what kind of enviroments are you looking for
rock, forest, jungle, snow, vulcanic, demonic, heaven-ish, cave, floaty or do they have to be battle areas or just walking areas and can things be moving like leaves or grass in the wind
I have never downloaded gamemaker so i dont know what its capable of
Lily: An RPG Game created by Stickpage.
Started by: Devour | Replies: 132 | Views: 12,405
Apr 22, 2014 7:28 AM #1188936
Apr 22, 2014 7:45 AM #1188937
What I'll need will probably change a lot as the game progresses. Right at this moment, what I'd need the most is definitely a dark dungeon environment. One that you'd find underneath a large castle, with walls and floors made of stone, guttering torches and lots of hallways. Everything else is being worked on by the other three wonderful people <3
Apr 22, 2014 7:53 AM #1188939
and skulls, and gutter, and rats. YEHAH
Apr 22, 2014 9:32 AM #1188955
Quote from DevourI've got all the calculations down already :) But I'm definitely lacking in the spells and abilities department. Any kind of offensive and defensive spell that works with one of the eight elements that you can think of (mind you, no mortals are able to use Death because doing so would kill them), I'll write it down to implement into the game. Especially if you wanted to emphasize what each spell was capable of doing in fights.
Alright.
I know you said you don't need combat formulas, but I just put mine in there so you can get perspective into why I made things that way. For example, in the notation "ACC - 50 vs EVA to SLEEP for 6 turns", it just means that if the EVA of the opponent is higher than the player's ACC - 50, then the SLEEP status effect happens for 6 turns. You can easily just translate this to "inflicts 30% chance to SLEEP" if you want to and be done with it. I operate on the principle of mastery; that lower levels do not make the spell effective as if you were to use it later on. You can also use the formula to transpose numbers for when you need to balance things later on. Anyways, onwards:
Stat Meanings:
ACC - Accuracy; i don't know if you have 2 stats for magic and physical accuracy so lets just assume you apply whatever is best
EVA - Evasion; like accuracy, you might have 2 stats for evasion so same thing applies.
MDEF / DEF - Magic Defense / Defense; as with the above. you might have a phys def and a magic def. apply which one you think applies best. I only wrote MDEF in particular because its common to have 2 kinds of defenses. still, its your game so use what you think works.
MAG - Magic
STR - Strength
VIT - Vitality, the stat that affects HP
***It goes without saying that magic attacks will be defended by magic defenses/evasion and physical-type attacks to physical type defenses/evasion unless mentioned.
Status Effect Explanations:
TRAP - EVA decreased by 20
BLIND - ACC is reduced by 50% and character is incapable of crits. weapons' default chance to hit is reduced to 75% if it's lower than that, then use that instead.
SLEEP - EVA is reduced to 0 until hit or woken up
POISON - loses 10% of its current (not total) HP every turn
PDOWN - either the STR or the Damage inflicted is reduced by 25%
ZOMBIE - target is immune to DEATH elemental attacks, target is hurt when applied with healing potions, and outright killed if REVIVE effects are used. anyone that tries to outright attack a zombified person is drained of HP instead. that HP goes to the zombified
ARMDOWN - Armor decreased by 25%
MDOWN - Spell damage decreased by 25%
CURSE - counterattacking and fast attacks are disabled. VIT and MAG are also reduced by 50%
For spells, I've added a brief description of what possibly happens. None of this is set in stone, you may use them to manipulate as you wish. The number beside the spell is the proposed MP cost. You can easily make MP formulas if you know what the most expensive spell is. Also, it shows that I've based my suggestions on Final Fantasy. You can see it because I treat Air spells as Ice spells. I (or anyone) can change them anyway so once again none of these are set in stone so you can just rearrange/rename them as you wish.
Note that this is very incomplete, I haven't touched on non-combative spells yet so you're going to see some huge disparities in the spell selections.
Spell List version 1 (Click to Show)
I'll update it later with more non-combat spells and flesh out the elemental damages as well as suggest combat skills as well. Maybe.
Apr 22, 2014 10:27 AM #1188958
I would love to help develop the antagonists. Sidequests are good, too.
