Busou Shinki RPG - RPG Maker VX Ace

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Busou Shinki RPG - RPG Maker VX Ace

Postby ArcticKitsune » Wed May 08, 2013 12:26 am

An idea I'm bringing back up after Mechapen mentioned a 2D Battle Rondo fighting game. I'd play that, and I'd also play a Busou Shinki RPG game as well. I was hoping we could work on a basic Busou Shinki game together with us and others appearing somewhere within the RPG realm, even possibly recruiting Shinkis along the way. We can make and import assets, we can create world, and even point it in whatever direction we want. We can add whatever music, tiles......mostly anything really, or so it is advertised.

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- Video of RPG Maker:
http://www.youtube.com/watch?v=pdKHAe6StuE

- RPG Maker main site:
http://www.rpgmakerweb.com/products/res ... stic-tiles


- Google Drive Files - To "Test Try" the worlds:
https://docs.google.com/document/d/1fa5 ... sp=sharing

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- Busou Shinki Features - Plans:
(Nothing here is final, nor do I want to force my plans onto others. Need somewhere to start so I list these.)

- BSW World Hub - The main city and where you start at. Also being appropriately named.
- World style would be urban and modern, going in and out of rural. Urban being more dangerous for Shinkis, rural more for the Masters.
- Each BSW gets their own town, village, or city.
- Each BSW'er gets their own NPC in game as a companion or boss (Maybe both).
- Obviously adding in Shinkis, even rare roaming ones. Shinkis and Masters being both tame and "wild".
- Konami Busou Shinki centers are a must.
- Inputting Busou Shinki music (or have custom ones ones within).
- Combat system being either Pokemon style or one where Shinkis follow behind you and attack on your command.
- Random encounters or timed respawning; Random encounters of rogue Shinkis (kept at a reasonable limit) and Shinki Masters eager to fight also at a reasonable limit.
- Starting from an airport, forced escort to a hotel as a temp base then told what to do and where to go; Library for game background, Busou Shinki center for Shinki battles and shopping area for Master & Shinki goodies.

Other:
- Adding a fictional futuristic Ottawa (my version) into the world via train or airport (if possible).
- BSW Tower (Easter-eggs and randoms.)
- Arcticu Tower (Something to place in either BSW or fictional Ottawa.)
- Day Night Cycle
- Time reading off of the computer's (if possible).
- Urban - Majority of Shinki Owners and Shinkis located here; Rural - Mostly farmers, hikers, thieves (preying on loot and Shinkis), and wild-life found here. Going from Urban to rural back to urban.
- Having thieves steal your money and Shinkis. If no Shinkis then gaining volunteers to get them back, hopefully programming the thieves to hide.
- Finding ways to randomize opponents and to rebattle them.


- Other people's ideas - Post yours here and I'll edit in.
(Name anything you would want added and we'll add it, or see if we can.)

- (Waiting for people's input.)
-
-

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Alright. If there is an issue let's solve it or if there is anything we can do in a specific way then say it. Let's see if we can even pull this off. I'll try doing the mapping, or most of it as I can as well.

(Main post is in a constant state of edit.)
Last edited by ArcticKitsune on Wed May 08, 2013 11:19 pm, edited 3 times in total.
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Re: Busou Shinki RPG - RPG Maker VX Ace

Postby nascar241993 » Wed May 08, 2013 1:52 am

Just some ideas I'd like to add in:

- Mini-games:
(These could probably be side-quests that can be accomplished on your own time, could probably even earn money or other rewards upon completion.)
- Farming: Shinkis being able to help with plantations and such. Could help farm owners with planting, harvesting, and other such tasks.
- Ruin Exploration: Places that you can explore with the possibility of finding a rare shinki and possibly adding them to your party.

- Random Encounters:
- Random encounters with shinkis, possibly affected by a rogue AI that requires defeating and resetting them to factory default settings to fix their corrupted AI.

SPACE RESERVED FOR FUTURE IDEAS.
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Re: Busou Shinki RPG - RPG Maker VX Ace

Postby Klinkin » Wed May 08, 2013 10:04 am

It looks like RPG Maker costs money; my first thought is to be wary of these kinds of game design programs. They do have a free trial, though; how possible would it be t make the game entirely within that? If not, something like Unity might be a better option.
Anyway, my own ideas:
– Shinki customization: at the very least, split each model into several different armor packs (likely head, body, arms, legs, back) and multiple weapon sets and allow Shinkis to equip them. This could be done with layered sprites (see below). Also, with the right code, we could add customizable color palettes.
– Ascetically, I think a SRW style would work best; even Pokémon adopted that style for a generation before going full 3D. It would result in chibi Shinkis, but I'm fine with that. It would also require a bit more sprite work, though at the benefit of modularity.
– As for battles, I'd like to see something a tad more complex than Pokémon or Battle Rondo; how hard would it be to make a real-time (or semi-real-time; think ATB) combat system?
– Lastly, I think Shinki should be characters in their own right, and their personalities should come out both in interactions and in combat.

