MLP RPG Part 2 Developer Notes:
MOST of my ideas/logics behind MLP RPG Part two will be shared here openly.
Items in Italics will be the main focus. I ADD ON TO THE NOTE WITHOUT REMOVING PREVIOUS NOTES!
ALOT OF SPOILER! ESPECIALLY THE STORYLINE.
NOTE:
Skills - I think skills will be done with. There are over 150 skills already. I can no longer buff or nerf skills in part 2. I will let mob, armor/weapons solve the complexity issue. It takes too much time to add skill animation and I dislike pasting together 70 frames of images to just to do one single skill. I will still add bonus skills from exploring the game.
Hardcore mode - Yes... Finally. Hardcore mode is added to part one of the MLP RPG in later patches. Now there is four mode: Normal, Hard, Extrme, Hardcore.
Puzzle - Ready to implant ice walking puzzles however too much manual coding, probably will not be added. pushing rock activation puzzle will be added 100% since easy to code and implant. Chase event puzzle is kind of buggy, should add it in ending of part 2 to keep things intact. Find items, players will have to find butterfly for example to complete the quest. main concept for puzzles is that puzzles in MLP RPG should be easy, it should only take like 1 second for the players to know what they should be doing rather than confusing. Age should be orientated for everyone.
Storyline (SHIT LOAD OF SPOILERS, IF YOU READ THIS THEN THE GAME WOULD BE SUPER BORING TO YOU.)- Part 1 ended when pinkie pie broke Twilight's library thru her ability to modify dimension, players who finished part 1 all prompted to save in the library (if they didn't, GL....)..... Part 2 players will return to their prompted save spot, first I will remove EV 004 to prevent issue. Item "S2 BETA Preview Card" function will be disabled to message "S2 is released. Preview function disabled", remove chat log from pinkie pie "The Game: Game count down started". Pinkie's other chat log will stay the same, adding pinkie to a loop for teleportation to next event, after talking to pinkie once a switch should be turned on causing the entrance to Twilight's Library to be leading to a different map rather than the same one here. Player-wise they can and they will talk to pinkie again, few line of text will be repeated which hopefully will remind them about part 1. After talking to pinkie pie players will fight pinkie pie, they will get killed and poooooof. You will be teleported to the real library realize that it was just a dream, spike isn't around, it cause twilight to miss spike... On the table there will be a note from fluttershy saying that Twilight is deeply wounded after the last boss with Changeling queen that she fainted after reaching the library, Applebloom was able to help by calling fluttershy for assistance. Quest log will be changed to : "Nothing other than recover from my wound, maybe I should look around ponyville to see whats going on." Player will then advance to do subquests. Luna should be around in ponyvill saying "Twilight, take your time and recover yourself by looking around in ponyville" until player finish certain amount of sub quests. Luna will give Twilight a new quest which is to go on adventure around ponyville search for existence of evil forces. "skyrim mlp remix theme song kicks in*when player is unlocked and visits the first adventure map. Players will realize that monsters are extremely hard, now they will have to play with tactics and maybe luck to win every battle now. It makes players to save more often which is good, building up the practice of doing so. Player will advance map to map, discover empty houses with puzzles, adventure more, finds a small town.. discover that an rift was opened mutatated living monsters around the area, the player will proceed on. Fighting even more difficult monsters. Reach to the rift, destory the rift gain item "dimension shard", Celestia comes over inform Twilight that the rift you destoryed wasn't the only one, there are many other rift forming around eqestria killing ponies, that you should use dimension shard to get to the other dimension and stop this from going on. Quest log changed. Use the shard, it is destoryed but you remember its map cordinate so you can teleport there using teleport scroll. You kill da boss. Then realize that "it" isn't the ultimate boss, the source of the darkness is still unsolved. The dying boss tell Twilight that dragon race was the one who started everything by dimension linkage. Their ancient altar lead them to the darkness ultimately got them all killed. Search around the boss room to get "ancient dimension magic book". To be continued. I need more thinking lol.
