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Question about RPG Maker XP/VX

Hello everyone. I’m Bustaballs and I have a big dream to be a professional game designer in the future. Designing games (and occasionally developing) is something I’ve done for a long time as a hobby. I have a few current projects but my current one is basically an RPG that teaches you Japanese. I’m not really a hardcore programmer and I find it pretty frustrating for the most part. If possible, I intend to avoid as much programming as possible and I’m trying to figure out if I want to program the game from scratch or if there is a game engine or game development program flexible enough for me to develop my game. Here is some detailed information.

Battle System: The overall battle system will be in a similar style to that of traditional JRPGs. The enemies will be on the left while your characters will be on the right. They attack each other until a group of enemies or heroes are defeated with the user being in control of the heroes. You choose your various battle moves from a menu during your turn. This is where the similarities will end. The battle system will have various progressions of difficulty as you advance through the game as well as level up. To start off, for example, in order to use a special move, a sign from the Japanese Hiragana alphabet or a simple word will appear on the screen and you have to choose the correct Romaji version of the symbol or English equivalent of the word in order to successfully land that special move. At lv1-10 the battle system will be turn based so the enemy wouldn't attack until you are done with your turn. As the hero/s level progresses, the monsters will begin to attack more often with the end game content being fast paced. Also, when an enemy attacks you, you may have a chance to guard damage from that attack by selecting the correct option from the menu but the style of Q&A will be switched to where you are given an English term or Romaji version of a Japanese "letter" and you have to choose the Japanese equivalent. . At lv1-10 the hero/s would have infinite time to do this. As the hero/s level progresses, the time allowed for this would decrease.

These examples are only a very basic example of the styles of game play that will be introduced in the battle system. Later on in the game, many more things will be introduced into the battle system to keep the player on his or her toes. If I'm using a pre-made engine rather than building the game from scratch, I will need to have much control over the design of the battle system. I need to be able to edit menus, add symbols to attacks outside of English, and various other things. Does this program have enough flexibility over the battle system so that I may be able to develop my game to its full potential?
 
Sure. But you'll need to get good at coding in RGSS. Also, don't make your magnum opus be the first game that you make. Do a small, less-ambitious test project first-- you'll learn a lot while you do that.
 

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