Apr 22, 2014 1:33 PM #1189002
Quote from DevourWhat I'll need will probably change a lot as the game progresses. Right at this moment, what I'd need the most is definitely a dark dungeon environment. One that you'd find underneath a large castle, with walls and floors made of stone, guttering torches and lots of hallways. Everything else is being worked on by the other three wonderful people <3
I can into grate this in the first town I do fr you guy <3
I always add some type of dungeon to my places :p
Edit: I've been writing a plot to my small castle village. The player arrives at the town to discover that there have been a number of break ins within the local market stores after the king was murdered. The law enforcement of the town is too busy trying to figure out who killed the king. This isn't going to be your average mystery homicide story either. This is what I'm going to try to work on tonight <3
Apr 22, 2014 2:37 PM #1189029
Hello. I'd like to pitch in help as an antagonist/side-quests writer. Tell me what I need to do, and I'll do it with grace.
Apr 22, 2014 6:08 PM #1189095
Quote from HewittAlright.
I know you said you don't need combat formulas, but I just put mine in there so you can get perspective into why I made things that way. For example, in the notation "ACC - 50 vs EVA to SLEEP for 6 turns", it just means that if the EVA of the opponent is higher than the player's ACC - 50, then the SLEEP status effect happens for 6 turns. You can easily just translate this to "inflicts 30% chance to SLEEP" if you want to and be done with it. I operate on the principle of mastery; that lower levels do not make the spell effective as if you were to use it later on. You can also use the formula to transpose numbers for when you need to balance things later on. Anyways, onwards:
Stat Meanings:
ACC - Accuracy; i don't know if you have 2 stats for magic and physical accuracy so lets just assume you apply whatever is best
EVA - Evasion; like accuracy, you might have 2 stats for evasion so same thing applies.
MDEF / DEF - Magic Defense / Defense; as with the above. you might have a phys def and a magic def. apply which one you think applies best. I only wrote MDEF in particular because its common to have 2 kinds of defenses. still, its your game so use what you think works.
MAG - Magic
STR - Strength
VIT - Vitality, the stat that affects HP
***It goes without saying that magic attacks will be defended by magic defenses/evasion and physical-type attacks to physical type defenses/evasion unless mentioned.
Status Effect Explanations:
TRAP - EVA decreased by 20
BLIND - ACC is reduced by 50% and character is incapable of crits. weapons' default chance to hit is reduced to 75% if it's lower than that, then use that instead.
SLEEP - EVA is reduced to 0 until hit or woken up
POISON - loses 10% of its current (not total) HP every turn
PDOWN - either the STR or the Damage inflicted is reduced by 25%
ZOMBIE - target is immune to DEATH elemental attacks, target is hurt when applied with healing potions, and outright killed if REVIVE effects are used. anyone that tries to outright attack a zombified person is drained of HP instead. that HP goes to the zombified
ARMDOWN - Armor decreased by 25%
MDOWN - Spell damage decreased by 25%
CURSE - counterattacking and fast attacks are disabled. VIT and MAG are also reduced by 50%
For spells, I've added a brief description of what possibly happens. None of this is set in stone, you may use them to manipulate as you wish. The number beside the spell is the proposed MP cost. You can easily make MP formulas if you know what the most expensive spell is. Also, it shows that I've based my suggestions on Final Fantasy. You can see it because I treat Air spells as Ice spells. I (or anyone) can change them anyway so once again none of these are set in stone so you can just rearrange/rename them as you wish.
Note that this is very incomplete, I haven't touched on non-combative spells yet so you're going to see some huge disparities in the spell selections.
Spell List version 1 (Click to Show)
I'll update it later with more non-combat spells and flesh out the elemental damages as well as suggest combat skills as well. Maybe.
This is some great stuff. I can't use it all "exactly" as listed, but I'll totally be using all of them in some way or another.
Quote from OutcastI would love to help develop the antagonists. Sidequests are good, too.
Quote from XateHello. I'd like to pitch in help as an antagonist/side-quests writer. Tell me what I need to do, and I'll do it with grace.
I actually think we have too many people working on antagonists/side quests. Too many people would have the story running wildly all over the place with no regard to the plot.
What we need a lot right now are enemy designers/spriters, or maybe effects animators.
