaka sisters were happy with the man they love without the need for what Nasu says happens in the Heaven's Feel route.

However, I guess I'll have to revise my idea a bit more.  I think the paths should be Saber, Rin, Sakura and Ayako (I remembered that I don't want a loli romance in this at all).

Anyway, lantz, don't worry about the whole Sakura thing.  Cherry and I talked about it already over Skype.
Title: Re: Game development 101 (discussion and idea thread)
Post by: KAIZA on April 27, 2013, 02:36:34 AM
So...too late to suggest the idea for the plot I had in the old forum?
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 02:39:01 AM
Okay, what plot, KAIZA?

Now you got me curious.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 02:40:36 AM
I do not intend there to be a dating mechanic in the game.

with four paths it really depends on character basis or not. in the case of character basis then we establish the four main characters and then the range the ends should have.

Quote
So...too late to suggest the idea for the plot I had in the old forum?

i wasn't aware you had an idea in the old fourm, shoot Kaiza and we'll see if it sticks
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 02:42:58 AM
lantz, I meant how it was handled in the Visual Novel.  There wasn't exactly a dating mechanic, but the romance was still there.
Title: Re: Game development 101 (discussion and idea thread)
Post by: KAIZA on April 27, 2013, 02:51:38 AM
Had to dig the old forum to find it. I still have to expand on the plot a bit, but this was the old idea for a game:

I'll start with the plot, which I already mentioned would be an AU.

So far, the idea I have for the AU is this: during the Third War, instead of summoning Angra Mainyu as Avenger, the Einzberns instead decide to summon Amatsu-Mikaboshi, the Primordial Darkness and god of evil and the stars in Japanese mythology, into a unique container, Chaos. Hoping to use its power to devastate the opposition, and obtain the Grail, the Einzberns soon realize their mistake. AM (funny, same acronym) is too powerful to be bound, even with the Command Seals. AM only goal and drive is to bring the world and existence back into its primordial state of nothingness. Eventually, somehow, and involving the Grail, AM is defeated and sealed inside of it. However, it was too late, and by then a large disaster had occurred. This affects the world from then on, and forces changes to the Grail War system (read: justifies gameplay).

The villain's Servant, I was thinking, would be a Lancer (class may vary) called Ame-no-Kagaseo, who in reality is AM's human aspect/incarnation (like EXTRA!Caster to Amaterasu). At the end, the player would confront both the villain and his Servant, and after the two are defeated, the villain uses his Servant as a Catalyst to bring back AM, thus starting the game's final battle.

Also, I had the idea of making two different gender protags, a la EXTRA. May be silent, or not. It depends on how much it should affect the plot.

Now, for gameplay.

Well, first off, as I mentioned, there would be two protags a la EXTRA, one for each gender. The game would be divided into 15 chapters, or "Days", that chronicle the events that occur during the war. At first, the protag is by itself, but by the end of, say, Day 1, they already get a Servant. I'm still undecided whether we should give a choice, or to give one specific Servant.

Battles involve two teams. The player is restricted to a maximum of 8 characters in their team. However, the PC has to be in the party, there must be at least one Servant, and all Masters have to have at least one Servant assigned. So...a team can go from 1-1 Master and Servant, 1-7 Master and Servants, 4-4 Masters and Servants, and so on.

Characters would eventually be recruited into the player's party. I had the idea of Rin being the first character to join you, dunno why. When a Master joins, they bring with them their Servant. Oh, speaking of which...

To accommodate gameplay, there have been...changes to the Grail system. First off, there are more than 7 Masters. Also, Masterless Servants can make contracts with Masters, as always, but now, it's standard practice. The idea is to defeat the enemy Masters, take their Servants, and slowly build a strong team who can win the War. Now, all Servants have some kind of Independent Action, in that they can remain for a day even when their Master is killed. Servants can also be transferred between Masters, for the sake of gameplay. The actual skill Independent Action now has a different use in gameplay. I'll explain in a bit.

