Ok, lads.. i have an idea for a fan game, but since i suck at scripting and making games that dont involve breakign shit with giant weapons, i would like to share it with you. The game follows the same patern as all the other fan games, you have to go to sleep to begin exploring. BUT!Here is where the t wist begins, you arent in a dream world, per se. When you go to sleep, you begin to astral project yourself into a world similar to the real world. This world looks like a more twisted real world, almost like it's influenced by dreams or a bad acid trip (keep reading, it's not so generic).Everything you do with the skills you aquire in the astral world is permenant (sorry, i'm sick and work computers dont have spell check) so nothing you kill respawns, but there are things you don't want to kill, because they may represent people or things in the real world.. And depending on how you progress and what you interacted with changes what the world is like during what ending you get.. this game plays like an open sandbox game, with one great big hub and various offshoot areas from it.Also, main guy is trapped in his room which is a psych ward because he tried to tell people the end of the world was comming, but [spoilers?] He was right[/spoilers?]
Ok, lads.. i have an idea for a fan game, but since i suck at scripting and making games that dont involve breakign shit with giant weapons, i would like to share it with you.
The game follows the same patern as all the other fan games, you have to go to sleep to begin exploring. BUT!Here is where the t wist begins, you arent in a dream world, per se. When you go to sleep, you begin to astral project yourself into a world similar to the real world. This world looks like a more twisted real world, almost like it's influenced by dreams or a bad acid trip (keep reading, it's not so generic).Everything you do with the skills you aquire in the astral world is permenant (sorry, i'm sick and work computers dont have spell check) so nothing you kill respawns, but there are things you don't want to kill, because they may represent people or things in the real world.. And depending on how you progress and what you interacted with changes what the world is like during what ending you get.. this game plays like an open sandbox game, with one great big hub and various offshoot areas from it.
Also, main guy is trapped in his room which is a psych ward because he tried to tell people the end of the world was comming, but [spoilers?] He was right[/spoilers?]
You can call it T wist.
>so nothing you kill respawnsI'm fairly certain that's going to be a fuckload of programming, seeing as RPGmaker resets the area every time you leave unless there's a scripted event with killing it (e.g. changes something somewhere else), even then, it'll still most likely respawn. Though, you could just make it all one big map, so it'll only reset when you wake up, but that may be overhaul.There could also be some simple script that I haven't come across yet, too.>you begin to astral project yourself into a worldI forget what this is called, but it's the simplest thing to do, really.
>so nothing you kill respawns
I'm fairly certain that's going to be a fuckload of programming, seeing as RPGmaker resets the area every time you leave unless there's a scripted event with killing it (e.g. changes something somewhere else), even then, it'll still most likely respawn. Though, you could just make it all one big map, so it'll only reset when you wake up, but that may be overhaul.
There could also be some simple script that I haven't come across yet, too.
>you begin to astral project yourself into a world
I forget what this is called, but it's the simplest thing to do, really.
>>6366It's not that hard making something die permanently. Just activate a switch when you kill it and make a new event page with nothing on it that has the switch as a requirement to show.
Yeah, I was about to post that but >>6372 was faster. Unless you have like billions of enemies, then there's no way you can make them individually perma-death without taking all your switch space or/and confusing switches and stuff. It won't be a problem if it's a small game, but if you're hoping for something as big as Yume Nikki, it's gonna take a loooot of work.The idea looks good, it's a different approach than most fangames, you just have to make it work, as it sounds a little complicated to program... Would need a bunch of switches.
Yeah, I was about to post that but >>6372 was faster. Unless you have like billions of enemies, then there's no way you can make them individually perma-death without taking all your switch space or/and confusing switches and stuff. It won't be a problem if it's a small game, but if you're hoping for something as big as Yume Nikki, it's gonna take a loooot of work.
The idea looks good, it's a different approach than most fangames, you just have to make it work, as it sounds a little complicated to program... Would need a bunch of switches.
>>6366 >>I'm fairly certain that's going to be a fuckload of programming, seeing as RPGmaker resets the area every time you leave unless there's a scripted event with killing it (e.g. changes something somewhere else), even then, it'll still most likely respawn. Though, you could just make it all one big map, so it'll only reset when you wake up, but that may be overhaul.It's pretty easy to do, with flags, just very very time consuming.... oh, derp. 2 other people have mentioned this. But yea, i hate making technical stuff in games (i'm a story board/designer kinda guy), and well... YN-like games are ALL technical stuff and the story si whatever the player makes it.
>>6366 >>I'm fairly certain that's going to be a fuckload of programming, seeing as RPGmaker resets the area every time you leave unless there's a scripted event with killing it (e.g. changes something somewhere else), even then, it'll still most likely respawn. Though, you could just make it all one big map, so it'll only reset when you wake up, but that may be overhaul.
It's pretty easy to do, with flags, just very very time consuming.... oh, derp. 2 other people have mentioned this. But yea, i hate making technical stuff in games (i'm a story board/designer kinda guy), and well... YN-like games are ALL technical stuff and the story si whatever the player makes it.