Quote from Arch-AngelI can into grate this in the first town I do fr you guy <3
I always add some type of dungeon to my places :p
Edit: I've been writing a plot to my small castle village. The player arrives at the town to discover that there have been a number of break ins within the local market stores after the king was murdered. The law enforcement of the town is too busy trying to figure out who killed the king. This isn't going to be your average mystery homicide story either. This is what I'm going to try to work on tonight <3
Ooooh sweet. But would you like to make it the mayor who got killed instead, or maybe the Lord who owned the village? Having the King of the country himself die is a huge thing that causes too many repercussions (and #rekts my general idea for a plot line so far)
Edit:
As per my daily schedule, I'm updating the link to download this game with all the work I did yesterday. Only a few more rooms and a gaggle of dialogue scenes were created, but a lot more resources for other interesting characters and places were created to be used later.
https://www.dropbox.com/s/rs7qf71nd4a3b7a/Untitled%20Game.exe
Apr 22, 2014 7:40 PM #1189110
So, do you want to put a title to the game?
Apr 23, 2014 7:41 AM #1189266
Quote from Ken_RouSo, do you want to put a title to the game?
no, not yet. The story has to develop itself before the title makes sense
its best to come up with one after the writers are done writing
and then take suggestions or maybe even a poll out of 6 possible titles or something like that
Apr 23, 2014 10:30 AM #1189301
A'ight. Understood.
Apr 23, 2014 9:42 PM #1189415
Quote from Ken_RouA'ight. Understood.
but feel free to throw them in if you have some in mind
Apr 24, 2014 12:59 AM #1189432
Can I still help?I make weapon designs,Specially when short swords and busters.
Or if not,Maybe in the character designs.
Or if not,Maybe in the character designs.
Apr 24, 2014 1:15 AM #1189436
I've made about ten very detailed maps today. I'm probably going to finish the maps tomorrow and start adding the quest line npc's so I can get the quest out of the way. Once that's done I should be able to add some teleporters and random npc's. I'll be done soon after that in about a week.
Hey devour, can you send me the master file for the game? I just want the database items you have so far such as the character and weapons.
Hey devour, can you send me the master file for the game? I just want the database items you have so far such as the character and weapons.
Apr 24, 2014 12:48 PM #1189553
I'll do that now :) Expect a PM in a few minutes. Ten maps is just a fantastic addition, as well as all the sweet ideas you had in PM.
Also, I like your weapon designs, Frost. Anything you want to make that's about 25x25 pixels in size, send it to me and I'll add it to the game. We need weapons of every kind. I think the full list of different weapon types will be this:
Also also, rather than updating the download link every time I make some progress, I'm going to do so every time that a quest or important section of the game is completed.
As for the game's title, I at least have a decent name to give it for now until someone (including me) has a better idea.
The character Lily is the Goddess of Life, turned into a human against her will. The entire storyline and all the major forces that drive the plot will revolve around trying to return her to her true form. That, and the endless number of misguided or evil people set up by Incinerus and the other corrupted Gods trying to kill her, which would snuff out the Goddess's powers that feed the world, and subsequently end all life in existence.
So the title, for now, can simply be "Lily."
Also, I like your weapon designs, Frost. Anything you want to make that's about 25x25 pixels in size, send it to me and I'll add it to the game. We need weapons of every kind. I think the full list of different weapon types will be this:
-Huge swords
-2-handed swords
-Shortswords
-Light duelist's sword
-Spears
-Short spears for multiple-enemy combat
-Gigantic Axes
-Battleaxes
-Axes
-Huge mauls
-Warhammers
-Hammers
-Daggers
-Spiked Gloves
-Mage's Staffs
Also also, rather than updating the download link every time I make some progress, I'm going to do so every time that a quest or important section of the game is completed.
As for the game's title, I at least have a decent name to give it for now until someone (including me) has a better idea.
The character Lily is the Goddess of Life, turned into a human against her will. The entire storyline and all the major forces that drive the plot will revolve around trying to return her to her true form. That, and the endless number of misguided or evil people set up by Incinerus and the other corrupted Gods trying to kill her, which would snuff out the Goddess's powers that feed the world, and subsequently end all life in existence.
So the title, for now, can simply be "Lily."