OK, back to battles. At the start, each Servant unit has to be assigned to a Master. Masters and Servants with good match-ups gain bonuses in their stats while connected. Those with bad match-ups, penalties. When a Servant is killed in battle, the Master can continue to fight. However, if the Master is killed, all Servants assigned to him/her have a few turns before they disappear (die). How long they last is defined by their IA skill (everyone has it). There could be an option for another Master in the team to connect with the Servants, but that's optional for now. If the Servant is masterless by the end of a battle, they have to be re-recruited. Again, this has to be done within the day, or else the Servant disappears and is lost forever. Obviously, dead Masters remain dead (a la Fire Emblem).
If the MC, or plot important characters (like say, Rin), die, it's game over.

Outside of battles, the player can explore Fuyuki, and visit different locations, such as the school, temple, etc. Some of these areas may also be used for battles, btw. Servants, even the ones in the party, don't have their identity revealed most of the time. There are exceptions (Ilya's Berserker), but for those who don't have it, you can look for info around the city. Discovering a Servant's true name is key in unlocking their strongest abilities/Noble Phantasms.

Servants will obviously come with their own abilities (and can learn some with experience/level ups), different classes come with different abilities, but for Master characters, they have to learn them through items, or some other method I still have to think of. Spells and skills have different effects, yada yada, I believe you know the drill. Some characters, though, will have unique abilities, like Rin's jewels or Shirou's projection. I also had an idea of maybe multi-classing Servants, like Lancer having "Lancer" and "Berserker" as options.

If possible, we could also add a relationship mechanic to the game, a la Fire Emblem, or maybe a la Persona. This could increase stats for Master characters, give them new skills, and in the case of Servants, increase their match-up with the characters. Yes, it would involve others, no only the MC.

Normally, through the story, you'll eventually get one of each type of Servant, along with their Masters. Other characters and Servants may be available to be recruited ("Kotomine joined the party!"), some temporarily, others permanently. Boss battles would involve Master and Servant teams, a Master with his Servant and some familiars, a Master with various Servants, etc. As per the rules, you can recruit the enemy Servants after the battle, unless the plot says no. Same with the Masters, sparing them can allow you to recruit them, too. Not all characters need to be fought.

Regular enemies could be some sort of Familiars, summoned creatures, or I-don't-know-the-hell-this-is type of enemies like in EXTRA. There could be events around the city, during certain days, for side-quests and recruiting and stuff.

I also had the idea of implementing some of the characterization from the series into gameplay. Like with Gilgamesh's Ea; it's the strongest attack in the game, bar none, but can only be used with 3-4 enemies in the entire game (Saber, Zero!Rider, etc), no matter what, because Gil only brings out Ea against those he considers worthy.

I still don't know how to implement the command spells, but they should go somewhere.
I'll try to expand a bit on the plot, do give me some time.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 02:58:28 AM
i called them soft choices and limits for a reason. they aren't supposed to be heavily decided choices. they are a frame work.
Well, OK. But, even so, I think we should at least define the basic setting before trying to decide things like this, even as a "framework". Otherwise we'll only end up ignoring this stuff later.

Quote
and creating a nasuverse game with oc's in command would put players off.
Definitely.

Quote
Quote
Yes, which means she doesn't get a route of her own or, presumably, get to be paired up with Shirou (at least not in all of their routes).

seeing as there's four endings for each path i think you are over reacting
Not if every other character has an entire path to theirselves. I also think Sakura's involvement shouldn't be confined to only one path....

However, I guess I'll have to revise my idea a bit more.  I think the paths should be Saber, Rin, Sakura and Ayako (I remembered that I don't want a loli romance in this at all).
That makes more sense, although I think Rin's route should involve Sakura heavily.

I do not intend there to be a dating mechanic in the game.
What, as in Shirou would remain unpaired?

Had to dig the old forum to find it. I still have to expand on the plot a bit, but this was the old idea for a game:

I'll start with the plot, which I already mentioned would be an AU.

So far, the idea I have for the AU is this: during the Third War, instead of summoning Angra Mainyu as Avenger, the Einzberns instead decide to summon Amatsu-Mikaboshi, the Primordial Darkness and god of evil and the stars in Japanese mythology, into a unique container, Chaos. Hoping to use its power to devastate the opposition, and obtain the Grail, the Einzberns soon realize their mistake. AM (funny, same acronym) is too powerful to be bound, even with the Command Seals. AM only goal and drive is to bring the world and existence back into its primordial state of nothingness. Eventually, somehow, and involving the Grail, AM is defeated and sealed inside of it. However, it was too late, and by then a large disaster had occurred. This affects the world from then on, and forces changes to the Grail War system (read: justifies gameplay).