Maps - Currently 82 maps, not alot of maps for deep exploring. maps for houses is a waste, but combine them together can cause unknown problems.
Map design elements - Unless I get some artists to work for my game, I am too lazy to draw anything..... Vector images doesn't apply in MLP RPG, it seems all maps are limited to 800 px x 800 px or else over-lapsing happens and cause problems. I guess I just have to shavel my ass to finish ponyville and other maps will be less customized. Full image to map implantation doesn't really fit..... main easy is simply because game is square based and image doesn't have such limit. There is no solution, I guess I should add them........ hmmmmmm. pending.
Spirit - No graphic designers, too lazy to ps picture by picture. Thought of doing pixel art or resize resolution but still not good at doing so. I guess public character spirit is good enough for now. pending.
Audio - There is currently a problem that background soundtrack's volume over-writes audio tracks. it seems like it can't be fixed or too problematic. Currenly 500 MLP Audio clips, some can be applied, some cannot. Since Twilight is the main character, audio clip from other ponies would be hard to implant.
Background soundtrack - Few 8 bit avaliable. Should I add or not? None MLP related sounds tracks will be added in part 2.
Skill sound effect - added a few. too much of skill sound effect can be annoying, finalizing sound effect on skills that uses EP to reduce sound effect spam.
Quests - focused around storyline. pending.
Side quess - focused on storyline. pending. Idea of repeatable quests! yea... I guess I will add repeatable side quests that weak plays can do again and again to get exp bonus items that increase there character stats. This will SURELY cure the imbalance issue if monster are too over powered in part 2. After all I think eqestria mobs should be stronger since they live in magic land anyways.
Items - Derpy tokens should be compeleted in part 2, each 2 tokens can be exchanged for perk item or ring or necklace. Most of the item concepts were added in part 1, making invisility potion 5 minutes is stupid....... Already have like 20 stat increase items in part 1.. part 2 should have other items that is unique.
Combat system - Need player feedback. If too hard, I can increase armor/weapon stats or make mob easier. If too easy I can make mob harder, decrease stats for weapon/armor. Is spam healing really a good idea in combat system? It makes battles last forever.. need further strategy. Other games seems to have the idea of monster deals about the same dmg as the player. Level system for monsters adds room for customization, but still too broad to do in depth calculation.
Solution: Finalizing to make part 2 to make mob extremely hard, however players will grind their way out of the difficulty. Increase overall gameplay time and challenges, I guess it would work out.
Weapons - Needs to be rebalanced. I need player feedback on this.
Armor - Needs to be rebalanced. I need player feedback on this.
Achievements - battles count, variable count, maybe an achievement that unlocks game area? it can be done if gain item in achievement and get map cordinate?
Monster - In part 1 default mob database is used up.... New monster spirit and ideas? I guess the image implantation from open source concept arts will do the job, stats will be increasing. Still trying hard to add mlp related monsters such as parasits. new ideas: different type of parasits with different naming, adding enemy ponies? I will add some quest monsters like box; it have huge amount of hp, it doesn't attack players but you need to destory it to get items for quest, like destory door as a monster to gain access to an area lol, I wonder why this idea was never added in other rpg games....
Monster drop rate - Conflict of whether or not I should totally remove armor/weapon drop from monster drop table simply because grinding for weapons is can be boring, and gain armor/weapon thru quests can be lack of customization as everyone get the same crap. Finalizing the solution by adding 1% drop rate item/weapons for each monster, quests can alsogive weapon/armor I guess..... It at least provide some fun for monster grinding.
Monster encounter ratio - Invisibility potion would help if monster encounter ratio is too high. I guess I should finalize encounter rate by making invisibility potion easy for the players to gain access to, so they can choose whether or not to fight the monster... in the cost of more bits yea...
Boss concepts - Part 1 already have 2 stage bossing solution, part 1 also have the concept of mob switching.
