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Engine:RPG Maker 2003Coding Language: I know a bit of hex-editing, that's about it.Preferred Dimension(2D/3D):2DInspiring Game: Anything I can get inspiration fromPreferred System to make a game for:PCRM2K3 is somewhat outdated (it is 12 years old now), but I prefer it to the new XP/VX engines, and I've learned how to craft things with it that I don't think others have quite caught on to.I have a few projects, but the only one that I can really show yet is this one (and this is actually from a scrapped prototype).The enemies and background are just default templates with the engine. You can pretty much disregard them.Because of engine limitations, there's no way to make it so the enemy you beat up in special attack animations looks like the one you're actually fighting. So, I use a generic "shadow figure" for the receiving end of a beat down to represent the enemy.The current version runs more smoothly, and has better colors, but it's not as far along yet.The story will play out in a fashion similar to Dragon Age or Mass Effect, while the combat is like a cross between the 16-bit Final Fantasy titles, a bit of Persona 3/4, and White Knight Chronicles with a visual style not far removed from Valkyrie Profile....If I ever finish it, that is. XD
That is a VEEERY interesting game to be honest! I would absolutely LOVE to help you with that game! Perhaps make trailers or help you with the spriting or something else. Also why does Goku look sooo.....out of suit? Just curious but when does your game take place? is that Goku or Goku Jr.? But if you ever plan to continue it, I'm sure it could be an amazing game, also maybe try to move it to another engine, I would recommend Multimedia Fusion 2 because that engine is amazing for 2D games, I would also recommend you take some inspiration from Dragon Ball Z: Attack of the Saiyans, it was made by people from Chrono Trigger and other AMAZING RPG makers and it is one of the best if not the best DBZ RPG games out there.
Actually, it's not Goku. XDRather, it happens in an alternate timeline, and follows the events of the series (with bits from the movies thrown in), with your character basically tagging along with Goku and his friends.Spoiler for Hidden: The character design for the female and male protagonist:The entire game was inspired by the quote at the end of the final volume of the manga, where Toriyama makes a comment about "seeing that world with your own eyes."I've actually never really stopped working on it, but I keep making new discoveries with the engine, and scrapping the project for a refined version.Originally, it was going to be one massive game from the beginning of Z to the end of the Buu saga, but it proved to have a lot of issues, so I changed it into a two-part game, but this also lead to a lot of issues, so now it's set to be a three-parter, with this one covering the Saiyajin arc and ending with Freeza's defeat (although it will also cover pieces from the first 3 movies).I am a bit bummed that I'm not using the awesome transformation system I developed until the second part (which took me the better part of the last two prototypes to perfect, but it's fully operational and even has in-game transformation sequences), but this allows me to make a better game over all.This also allows me to experiment with a few nuances for each part (to make each game feel unique, rather than just "more of the same"), and it gives me a chance to make a character import feature, so your choices and actions from the first game have an effect on the second.Honestly, I didn't care much for Attack of the Saiyans when I played it. Granted, I didn't get far, but it just felt too... typical of an anime RPG. Not to mention that I hate they shoehorned Broly into a game about the first story arc, before he should have ever shown up.As for helping me with the project, if I think of anything you could give me a hand with, I'll be certain to ask (although, currently, most of what I need is sound data, and I've got someone helping me a bit with that).Once I get the game running to a "semi-playable" point, I'll be sure to make a teaser trailer, though.
Actually, it's something I've been working on for a few years, but it's undergone a LOT of changes. (The current version is actually the 5th build, if memory serves). This particular build is about 6 months old, though (although it reuses some content from the last build which is something I haven't done before).
The transformation system has undergone changes of it's own, too. The very first version didn't have an actual transformation system, and you were always transformed, but that wasn't very interesting, and had no effect on the gameplay (this was a very, very early version).The 2nd allowed you to transform at any time (including on the map outside of battle), but this essentially made you unstoppable, since there was no negative to the transformation.The 3rd one was closer to what I had in mind, but still not perfect. You could transform in battle only, and there was Ki loss every time someone used an action (not just the transformed character), although running out of Ki just meant you couldn't use special moves.The current set up has you losing Ki and reverting upon running out of energy, but there's also a "Spirit Gauge." As you fight in your normal form, the gauge builds up, and when it's full, that character can transform. Every turn you take reduced your Ki by 1, but it no longer drains when others act.