The villain's Servant, I was thinking, would be a Lancer (class may vary) called Ame-no-Kagaseo, who in reality is AM's human aspect/incarnation (like EXTRA!Caster to Amaterasu). At the end, the player would confront both the villain and his Servant, and after the two are defeated, the villain uses his Servant as a Catalyst to bring back AM, thus starting the game's final battle.

Also, I had the idea of making two different gender protags, a la EXTRA. May be silent, or not. It depends on how much it should affect the plot.

Now, for gameplay.

Well, first off, as I mentioned, there would be two protags a la EXTRA, one for each gender. The game would be divided into 15 chapters, or "Days", that chronicle the events that occur during the war. At first, the protag is by itself, but by the end of, say, Day 1, they already get a Servant. I'm still undecided whether we should give a choice, or to give one specific Servant.

Battles involve two teams. The player is restricted to a maximum of 8 characters in their team. However, the PC has to be in the party, there must be at least one Servant, and all Masters have to have at least one Servant assigned. So...a team can go from 1-1 Master and Servant, 1-7 Master and Servants, 4-4 Masters and Servants, and so on.

Characters would eventually be recruited into the player's party. I had the idea of Rin being the first character to join you, dunno why. When a Master joins, they bring with them their Servant. Oh, speaking of which...

To accommodate gameplay, there have been...changes to the Grail system. First off, there are more than 7 Masters. Also, Masterless Servants can make contracts with Masters, as always, but now, it's standard practice. The idea is to defeat the enemy Masters, take their Servants, and slowly build a strong team who can win the War. Now, all Servants have some kind of Independent Action, in that they can remain for a day even when their Master is killed. Servants can also be transferred between Masters, for the sake of gameplay. The actual skill Independent Action now has a different use in gameplay. I'll explain in a bit.

OK, back to battles. At the start, each Servant unit has to be assigned to a Master. Masters and Servants with good match-ups gain bonuses in their stats while connected. Those with bad match-ups, penalties. When a Servant is killed in battle, the Master can continue to fight. However, if the Master is killed, all Servants assigned to him/her have a few turns before they disappear (die). How long they last is defined by their IA skill (everyone has it). There could be an option for another Master in the team to connect with the Servants, but that's optional for now. If the Servant is masterless by the end of a battle, they have to be re-recruited. Again, this has to be done within the day, or else the Servant disappears and is lost forever. Obviously, dead Masters remain dead (a la Fire Emblem).
If the MC, or plot important characters (like say, Rin), die, it's game over.

Outside of battles, the player can explore Fuyuki, and visit different locations, such as the school, temple, etc. Some of these areas may also be used for battles, btw. Servants, even the ones in the party, don't have their identity revealed most of the time. There are exceptions (Ilya's Berserker), but for those who don't have it, you can look for info around the city. Discovering a Servant's true name is key in unlocking their strongest abilities/Noble Phantasms.

Servants will obviously come with their own abilities (and can learn some with experience/level ups), different classes come with different abilities, but for Master characters, they have to learn them through items, or some other method I still have to think of. Spells and skills have different effects, yada yada, I believe you know the drill. Some characters, though, will have unique abilities, like Rin's jewels or Shirou's projection. I also had an idea of maybe multi-classing Servants, like Lancer having "Lancer" and "Berserker" as options.

If possible, we could also add a relationship mechanic to the game, a la Fire Emblem, or maybe a la Persona. This could increase stats for Master characters, give them new skills, and in the case of Servants, increase their match-up with the characters. Yes, it would involve others, no only the MC.

Normally, through the story, you'll eventually get one of each type of Servant, along with their Masters. Other characters and Servants may be available to be recruited ("Kotomine joined the party!"), some temporarily, others permanently. Boss battles would involve Master and Servant teams, a Master with his Servant and some familiars, a Master with various Servants, etc. As per the rules, you can recruit the enemy Servants after the battle, unless the plot says no. Same with the Masters, sparing them can allow you to recruit them, too. Not all characters need to be fought.

Regular enemies could be some sort of Familiars, summoned creatures, or I-don't-know-the-hell-this-is type of enemies like in EXTRA. There could be events around the city, during certain days, for side-quests and recruiting and stuff.