Town - I think a main town where players can purchase/sell stuff, should be added. Part 1 didn't have the backbone for this structure, but it can be done? Finalizing Ponyville to be the main town. I will add an item that allows inf teleport to town without using teleportation scroll, I guess I will add this in the first mission in part 2.
Movie Clip - Is it necessary to make game better? Worth the time and effort? Pending.
Game animations - Depend on development progress.
Game limitations - No database or at least web connection making multiplayer, score keeping impossible. Resolution of RPG Maker is very limited, disregard that I hate playing games below 1080P. Solution to these problems is none. Potential of web connection can be done, but it will take time.
Fishing - Concept originated from games like runescape, WoW, Aion, how players can dofishing to gain certain items. The concept was never transfered to classical RPG games. Done it by adding fishing skill, adding fishing spots, randomize resource. randomize fish encounter rate, since the code itself is very portable..... It is extremely easy to copy and paste through out the game without affect its function. Fishes the player gained over can be used as food.... or just sell them.
Mining - Concept orginated from WoW, Aion, partially runescape. Players gain access to higher mining skills by leveling up, mining skill itself would be passive skill. Limited item you can get from mining because you just don't simply mining coal then end up getting gold, so randomization wasn't added. Ores themself can only be sold to store or used for puzzles. I can add function such as comine crystal to form parts. Combine parts to form weapon which is very unique but I found it be time consuming and it wouldn't affect the gameplay as most of the players are pretty lazy, also stat of such weapon can't be too high or too low...... Which players will blame if weapons are too weak or ruin the fun of grinding if weapons stat too high, average stat make this boring. So concept denied. Mining timed dunegon concept was added, concept is basically a dunegon where players can go in once in awhile mine resources, solve the dunegon puzzle which ultimately unlocks the next puzzle map or bonus map. The concept will be fully implantated in Part 2.
Find the real pinkie mini game - LOL, rewatched season 3 ep 3 in slow motion. Now I have a new idea on finding the real pinkie pie! The mini game concept is simple. Find the real pinkie pie from the way she talks :), winner will receive pinkie token, getting enough token unlocks stuff :D
Dashing - Free speed from dashing end up making players to abuse it too much.... So now there is a new system that players have to earn their dashing speed. About 1 point for 1000 bits, it would cost 200k to get full dashing speed which is 4x the normal speed. Or players can do find pinkie pie mini game to get +5 dashing potion. And of course, the game always reward over achievers who reach 1000 dashing speed would get special animation item for fun. But too over achieved wouldn't be rewarded other than the numbers itself.
Secret Door puzzle - the concept for this puzzle is simple. you go thru door by doors in mind....... until you reach the final door.....
Push da rock puzzle - you push rock to unlock area...... classical
Horn - It is a weapon that will be released in part 2. Pure customized with unique skill comes with each horn, they boost matk or watk by a ton. I think I might add level up for these items.
Train - The game got boats, balloons, now time to add train....... Train would be a place that player uses shit load to travel between places in Equestria rather than spam teleport scroll. The concept is simple. Like 5 locations, user choose 1. Ride train, stay on it for like few hours, time up then player will be teleported to that locatation.... part 2 content.Also, train will have some puzzles in it... such as moving the boxes around to find cookies, icecream.... lolllllllllllllllllllllllllllllllllllllllllllllllllll
Item generation - ok. this can be done now. I will add it on V1.70. ok now it is added. Implanted this function so for for weapon 1-71 armor 1-60. Armor and weapon total increased by (71+60)*about 25. So it is over 2000 weapons/armor added just in one single update. Can be boosted above 5000, but I will keep that to part 2.
Item requirement - currently I will starts to add item/armor that need level requirement for part 2. item skill should be fixed.... although it can be potentially glitchy.
Dash effect - New dashing effect is added. More effect will be added but I am thinking......... which. Animation can be used as replacement.
Music player - it is going to be added in V1.70. added. It seems like item music player is going to be abandoned because function is removed to the menu without doing the achevement anyways. So... I guess I will remove that item make it something else.