My skills are more focused towards programming, but I'm willing to offer any help I can.

EDIT: CBox Ideas
- Range: The battlefield would be divided into linear sections, similar to the bending arenas in Legend of Korra or one column of a chessboard. Each turn, a Shinki can move up to a certain distance, determined by their speed and what else they do:
  • Full movement: No attacks. Shinki moves up to its speed (likely around three-five spaces).
  • Melee attack: Shinki moves up to half its speed, rounded up (so two spaces normally) and makes a melee attack either before or after.
  • Ranged attack: Shinki moves slowly (one space only) and makes a ranged attack.
  • (Maybe) Boost/Dash: Shinki moves up to double speed, but takes some form of penalty, either in stats or in available actions next turn (for example, might be forced to move at half its speed next turn, stopping it from using certain attack options).
- Going along with that are two weapon attributes: range and bulk. Melee weapons would likely have a range of one, with polearms and longer swords (think halberds or zweihander-sized swords) having two range. Guns and such would likely have significantly longer ranges. Most projectiles would be instant, but a select few (missiles, mostly) could have a maximum speed per turn, so at very long ranges they'd take multiple turns to hit. Additionally, weapons would have bulk; light weapons would add one space to the Shinki's speed when attacked with (so a Shinki with a light gun coudl move two spaces and fire), while heavy weapons would prohibit movement entirely when used (think Arnval's big cannon or Eukrante's Tempest).
- Another option for the above idea: terrain. The battlefield would be a circle, and each space could have some terrain in it. It might be as simple as cover (increased miss chance when firing at a Shinki in it) or it might be as complex as a wall with a certain number of hitpoints or even distinct mounted weapon systems (as seen in the anime).
- Unrelated to the above: weapon groups. While a Shinki can't fire all of its guns at once (at least, most can't), there's no reason a Shinki can't fire two pistols, or a rifle and a back-mounted cannon, in the same turn. If the above idea was used, this would likely restrict Shinki movement more (two light weapons equal a normal one, two normal weapons equal a heavy). This would likely be similar to MechWarrior in implementation.
- Weapon sets: many Shinki carry more weapons than they can hold at once. Using all of the above, a Shinki would have multiple sets of weapons it could switch between, at the cost of being unable to fire any swapped weapons that turn. For example, let's say a Shinki has two one-handed swords, a two-handed sword, two pistols, and a rifle. Set one is the rifle. Set two is one pistol, one short sword. Set three is two pistols. If a Shinki switched from set one to set three, it couldn't fire any hand-held weapons that round. However, if a Shinki switched from set two to set three, it could fire one pistol while switching (in addition to any back-mounted weapons). This would streamline the myriad number of weapons many of the heavier Shinki carry.
- Form changes: Many Shinki armors have multiple forms. Dynamic switching would be a neat feature. For example, if a Shinki has a Eukrante back part, leg part, rifle, two swords, and two arm parts, it can opt to combine them into bird mode, losing access to the parts in exchange for a robot companion.

Lastly, I've been thinking about having a fast-paced turn-based action-RPG system. Think ATB, but Shinki get to act once every second or two to keep things moving.
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Re: Busou Shinki RPG - RPG Maker VX Ace

Postby ArcticKitsune » Wed May 08, 2013 11:23 pm

Ok well, I would like to know two things first from the following link within this:

-> https://docs.google.com/document/d/1fa5 ... sp=sharing

I must know:
1) Does it run without needing the RPG program?
2) If it does run, what basic fantasy RPG should I add
3) Bonus - If it does run, who wants a home in Bushinka Village?

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- Progress Images of Arctic World Test Map:

You can currently explore the small world of Arctic World. You can explore the outter world, fight slimes or find the Abandoned dungeon to fight slime & bats. Need to heal? Go to Varta Village and find Varakitsu in AK's home, or to Sonja's home in Bushinka Village to heal by Yuan.

More coming as more updates are done!