I also had the idea of implementing some of the characterization from the series into gameplay. Like with Gilgamesh's Ea; it's the strongest attack in the game, bar none, but can only be used with 3-4 enemies in the entire game (Saber, Zero!Rider, etc), no matter what, because Gil only brings out Ea against those he considers worthy.

I still don't know how to implement the command spells, but they should go somewhere.
I'll try to expand a bit on the plot, do give me some time.
Yeah, I think this is a reasonable set-up, and it can be fitted into the idea of having player choices defining routes.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 03:12:48 AM
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Well, OK. But, even so, I think we should at least define the basic setting before trying to decide things like this, even as a "framework". Otherwise we'll only end up ignoring this stuff later.

the frame work isn't important save as a platform for the general discussion

@ Kaiza lotta good ideas there, but i think that plot as a first attempt might be a little too ambitious.

the other ideas are great though A+

 
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What, as in Shirou would remain unpaired?

as in programing in an affection mechanic is a terrible pain.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 03:36:10 AM
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Well, OK. But, even so, I think we should at least define the basic setting before trying to decide things like this, even as a "framework". Otherwise we'll only end up ignoring this stuff later.

the frame work isn't important save as a platform for the general discussion
What?

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@ Kaiza lotta good ideas there, but i think that plot as a first attempt might be a little too ambitious.
Well, what plot are you suggesting...?

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What, as in Shirou would remain unpaired?

as in programing in an affection mechanic is a terrible pain.
Well, yes, but if the routes are character-based we don't necessarily need to.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 03:54:29 AM
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What?

it's a jumping point

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Well, what plot are you suggesting...?

while Kaiza's is good I think that the plot for our first game should be simpler, Alternate grail war perhaps or otherwise following one (or all) of the routes like HA or such

Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 04:04:57 AM
while Kaiza's is good I think that the plot for our first game should be simpler, Alternate grail war perhaps or otherwise following one (or all) of the routes like HA or such
How are we going to turn the Grail War into an RPG, though? There aren't enough enemies, for one thing....
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 04:17:58 AM
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How are we going to turn the Grail War into an RPG, though? There aren't enough enemies, for one thing....

you raise a point. I can think of two immediate solutions.

As in HA Angra summons creatures made of mud otherwise the plot could involve trailing caster and thus deal with the dragon tooth skellies

that's just off the top of my head
Title: Re: Game development 101 (discussion and idea thread)
Post by: Xamusel on April 27, 2013, 04:19:37 AM
I don't think those would be enough.

I'm just pointing out right now that we'd need a hell of a lot more enemies to work into this if we want this to work.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 04:22:48 AM
I don't think those would be enough.

I'm just pointing out right now that we'd need a hell of a lot more enemies to work into this if we want this to work.
Yeah, agreed.

Also, having Angra as the enemy implies Dark Sakura etc., which isn't really ideal if we want Sakura to be a main character.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 04:25:43 AM
given that anything could be summoned by angra from the grail i think we have justification for any number of enemies

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Also, having Angra as the enemy implies Dark Sakura etc., which isn't really ideal if we want Sakura to be a main character.

why exactly?
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 04:38:57 AM
given that anything could be summoned by angra from the grail i think we have justification for any number of enemies
Well, perhaps, but it depends on the setting.

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Also, having Angra as the enemy implies Dark Sakura etc., which isn't really ideal if we want Sakura to be a main character.

why exactly?
Well, because that's how Angra Mainyu comes out, through Sakura....
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 04:42:35 AM
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Well, perhaps, but it depends on the setting.

true, still it's a basic justification

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Well, because that's how Angra Mainyu comes out, through Sakura....

in canon perhaps. doesn't have to here
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 05:08:00 AM
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Well, because that's how Angra Mainyu comes out, through Sakura....

in canon perhaps. doesn't have to here
Yeah, true, I guess.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 07:43:10 PM
 Saber, Rin, Sakura and Ayako

are our volunteered character based ideas, personally I'd like someone other then Rin and ayako but any issue with Saber and sakura?
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 07:59:03 PM
Saber, Rin, Sakura and Ayako

are our volunteered character based ideas, personally I'd like someone other then Rin and ayako but any issue with Saber and sakura?
Why would you rather leave out Rin and Ayako?