Item enhancement - this is the item generation I have been talking about. Allowing you to update an item with a percentage of getting a unique title, comes with unique title it comes to unique generated stats that adds on to existing stats. Unlike other MMORPGs with such function, I decided to implant this instead of dropped by monster, you have to upgrade it yourself. It adds more customization, than receiving as monster drop by grinding then end up players will rage because they end up getting a upgraded version of normal axe. Instead, by making it an skill item enhancement, it give players choices which favorite weapon they want to upgrade, it encourage farming for bits because you need a ton of bits to buy upgrade token for item enhancement or to craft it. Disregard item enhancement is a very beta and glitchy, broke item dismantle skill. it is still worth having due to the fact it improve the overall gameplay.
Item crafting - Original idea was to make it item/weapon/armor crafting. But I rather let players get weapon/armor from other methods such as farming monsters, mini quests, treasure chest from fishing skill.
Item dismantle - Glitchy, but the glitch part is avoided if you bank enhanced item in dimensional bank. I added this because after mob farming you would have shit load of useless armor/weapons, you can simply item dismantle them for crystal ore and get rare upgrade tokens! I didn't remove this because I found it to be potentially improving the gameplay and it works great with item enhancement if it doesn't crash of course.
Gameplay idea clearification - I have MLP RPG in mind to support a ton of player customization. If a player died because monsters are too powerful, he can do some mining, some fishing, buy some upgrades and to be able to fight those monsters again in much easier way. Main quest are simple and straight to the point with great rewards, while side quests are much harder with decent rewards as well, I am doing this because there are retarded players who can't do shit then get stuck and rage quit and obviously I can't let that happen. So this opinion rewards both the retards and the professional players. Again, extreme customization of this game is a selling point, players would feel every single gear they got set up belongs to them and fit their play style.
Lottery style and randomization customization - Sometimes allowing a player to win lottery in a game such as a godly armor piece, empowers other players to work hard, play lottery and get the same piece of armor. I am not going to explain this behavior in exact philosophy/psychology, but it is something surely works out. Monster drop table is randomizated, item dismantle skill allows randomized items to be rewarded, item enhancement skill allows players to upgrade a piece of weapon or armor to over 25 titles, each title have a range of randomized stats. If you do the calculation 100 weapon x 25 titles and each title have at least 30 stat randomization points.... And the game have more than 100 weapons and also over 100 armor, do the math. Also, fishing is randomized as well.... After all.. you are looking at nearly infinite amount of customization in MLP RPG which unlocks different kind of gameplay. Instead of creating a game that players just go thru, I am trying to create a game where I set up the system and players is the one who find their own way in the game. I can't wait for some player feedback after all of the bugs are fixed.
Revival stone - Original idea is that the game would call game over if twilight died in a battle or fail a essential quest. I am looking at game over in battle. The idea is that player will craft revival stone with high level crystal ores, if player have revival stone in their inventory it would revive twilight with like 1000 hp. But the concept is later abandoned because such revival stone ruin the fun of bosses because you can just revive again and again over again loop this until the boss is dead.... game tactics would be ruin this way. I might add such item make it very very difficult to obtain, such as it cost 1million bits to get such item... but there would be no point of doing so because players can use 1m bits to buy upgrade tokens instead. Concept denied.
Armor/weapon extra - I think armor and weapons concept are done. There are already too much addon to it already, too much functions would cause extreme confusion and it would make the gameplay too easy because all of the upgrades, it can potentially deep the distance between noob and pro players which would make the game hard to be scales cause imbalance in the gameplay. More weapon/armor will be added to reward players thoughtout the gameplay, but the function concept itself will now be locked for now.
Boat - Enables boat fishing.... since there are 2 type of boats and I am trying to apply everything possible to expand gameplay. I guess small boat will be used for uhh idk. Big boat will be allowed for purchase... price tag at like 1M bits. With it, players can fishing on the ocean of lake.... uhh.. yea.... just a little expansion for over achieved players and air ballon for achievement hunters.
