- Jun 4, 2024
- 11
- 13
Hello all,
I have a desire to make a fan game of Risk of Rain using rpgmaker, but need to figure out gameplay scope stuff. Coding and Gameplay aren't my strongsuits. I am more of an artist, if a mid-level one at best. So I'm going to just list off some of the things I am thinking and hope smarter people know how to handle that. Worst comes to worst I release a game that has dumbed down versions of what I want with these concepts.
1. Randomized chests (with rarity) - Basically, I want to incorporate every item in at least ROR 2 and it's dlcs. I will likely go through and choose a few of every rarity to start with for the initial release. What I need to figure out for this is how to randomize both chest placement AND what is in each chest (with appropriate percent chances).
2. A way to emulate "item stacks"- Likely the least important given the difference of rpgmaker to normal ROR. Honestly might just make the items equipable accessories and have a big accessory slot pool. Would be interesting to have the "more versions = stronger effect" bit though.
3.Tilesets and Icons - This is more if anyone knows if any rpgmaker assets for ROR exist, if not I'll have to attempt making my own. Not something I feel confident in, given my lack of experience with pixel art. But ROR is one of the easier franchises to convert in that manner.
4. Basic gameplay loop. I already have an idea to make the ship you see in the intro to 2 a 'Hub' but I might take a more "exploration" style then the survival style of the games. Have you explore and unlock parts of every area. This might even remove the "random items" aspect as well, but then creates the question of what items go where.
Now, the NSFW aspects. I am of two minds, first is to have the entire crew be female and have the monsters have sex attacks. The second is to make MOST of the crew and one of the characters male (Either Commando or a whole new character are the options for this from the top of my head). This of course will determine the whole feel of the game.
Any thoughts or suggestions would be appreciated.
Some thoughts and further hammering out after I posted on what the goals for initial release are:
Initial release:
-Hub (At least a rough version)
-Initial area (Titanic Plains or Distant Roost)
-Initial Characters (Commando and Huntress)
-Initial Items (White Rarity: Crowbar, Armor Plate, Gasoline, Bison Steak, Tri-tip Dagger
Green Rarity: Razorwire,
Red Rarity:
Boss: Knurl?
Void:
Moon:
Equipment: Foreign Fruit, )
Goal for each area could be finding the teleporter (having it locked behind exploration?) and
defeating the boss of that area (Stone Titan for Titanic Plains, for example). Perhaps have
already cleared areas have special bosses with what would be that area's artifact locked behind
it?
Thinking of making the items one time unlock, and altering some effects to better fit engine.
I have a desire to make a fan game of Risk of Rain using rpgmaker, but need to figure out gameplay scope stuff. Coding and Gameplay aren't my strongsuits. I am more of an artist, if a mid-level one at best. So I'm going to just list off some of the things I am thinking and hope smarter people know how to handle that. Worst comes to worst I release a game that has dumbed down versions of what I want with these concepts.
1. Randomized chests (with rarity) - Basically, I want to incorporate every item in at least ROR 2 and it's dlcs. I will likely go through and choose a few of every rarity to start with for the initial release. What I need to figure out for this is how to randomize both chest placement AND what is in each chest (with appropriate percent chances).
2. A way to emulate "item stacks"- Likely the least important given the difference of rpgmaker to normal ROR. Honestly might just make the items equipable accessories and have a big accessory slot pool. Would be interesting to have the "more versions = stronger effect" bit though.
3.Tilesets and Icons - This is more if anyone knows if any rpgmaker assets for ROR exist, if not I'll have to attempt making my own. Not something I feel confident in, given my lack of experience with pixel art. But ROR is one of the easier franchises to convert in that manner.
4. Basic gameplay loop. I already have an idea to make the ship you see in the intro to 2 a 'Hub' but I might take a more "exploration" style then the survival style of the games. Have you explore and unlock parts of every area. This might even remove the "random items" aspect as well, but then creates the question of what items go where.
Now, the NSFW aspects. I am of two minds, first is to have the entire crew be female and have the monsters have sex attacks. The second is to make MOST of the crew and one of the characters male (Either Commando or a whole new character are the options for this from the top of my head). This of course will determine the whole feel of the game.
Any thoughts or suggestions would be appreciated.
Some thoughts and further hammering out after I posted on what the goals for initial release are:
Initial release:
-Hub (At least a rough version)
-Initial area (Titanic Plains or Distant Roost)
-Initial Characters (Commando and Huntress)
-Initial Items (White Rarity: Crowbar, Armor Plate, Gasoline, Bison Steak, Tri-tip Dagger
Green Rarity: Razorwire,
Red Rarity:
Boss: Knurl?
Void:
Moon:
Equipment: Foreign Fruit, )
Goal for each area could be finding the teleporter (having it locked behind exploration?) and
defeating the boss of that area (Stone Titan for Titanic Plains, for example). Perhaps have
already cleared areas have special bosses with what would be that area's artifact locked behind
it?
Thinking of making the items one time unlock, and altering some effects to better fit engine.
Last edited: