iphone RPG brainstorming

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hackmodford
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iphone RPG brainstorming

Post by hackmodford »

As of right now I'm attempting to make a RPG from scratch for the iphone platforming.

I'm using the cocos2d framework... (ignore this if you don't know what it is)

But right now I'm still in the brainstorming mode trying to decide what I like in an RPG

1) I've always loved how the super mario rpg series used timing to make attacts effective and I believe this would be a very good idea for the iphone's touchscreen

2) I've really enjoyed the Lunar series (but what I like most is that they never feel hard because from what I understand is the bosses can see what "level" you are at and not be too powerful...)

3) I'm going for the good old top-down snes 2d type rpg ;)

Does this sound good? What do you like in an rpg? Got any ideas?
Snow_Cat
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Re: iphone RPG brainstorming

Post by Snow_Cat »

  • Furries.
    like Albion, but with less (or atleast contextualized) nudity.
  • Cheesecake.
    tvtropes.orgDoesThisRemindYouOfAnything or something more hilarious. :wink:
  • Buildable items.
    could lead to a seemignly game breaking tvtropes.orgImpossiblyCoolWeapon, that is until the mode of engagement changes and the player realises that ammo for a chain-RPG-gun with rockets that themselves fire smaller rockets isn't free.
  • interactive/buildable environment.
    like Bomberman I want to be able to lay traps for my enemies (or inconvenient NPCs), and like Pontifex I want to see that ridge tear itself apart when the train hits it. :)
  • free roaming.
    like MegaTraveller, Elite, GTA or most of the first dozen BattleTech/Mechwarrior games having a clear goal, but complete freedom in how to achieve it is great. Diplomacy balanced on being able to keep two NPCs from discovering my duplicity, or more DAKKA, or both. :twisted:
see also
http://tvtropes.org/pmwiki/pmwiki.php/Main/TheRPGClichesGame
(Warning TVTropes will ruin your life, it's a fact)
bioniclebert
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Re: iphone RPG brainstorming

Post by bioniclebert »

Excuse the long post, but I hope it's a good read.

No idea how you're going about this for iphone, excuse my lack of experience in that area.
I am, however, very close to the release of my first RPG for the Xbox Live Indie Game service, called "West".

Links allowed here? That would seem like a self promotion to me but whatever, you can read random news I post here:
http://www.bertiusgames.com" onclick="window.open(this.href);return false;

Anyway, over the last... oh, 6+ months I've been coding my own engine from scratch, making maps, polishing, etc. I have no idea what tools you have (Or if you're opting to make the engine yourself as I did) but that's obviously where you'll want to start. Many of my best ideas came while writing the engine, when I figured out exactly what features my engine was good at dealing with and what it wasn't. One of the biggest aids to me has been trying to mimic everything RPG Maker 2000 can do and more. Great way to get started. If you can reach that point, your engine will become much more flexible to creation of multiple titles under the same hood. However, you might decide to take another route, but still : There's quite a bit of functioning parts going on behind the RPG that aren't often brought up. Dealing with the inventory system for me was a good example.

You'd think with an object oriented design that adding items to an inventory would be as simple as using an arraylist or some other storage for item objects. In reality, there's a lot more that's to be done with items, such as using them in battle or turning in a quest. Say you have 15HP potions, and you want to find an exact one. You can't name it by its string "HP Potion" because you'd get the 15 results (or if it's a return statement, in which case you'd just get the first one). You can't assume you know the index of the item in the arraylist, because the hero could have picked it up at any time during the game. Same goes for multiple instances of armor, whether they're equipped or not. Then you might use an item.. What should happen? If it's a potion, obviously destroyed, but a weapon or armor would do something else. When you save/load a game, you need to recreate the inventory, items and all, and players shouldn't have to re-equip their items. This is just one of the little things I never really thought about, but ended up being a little tricky to solve. However, if you can come up with something clever, you can easily add more features. Quick example with mine in the inventory system was that in CS class we had worked with lists and trees and such, and I thought it would be a good idea to give items categorized types so that you could sort items from "HP Potion" types (I made a collection of "Consumable Type") and say weapons. So now there's a quick way to sort items in an inventory "so that you can find one HP potion hidden among dozens of weapons, easily!", as one of the characters explains.

From there, then I'd worry about completing the story. Sure, a bunch of people would probably argue otherwise (like doing the exact opposite), but until you know exactly what you're working with and what your limits are, it'll probably end up biting you in the end, as I have seen with more than a few dozen RPG's on the internets and youtube.

As far as my suggestions to you go, try to include elements into your RPG that suit your market. Doing research on this (however you want to) is critical. For Xbox RPG's, I learned (Among many, many other things) that with Indie games, there is a demand for independent RPG's, and a lot of people will be willing to give a $1 RPG a try even if it's not 'spectacular'. Making games cost that low on the Xbox means keeping file sizes small, so I chose to make a relatively short adventure. (Relative, to say 40 hour dragon quest 4 ds that I've got logged, 3-4 hours isn't a whole lot). Then again, factoring in the price and the nature of the indie market, it's really a decent deal. I mean, what else could somebody buy for a dollar, a coke? I know I can't, they're like $1.19 plus tax or something like that in NY.

Also try to include elements of your personality. If you're funny, do what you do best. Personally, I'm a huge, light hearted, MOTHER series loving goofball, and you can clearly see similarities between my game and the Mother series (and that I'm a goof). What you must be most careful of is crossing the line when it comes to this. Doing an opera scene, for example, for me would be too similar to FF6, while something like 'defeating the guy who was evil all along' isn't something that'll get you in trouble. Then again, I've seen Indie game makers get with a lot of directly ripped stuff... So what I'm trying to say is, think of a decent and catching, not outlandish storyline that's easy to follow and doesn't have too many characters for its length. Do things that you've always wanted to do in RPG's or really liked to do, and be sure to make conversation meaningful. There's nothing more dreadful to me in an RPG than having long boring battles only to go into a town where people only say "hello" besides the one guy who advances the quest. You might have seen in "Dragon Warrior 4" for NES that random townspeople will often give hints of treasures to find or areas to explore without saying explicitly "This is the dungeon you need to do in order to advance the storyline". Great music and a bit goofy at times, made for a great game in my opinion.

One last point, keep realistic throughout. You're making an RPG on a mobile media player. What this means to me is irrelevant, what it means to you and the consumer is really how this'll all work out in the end. By this, I mean that you have to understand that the ipod/phone is not an SNES that a majority of people hook up to the TV to play for hours sitting down. Quite often it's a device that kids are playing in class, or on the road for short bursts of time wasting action. So whether that means "Make the game very short" or "make save points more often" is up to you. Personally, I opted to let players save wherever they wanted, but that's not the greatest idea as far as flexibility goes. There's some times and places where that has to be disabled and it can get a bit annoying working out bugs where players attempt to save during events, while walking, in battle, etc.

Hope this helped you, at least entertained you. Again, the whole process took me over 6 months (probably closer to 8, I honestly don't remember) and I've spent my whole summer working on it almost non-stop. I have no idea how far along you are but I'm just saying this junk takes a lot of time and wasn't easy or fun like a lot of people would like to suggest.

-Bob.
Making XNA Games in C#.
hackmodford
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Re: iphone RPG brainstorming

Post by hackmodford »

Thanks for that post Bob.

Yeah I'm more or less working on the engine right now (and learning programming at the same time)
But what I want to know is what "features" people like in their rpgs.

For instance I really liked how the mario rpg series did the hole timeing in the battle things (which I think will lend to a good minigame type experience on an iPhone)

I plan on letting people save often. But I want the story to progress fast. Which will cater well to the iphone crowd and is also something I really like about the lunar series.

I have the story and general outline all planned since this will be an interpretation of a public domain book.

On another note did you program the engine in obj-c for xbox?

Oh and I wouldn't be beyond the idea of using somebody elses rpg engine if there are ones available. (especially open-source rpg engines)
bioniclebert
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Re: iphone RPG brainstorming

Post by bioniclebert »

Yeah that's all good. I programmed everything in C# using Visual Studio 2008 with the XNA stuff. (Packages? is the term? whatever, it's the free XNA pack you get from the website).

Features, yeah you could really do anything you wanted with this one. Timed hits would be a nice addition, I do believe. I liked the variation Paper Mario offered versus super mario RPG just pressing the button at the correct time. Not sure how your game plays out, but a lot of time in the RPG is being spent either talking to people or in battle, so making battle exciting is generally a good thing. I like the idea perhaps, of sliding ones finger backwards and releasing quickly to use a bow, and how far and fast they moved effected attack power, for example. Or giving them a brief period of time to tap the screen to get as many attacks they can in before the 1-3 second timer expired, or something like that.

Other RPG stuff that I really liked: Finding little items throughout the game which influence the ending. In earthbound, it was the whole picture taking thing, dragon quest 4 for DS had mini-medals that you found throughout the lands, chrono trigger had multiple endings, etc. People I've talked to who like RPG's also heavily enjoy having choices to be able to do things the way they want to. It's more complicated to program that way, but again, you're looking for what people want.

Character dialouge is another one I really like. Making conversation meaningful and unique for each personality you build helps influence players choices. If we grow to love or hate a character it generally makes choices (and their programming) much simpler. So like deciding for example, in fallout 3 whether or not you'd like to do a quest and get a reward or just kill the quest giver.Again, this all goes back to giving players choices, but in that case, often doing it indirectly makes things interesting.

Increasing that amount of choice, you might want to look into something like skill trees. Increasing power in certain areas for a particular character. That could work. Haven't seen a lot of games outside of the MMO region that do that.

So yeah, that's my bit. Giving choices and making things matter in the end is kind of important, and often increases re-playability. Making battles exciting (Perhaps with moving NPC's, timed hits, special animated skills, etc) is somewhat important also, so I think you've got a lot of options for success there.
-Bob.
Making XNA Games in C#.
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