Train! - Lovely trains. In MLP animators decided to add trains so Twilight and her friends can get to different locations. However the implantation of trains in MLP RPG would take different approach. Since in MLP season 3 EP 5, it is now official that time and age magic spell are considered the highest grade of magic. I will modify it a bit. There will be a part 2 boss where he can change time and twist space, Twilight will easily kill him in first stage, then the boss will use his ultimate which will twist time and space which warp Twilight to a train. That train will obviously look modern, monsters in the train will be undecided. But the train will have like 20 rooms or stages, each stage will have different monsters and harder and harder to fight... or it can just be a empty train until you travel to the final room. Which you will fight the boss.
Farming - I have been thinking about adding farming skill since the beginning. But it was too complex to be done without scripting and I got no time for that. Now it can be done. Ability to bury seed, wait for it to grow, get item from it. players can literally put a tree seed then get apple tree and get some apple once for say 1 hour. Players can use fruit, vegetables from farming for crafting skill, which ultimately link farming and crafting together. Great way to add more stuff and expand crafting. Players will learn many things about farming as well..... educational can be part of topic for MLP RPG. Farming isn't the unique concept.... I will add a unique aspect where players can buy houses or mansion from estate auction, like house on island, house in snow mountains, house in the forest, house. You can get pet cat or dog by purchasing those stuff in house (beta testing, add on after farming), housing will feature free inn service, mini game portals that players can purchase (long long beyondfuture content). All of this can be reality, if no bullshit shows up that ruins everything.
Monster buff V2 - After farming I might buff monsters. Recent item enhancement improvement can potentially cause a stat gap..... if a player get 2x godly weapons it would make them unstoppable in the whole game... which is something I am trying to avoid. Monster will receive def and mdef buff, buffed healing skills. More stun, and they will curse characters which decrease their def and mdef, and every other stat. I already capped def in part 1... which maxed at 999 and I am already using numbers like 555 for part 1 final boss... and that is very bad. If monsters are too easy, it would be difficult for me to add godly weapons, armor, etc. Increase evasion, crit, etc... I guess... It might work without whole system rewrite.
Gameplay extra - I hate it when players run out of potion they need and they can't afford any of the potion to continue the game and yet... they can't make money. MLP RPG is still trying to avoid such situation by making potion craftable, which players can get them easily and sell them for money if they got extra left over. When monsters are too strong, forcing players to make better gear.. players should be able to do that quickly in a fun and interesting way. Player will then able to get back to fight those difficult monsters again with much better gear, they will feel much more achieved by thinking they earned their success through out the game. And that is something extremely important in MLP RPG. Everything you do are rewarded. You earned your upgrade, if you get a good upgrade from it, you would be happy. Even if you get something bad, you are still happy because you will have a better chance of getting something even better next time. The lottery/luck elements in the game should in general interesting. To be honest, I could expand this further if MLP RPG is multiplayer.
Game economy - I kind of fucked up the economy system. Too lazy to do precise calculation on how exactly wealth is going to be distributed. Now currently, the concept is simple. Make stuff expensive.... But you don't need too much money to make yourself powerful. Useless teleport scroll, less potion usage by using inn service, would turn out save ton of bits.... use less upgrade tokens can save you 20k bits each time... All of the bits players saved up can be used to purchase expensive crafting books, craft expensive items like soul lock. Too rich? get like 100 soul lock just incase. Boat will be released cost 1M bits, which players can save up for. These type of grinding elements rewards hardcore players, but it is optional to have anyways.