I don't object to Saber and Sakura, though, although I wouldn't want Sakura's route to be the only route in which Sakura is involved significantly....
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 08:13:53 PM
Ayako is very fan hyped and there's a lotta other characters that could be cool to do and Rin's role in fsn kinda demands she be a constant character so giving her a route on top of that is a bit much.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 08:32:47 PM
Ayako is very fan hyped and there's a lotta other characters that could be cool to do and Rin's role in fsn kinda demands she be a constant character so giving her a route on top of that is a bit much.
Well, Rin's route would involve Sakura, only more from Rin's perspective.

Like I said, what I don't want is for Sakura to be basically ignored in three out of the four routes.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 08:43:41 PM
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Well, Rin's route would involve Sakura, only more from Rin's perspective.

look the only way to do that would be to change the main character (it is an option but it's a serious change to the game play and concept)

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Like I said, what I don't want is for Sakura to be basically ignored in three out of the four routes.

over reacting dude
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 08:45:53 PM
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Well, Rin's route would involve Sakura, only more from Rin's perspective.

look the only way to do that would be to change the main character (it is an option but it's a serious change to the game play and concept)
What?

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Like I said, what I don't want is for Sakura to be basically ignored in three out of the four routes.

over reacting dude
What?
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 09:11:45 PM
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What?

you can't do another perspective without changing the main character, if we work with shirou as the main character then all rin's route (excepting maybe a final boss change) would largely just be a retread of sakura's route.

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What?

we haven't started planning plot, your concern is unwarranted at this stage.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 09:19:36 PM
you can't do another perspective without changing the main character, if we work with shirou as the main character then all rin's route (excepting maybe a final boss change) would largely just be a retread of sakura's route.
It doesn't have to be, it would be about Rin and her issues (which are a lot broader than just "Sakura"), rather than about Sakura and her issues. Sakura would be part of that, but not the only part.

Also, who will we replace her with? There aren't that many choices left....

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we haven't started planning plot, your concern is unwarranted at this stage.
Not really....
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 09:32:41 PM
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It doesn't have to be

actually it would largely have to be.

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Also, who will we replace her with? There aren't that many choices left....

no idea what you think a choice is. there's plenty
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 09:39:40 PM
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It doesn't have to be

actually it would largely have to be.
Why?

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Also, who will we replace her with? There aren't that many choices left....

no idea what you think a choice is. there's plenty
Well, someone who it makes sense to have a route for.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 09:48:34 PM
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Why?

Rin's major issue is family.

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Well, someone who it makes sense to have a route for.

plenty of characters have reasons for it.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 09:51:33 PM
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Why?

Rin's major issue is family.
Yes, but not just Sakura.

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Well, someone who it makes sense to have a route for.

plenty of characters have reasons for it.
Not really, particularly given the setting.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 10:05:57 PM
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Yes, but not just Sakura.

the only way to resolve that issue beyond sakura is to fight kirei, whoopie one boss fight difference, imo not worth a whole other route.

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Not really, particularly given the setting.

Taiga, caster, rider, avenger, Archer (although i see that as more of a secret unlock thing then a route) and ilya, just off the top of my head.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 10:16:12 PM
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Yes, but not just Sakura.

the only way to resolve that issue beyond sakura is to fight kirei, whoopie one boss fight difference, imo not worth a whole other route.
Well, and dealing with her "magus" issues more generally.

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Not really, particularly given the setting.

Taiga, caster, rider, avenger, Archer (although i see that as more of a secret unlock thing then a route) and ilya, just off the top of my head.
Taiga, how? She's uninvolved in everything.

As for the rest, Ilya was on the original list but is a loli, Rider's issues are "Sakura" (although I guess she could be picked, particularly if it's non-romantic) and Caster is a villain....
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 10:22:13 PM
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Well, and dealing with her "magus" issues more generally.

no way to do that within the frame work of the grail war, and further injecting spotty character portrayals and OC's into an otherwise plot.

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Taiga, how? She's uninvolved in everything.

Kiritsugu

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As for the rest, Ilya was on the original list but is a loli

what kind of a game are you expecting with a comment like this?