The earliest draft for this game actually started before DBO was announced, although that first version was scrapped a long time ago. I revived it around 2009, and that version actually went pretty far before being scrapped, too. It's kinda continued like that for a while. XD
As for the sprites, I can't really upscale them due to engine limitations, sadly. In fact, the engine doesn't even run at HD resolutions, so I'm stuck with what I've got. There will be a few "cut-ins" for Desperation Attacks, and the like (basically, when you see one of these, you know somebody is about to eat a big attack), and certain triggered actions will display these.It'll still look 16/32-bit, but it'll be a fancy 16/32-bits. XD
The protagonist is Saiyajin, and I'm working them into the story a specific way, so sadly, there won't be any other races. They are actually part of the storyline and exist within this timeline, as opposed to Dragon Ball Heroes, where it's just some kid that got sucked into a video game.That being said, I am trying to balance out the character's attributes and such. Goku's naturally talented in all aspects, focusing on Melee. Vegeta is like a less powerful, reverse Goku. Piccolo regenerates HP. Perhaps, since the human characters are fulfilling more support-oriented roles, I'll have them regenerate Ki, or something. That kind of stuff.The protagonist learns new skills by unlocking them through events, then spending Ability Points in a skill menu at save points. You can also customize his/her attributes. Whenever you level up, you get a Training Point, which you can use to increase your base stats.
There are actual plot-points and consequences for your actions (doing certain things will change the way the other characters react to you, and certain actions will have an effect on the sequels).For instance, sometimes you may come across an enemy that begs for it's life. While Gohan and Kuririn might not be too pleased with you blasting his head off, Piccolo and Vegeta will approve of it.If you get someone's approval high enough, they may do things like protect you from an attack or intercept an enemy's special move with a counterattack.It'll also have an effect on the 2nd and 3rd parts (for instance, getting that character to join you in a part where they weren't present in the story). It'll also keep track of some of your specific actions (like if you kill Guldo instead of Vegeta decapitating him, it'll recognize that).The protagonist's responses and behavior will also change over time. A violent protagonist is essentially giving into their Saiyajin nature, and as they do so, you'll often get the chance to become more cruel when interacting in dialogue.You'll still be a "good guy." Just not a particularly nice one. XD
The core story remains the same, but this way, it gives the player incentive to take the other paths available. It's sort of like some of the Kingdom Hearts stages, where you relive the events of a Disney movie, but with Sora and his friends palling around with that movie's protagonist.
I don't really have much to put into this. I only got one project I plan on working on and I don't have he Engine. I plan on using Unreal Engine 4, but my current computer can't handle it. I plan on getting a new build and of course, then i'll get into putting the things together, but so far, I can only work with the assets. I gotta start making the environment, characters, animations and controls/gameplay, etc. Research about the engine so as soon as I get I dive straight into work efficiently without having to spend time getting familiar with the UI. In UE4 it's not necessary to know a language, but i'll get learn C++ (I only know Java). If this thread is still alive when I finish the first model i'll update you peeps.
All I could say is good luck friend =D also what is the genre of your game? I truly wonder, also as I said to Nia I could help you a bit more if you switched to Unity C# but I still think the Unreal Engine is very good, I never tried it but I definitely heard good thins about it!
Psychological horror. I don't intend to make "jumpy" things or anything like that. I intend to make an environment that will creep the player. The graphics and sound will do alot in the game. That's why i'm heading on the UE4 path. Unity is a good engine, but it has sacrificed many features to implement the mobile devices development.C# is kind of similar to Java. They're both fully OOP languages. Although syntax is very different to Java, but very close to C++, which is what I need for UE4. I'll hit you up if I need some help! Again, i'll post on this thread specifically. I would love this thing to be sticked.
Holy Swivel that is a huge load of text. ok then.
Engine:Gamemaker 8Coding Language: GMLPreferred Dimension(2D/3D):2DPreferred Coding Program:idkInspiring Game: Super Mario is probably the best i could do Inspiring Book: Introduction to Video Game Design by D. Michael PloorPreferred System to make a game for:PCI really don't know jack shit about game development i am fairly new and could probably only do a basic maze game in 3-5 days