GTUS (God Tier Upgrade Stone) - I found that item enhancement is kind of too luck based... Sometimes hardcore players get frustrated when grinding for upgrade token then end up getting crap enhancement.... And some player just don't like luck based gameplay. Here is the change! GTUS is 100% stat enhancement! No luck or anything. You get what you worked for. You can earn GTUS from housing resources, crafting while you can get extremely powerful GTUS from bosses. Since you can add infinite number of GTUS to your weapon or armor, 5 stones at once... It enables you work for a ultimate weapon that belongs to you. You can literally GTUS a hand axe into a ultimate weapon with atk higher than any other weapons out there. The backside of this is still the fact... GTUS isn't easy to obtain. Even the lowest GTUS would take ton of bits and time to obtain. And even if you have millions of bit, it is still something you have to work toward rather than something you just purchase. All GTUS have a 1% failure rate. Which is very low. Just hope it doesn't fail on high level GTUS. The compatibility issue of GTUS is stable if you follow the instruction given. Or else it would just crash. It is already a miracle for it to work at first place because MLP RPG is highly modified; that scripts tends to create issue with each other... I had to make some changes to the scripts ( disregard I hate ruby)in order to get it to work at first place.
Difficulty mode V2- GTUS kicks in. Now ponies are too strong.... In return, difficulty mode is now spread across all pony characters. No more suffer for Twilight along. I won't add difficulty to normal mode because it is already hard enough. After all, I added combat log which also help hardcore players to do some in depth calculation in previous patches. It will help you out.
Particle effect - Gotta love particle effects. Now there are more particle effects added! Reflection and aftereffect was just the beginning. However, this time particle effect is much more... customizable. I can enable particle effect when you equip weapon/armor, use item, etc. Such as.... wearing legendary hat can get you particle effect. Kind of like TF2 hats, except now it is much customized.....
Weapon/armor calculation time! - So last time I did some calculation on weapon/armor count in wikipedia section. It was 13400 * number of stat variation. Lets ignore stat variable and make it 1. So now I got 134000 different weapons. Now there are over 10 type of GTUS added in newest version. Think about different type of combination you can come up with 10 type of GTUS, and it goes on to the infinite because you can apply infinite amount of GTUS to weapon/armor. Now some math magician should tell me how many possible armor/weapon can be in MLP RPG. The number is infinite... yet kind of. finite. Initially I thought weapon randomization and upgrade wasn't possible because RPG Maker is just plain stupid in its functions. But it is possible after all...... Glitchy but works under given instructions. I doubt I am going to fix any of the compatibility issue because again... Ruby script really annoys me... well, it isn't really ruby. But it is RPG maker's customized ruby scripts that doesn't allow this or that... ultimately, make me rage quit.
Growth progress - In the future there will be graphical growth progress. Like reaching lvl 99 would give you particle effects and new spirits.
Minimalism - It reminds me again that I dislike games with too complicated GUI designt that confuses players. Like map balance, menu design, skills classication, etc. These things can make a players rage quit. Yet, a too simple game is stupid and it wouldn't be educational for me.
Equipment Update V2- Since last update, now everypony have their own unique set of equipment that they have access to. Currently, shield.... wings, horn database is incomplete. But it will become part 2 content. Plan for equipment distribution is simple. I basically throw away database for weapon 1-70 and armor 1-60 to players for random access in early games. However, from weapon 70 + and armor 60 +, stats for these weapons/armor will increase dramatically. Weapon will come with special effects. Another word, they are the game pushers while other armor/weapons would be just normal equipments that keeps the game going in a steady rate. Achievement, bosses, boss arena, random lottery events, quests, or chests can be a way to distribute higher tier weapons/armor. Or crafting...?
Voice acting - Uhhh..... I guess it can be done now. Game progress = delay a bit. I think game voicing is something........... I really need to work on right now. It makes the game MUCH MORE FUCKING FUN. I guess... I am tired of cutting audio clips from the show that comes with background noises and doesn't fit at all most of the time...
Shield implantation - Finally... the concept of shield is complete. Shield will be a type of armor. Unique type of armor that grants you 100% resist against one of many states. And unique/legendary shield can resist more than one states. It will be straight forward that weapon give you attack while shield give you defence.
Multiplayer aspect - RPG maker again disappoints me in multiplayer aspect. Currently I got ranking working by allowing client to send post to a php script, then php script was able to handle the string client sends in post. Then a blockade comes up in further expansion..... currently the post method MLP RPG is using is just like a get method except it is called post..... in which it cannot really send binary data efficiently. Encryption process can be done, which encrypt binary into string then string into binary. Again, not worth of the time.... this method takes too long as well as way too complicated in a old way.