- Arctic World:
Image
Arctic Main World by SubTrance, on Flickr

- Varta Village - Contains my home with Varakitsu within, Nas's home, and a Guest Tent.
Image
Varta Village by SubTrance, on Flickr

- Guest Tent - Should eventually contain potions for selling and such.
Image
Varta Guest Tent by SubTrance, on Flickr

- My Home, With Varakitsu inside:
Image
AKs Home by SubTrance, on Flickr

- Nas's Home - With Maids:
Image
Nas's Home by SubTrance, on Flickr

- Fort Kitsune - Should be massive and contain loads of stuff when I'm done with it; Has a Fox Queen within.
Image
Fort Kitsune by SubTrance, on Flickr

- Sonja's Home and Nyar's Castle -
Image
Sonja&Nyar Home by SubTrance, on Flickr

- Nyar's Twisted Left Wing & Polite Right Wing:
Image
Nyar's Castle - Left by SubTrance, on Flickr
Image
Nyar Castle - Right by SubTrance, on Flickr

- Sonja's Home with Yuan:
Image
Sonja's Home by SubTrance, on Flickr


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- House Requests:

- Zeni - A normal house. One where families could easily live. 2 NPCs - 1 with black short hair and black eyes male; Female being blond, long hair and blue eyes.
- Mikuo - Brick House.
Last edited by ArcticKitsune on Thu May 09, 2013 12:07 am, edited 6 times in total.
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Re: Busou Shinki RPG - RPG Maker VX Ace

Postby MechanicalPen » Wed May 08, 2013 11:32 pm

Anyone wanting to try and help out with this project might try using the Lite version of VX Ace. It restricts how many maps you can make, but that will not stop us from being able to combine your maps into a main project!

Link: http://tryace.rpgmakerweb.com/download-lite/
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Re: Busou Shinki RPG - RPG Maker VX Ace

Postby Caterwaul » Fri May 10, 2013 3:49 pm

I dont need more time sinks in my life, but this is tempting. Especially with a Lite version.

Checking the forums, I see there's a couple 'Let's emulate Pokemon' type scripts already out ther. Considering how close in theme the two series are (They're both pet fighting RPGs when you get right down to it) might not be a bad place to start. A nice simple combat system you can make more complex as you go along.
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Re: Busou Shinki RPG - RPG Maker VX Ace

Postby Zenislez » Sat May 11, 2013 9:52 am

Looks promising. My bad since can't help with making maps or anything, though I can give some ideas.

And you do mention some roaming, will it have some story or just play to get all shinkis?
"Motto Shiawase Ni Naru"
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Re: Busou Shinki RPG - RPG Maker VX Ace

Postby nascar241993 » Mon May 20, 2013 10:00 am

http://www.pixiv.net/member.php?id=305559

It appears this user has (somehow) discovered our project, either that, or someone in Japan is currently making a Shinki RPG as well.

Either way, that artist has some great sprite-work. Noticed several shinki designs, with popular ones like Eukrante and Maochao.
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Re: Busou Shinki RPG - RPG Maker VX Ace

Postby Klinkin » Mon May 20, 2013 2:19 pm

Interesting; I think if we used 64x64 sprites for overworld humans, we could use these (32x32) for overworld Shinki.

Speaking of sprites, I think the easiest way to make animatable sprites for a bunch of Shinki is to do the same thing Pokémon B&W did with a MMS Naked; maybe have a head, chest, lower torso, upper arms, lower arms/hands, thighs, shins, and feet, each with one to three different sprites, and we animate the Shinkis by rotating and translating those sprites. Adding equipment would be easy, and we could also add in Battle Rondo-style customizable builds without much trouble.

UPDATE: Just found out first-hand that the Lite version doesn't support script editing, so I'm not going to be much help there...which is where most of my strengths lie. I'm still willing to beta-test and try to sprite, though.
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Re: Busou Shinki RPG - RPG Maker VX Ace

Postby nascar241993 » Mon May 20, 2013 9:43 pm

Klinkin wrote:Interesting; I think if we used 64x64 sprites for overworld humans, we could use these (32x32) for overworld Shinki.

Speaking of sprites, I think the easiest way to make animatable sprites for a bunch of Shinki is to do the same thing Pokémon B&W did with a MMS Naked; maybe have a head, chest, lower torso, upper arms, lower arms/hands, thighs, shins, and feet, each with one to three different sprites, and we animate the Shinkis by rotating and translating those sprites. Adding equipment would be easy, and we could also add in Battle Rondo-style customizable builds without much trouble.

UPDATE: Just found out first-hand that the Lite version doesn't support script editing, so I'm not going to be much help there...which is where most of my strengths lie. I'm still willing to beta-test and try to sprite, though.


Sounds good.

Also, sorry to hear about the Lite version not having script editing. If able, I'll probably try buying you a copy once the option becomes available.
Last edited by nascar241993 on Fri May 24, 2013 11:32 am, edited 1 time in total.
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