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Rider's issues are "Sakura" (although I guess she could be picked, particularly if it's non-romantic) and Caster is a villain....

on a surface glance yes. deeper is the way to go.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 10:25:46 PM
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Well, and dealing with her "magus" issues more generally.

no way to do that within the frame work of the grail war, and further injecting spotty character portrayals and OC's into an otherwise plot.
What?

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Taiga, how? She's uninvolved in everything.

Kiritsugu
Yes, and?

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As for the rest, Ilya was on the original list but is a loli

what kind of a game are you expecting with a comment like this?
Well, I was assuming romance, but I guess that's not necessary.

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Rider's issues are "Sakura" (although I guess she could be picked, particularly if it's non-romantic) and Caster is a villain....

on a surface glance yes. deeper is the way to go.
Well, yes, perhaps.

I guess that it does at least provide another angle on Sakura's involvement. Certainly a Rider route would have to handle Sakura.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 10:38:40 PM
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Yes, and?

*sigh*

seriously that's a dismissal that i find crap.

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Well, I was assuming romance

no, it's an rpg, there might be moments with some characters but not every girl is an objective like that and she's his sister.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 10:46:41 PM
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Yes, and?

*sigh*

seriously that's a dismissal that i find crap.
What?

I just don't get what role Taiga has in a story like this.

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Well, I was assuming romance

no, it's an rpg, there might be moments with some characters but not every girl is an objective like that and she's his sister.
Yeah, I guess.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 10:53:34 PM
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I just don't get what role Taiga has in a story like this.

it can be what we want, she has a hook is the point.
Title: Re: Game development 101 (discussion and idea thread)
Post by: KAIZA on April 27, 2013, 11:08:14 PM
Late reply, but if the story is too ambitious for first game, I can try thinking up a simpler idea.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 11:15:45 PM
well Kaiza i think the big issue is changing so much canon in the first game out would really put people off, I was thinking that an alternate grail war would leave us with enough established ground to do as we like, if you guys are up for the game starting that way.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 11:18:29 PM
well Kaiza i think the big issue is changing so much canon in the first game out would really put people off, I was thinking that an alternate grail war would leave us with enough established ground to do as we like, if you guys are up for the game starting that way.
Well, provided we can make it work as an RPG on that basis, I'm OK with that. I'm not sure a Grail War has enough enemies, though.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 11:28:14 PM
you realize that if it's more then just the grail war the enemy thing becomes a non issue
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 11:31:24 PM
you realize that if it's more then just the grail war the enemy thing becomes a non issue
Yeah, definitely, but what else will we cover?
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 11:38:32 PM
depends on the route but there's a lot of subject matter possible.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 27, 2013, 11:50:20 PM
depends on the route but there's a lot of subject matter possible.
Well, perhaps....
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 27, 2013, 11:55:27 PM
acht, the mage association, AM, the church, you name it there's places to go.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on April 28, 2013, 12:43:21 AM
acht, the mage association, AM, the church, you name it there's places to go.
True, I guess.
Title: Re: Game development 101 (discussion and idea thread)
Post by: lantzblades on April 28, 2013, 02:14:57 AM
in any case, Kaiza if you want to come up with a simpler idea then please do, atm we are only kicking around theories.
Title: Re: Game development 101 (discussion and idea thread)
Post by: ranmabushiko on May 14, 2013, 07:00:10 AM
Doesn't seem TOO bad an idea, for it all.  An AU game would be interesting to see.  Let me give you a bit of advice, though.  RPG Maker VX Ace is harder to use than it looks.  I've had my copy since... bit before April.  It's POWERFUL, but if you don't have much of a talent for designing game maps on the fly... it's going to be a bit of a pain.  Also, forest decor is a pain in the ass.  Same with City Decor, City DESIGNING, etc. etc. etc.
Then there's the fact that you have to program in EVERY little detail for animation so the fires look like they're slowly moving, and you start to see the problem.  It's a WONDERFUL tool, but you have to be dedicated and keep yourself up on it to work well with it.

I'd reccomend taking it down to two routes, if possible, until you're used to RPG Maker VX Ace, or even building just a single route to see if it's feasible.
Title: Re: Game development 101 (discussion and idea thread)
Post by: Cherry Lover on May 14, 2013, 03:12:44 PM
Yeah, the game idea definitely works.

Speaking of which, we should get back to discussing it....