RPG MAKER - Custom modified database scripts is just way too buggy for RPG maker... first it break ability to load save file by just moving it in loading priority... even after rollback.. save system is still broken... had to check old backups for script issues, then that didn't work... thought database was broken by the script... didn't work. In the end... it just fix itself magically. This is the logic of rpg maker.
Multiplayer concept - It seems like making multiplayer aspect from MLP RPG is very different from other multiplayer such as minecraft. For minecraft the multiplayer aspect is part of its engine, when you drop a item, other player can pick it up, multiplayer is as simple as data management..... no extrernal database or web script needed to complete such task. Meanwhile, still thinking about multiplayer online shop for MLP RPG.
COMBO BREAKER! - RPG Engine limit atk and other stats to be maxed out at 999. Item enhancement function doesn't go over the limit nor limit adjust script allow easy-to-access stat modification and changes. God Tier upgrade broke for no apparent reason nor there are error messages that I can use to identify the error; it is a goner. But COMBO BREAKER is back! New item upgrade function allows the function to be able to modify file directly in a indirectly way that is easy and powerful, items can be upgraded over 999.... which allows expanding space for more powerful and hardcore bosses!
Engine limitation - I am bored of RPG maker. 640x480 is boring, can't do 3D rendering is a fail, no possibility of other usage of this engine because it is too enclosely designed just for RPG games, multiplayer aspect is pretty much maxed out by me, horrible security measurements, doesn't support hardware acceleration which adds unnecessary lag that shouldn't be here, no multiplatform support is a huge no.... disregard browser based gaming currently is shit and probably will continue to be shit til one day browser are unified and everyone have ultra hi-speed internet,, mobile gaming isn't well developed and it seems minigames are all there is....
Autosave - It will be added to part 2. It seems players often times forgot to save their game... and taking like 10 seconds to save the game does seems to be annoying. Now autosave when switch map, after combat, after menu.
Binary save file transfer - It is a dead end. Encoding methods doesn't work because RPG Maker doesn't support ruby code for it. External add on could work, but thats too much of sacrifice over little function that it provides anyways. But I might do it for educational purposes...... however I hate ruby... I rather learn it on C++ lol. weeeeee.
1 HOUR BOSS BATTLE - This wild idea came to my mind lol..... The 1 hour boss battle is going to be a boss on overload with insane amount of HP and defense.To make 1 hour boss battle not that boring, events will be added every -5% boss HP bar drops. The boss will switch stage/form after it dies, then second form of the boss appears, etc.
Combo reward - I am thinking about combo hit reward, like hitting enemy 10 times in a combo would get yourself some buff or something... Not combo damage because it would be unfair for low level players.
Friendship points - Each time damage an enemy bar increases. When it reach 100 points it would randomize to a effect to occur... from buff to gaining an item. The item should be randomized like friendship chest for random items. Whether item --> treasure item or in combat --> treasure item.
Mini-boss concept - Updated on blog instead of here.
Fan game V2 -Making a pony game against made me quiet upset about the inital deal. For example, making a pokemon game; I got over 100 spiritsheet database for everything and beyond the game needs, there are millions of pictures, millions of background music as my game support; the game doesn't need any fan to contribute, so the game end up become my own little game project with nothing behind signifying anything greater. For MLP RPG, I decides to make me; as developer to take less credit, but instead use MLP RPG as a game that signifies the love/values of the fandom; how everyone contributes, how the game becomes a commercial grade with nothing as backup but the fandom, how the fandom's talents is extraordinary. But no, there is no significant contribution. In the end, this quiet upset me because I overrated the fandom. Turn out, the game has to go on; but now, it is now nothing but a empty shell. Keep in mind that it is NEVER about the game, I can easily make another game that is far more advanced and better than MLP RPG anytime I choose with a little sacrifice of my time.
Ponies Progression V2 - There will be a section in part 2 where ALL ponies will be advanced by Celestia. Twilight - > Alicorn as for example. After ceremony there will be a new buff avaliable for purchase in SP..... it will be the ultimate upgrade in which both buff the pony but also changing spirit animation. All ponies will be in flying stance but you cannot fly thru wall and stuff still..... This is a permanent buff like a semi-active buff, so you can turn it on and off anytime you feel like. Alicorn Twilight got her wings out of nowhere.... it hint towards that wings for Unicorns aren't really wings but rather... magical wings that is more realistic. That is what MLP RPG is going to stick with when I personally hate the idea of alicorn Twilight. It is just stupid.
Storyline mood: The story and the setting of the game should be mysterious, and the only force to drive players to complete the game is the interest to find out about the unknown. The game is focused on a specific group of players which is hardcore RPG players who enjoys ponies as well. The game adds fun, peaceful, easy going moments; but the game always foreshadows something stronger and more powerful ahead. This can be told from boss monsters, naming for weaponry (naming mostly), skill naming that sounds rather science fictional advanced in term of epicenes. The game tries to make players extremely interested into deeper in-depth of the gameplay that will keep them playing, in a sense that the player will continue even if they have to grind extra few hours to unlock the next area. On developer wise, I have to make grinding necessary but not a boring part of gameplay; it is one of the essence of RPG.
New weapon/armor system: To get in detail, I have decided to remove the old weapon/armor upgrade and enhancement system from actual gameplay as the first update to begin the year of 2014. Although the old system was considered to be unique, I just had to remove it because players are sick of typing in item id everytime they upgrade or enhance their weapon, it was just a dumb way to do things. And the scripts had issues for the players, and I don't think I can afford the time to patch all those little details as those scripts are core scripts. So I looked for a core system to create a brand new weapon/armor system without the cost of functionality too much and at the sametime make it worth the effort, what not. So I found a equipment leveling script that actually works. It comes with a script that basically makes all items unique by giving it new item id for each and every weapon and armor. So if I were going to switch over, the old system that heavily rely on item id will become obsolete. But at the sametime that additional script is needed as it makes the leveling system more functional.
I added additional features using the functionality that the unique item brings, such as item tier and stat variation system. So players will actually enjoy getting one godly item more than once just to see which one have better stats and also it curves OP-ness of godly weapon by allowing normal equipments to have a potential to be a godly item in term of its item tier. I were going to add a feature that upgrades item tier, but it lacks a way to do so, but it is rather fine leaving it unchanged. I think.
So the leveling system just allows players to level up their weapon by using it in battle. And it isn't monster exp dependent. It means, even if you kill slime, it would still give about the same amount of exp. First level for weapon is instant, but not for armor. Armor takes 5 times more exp to level because you can wear many armor items. Both weapon and armor will get an item upgrade that is identical to the old item upgrade system at level 5. It means a special name tag added to it and more bonus stats that is based on the unique name tag given to it. Then every 10 levels after level 5 gives the item a feature effect. The feature effect can be known by looking at your item's description tag. It will be something like ***SLIENCE 20%***, it means your weapon have a 20% of affecting enemy with silence during attack. And there are many unique features that player will discover. And most of the feature stacks.
The exp it takes to level up the item is exponential. It is 100 times harder to level up the item at level 10 than level 1. Good news is that, your item can be leveled infinite times. If you leveled up your item to level 55. It will get particle effect on your character.
Side bonus of it all: customized weapon works flawlessly. Only took 2 days to move the old system to the new one. All of the cooperation glitches between scripts seemed to be all fixed, somewhat it is most important as there are hundreds of scripts, and to make them all work together is somewhat can be a difficult task considering how big of a modification it is.
REASONING:
Making a decent RPG game isn’t easy. I am willing to share my ideas for you guys to grade and comment on them, so they can be improved before part two is finished. Remember… I am making this game for educational purposes; it is up to you to add comment and make it better :)
Last modified: September 20 2016 13:20:10.