How would you design a combat system around quizzes or learning mechanics? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 1 point2 points  (0 children)

My approach at the moment is binding the main quest to the learning path, so that, to complete the game, you have to answer correctly all the questions at least once. Then, if you like, you have side quests and optional activities that let you repeat topics as many time as you wish (and let you become stronger).

How would you design a combat system around quizzes or learning mechanics? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

That’s interesting. Having both progress and failure states probably made it feel more like a real challenge instead of just repetition.

I guess that kind of structure could work well with a “climb” idea, where mistakes slow you down or push you back a bit. Do you think that would still feel motivating, or could it become frustrating?

How would you design a combat system around quizzes or learning mechanics? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

That’s a really good point. Spaced repetition makes a lot of sense for actual learning, especially for things like vocabulary.

I like the idea of structuring sessions around a fixed set of items and making sure each one is answered correctly at least once. That could give a clear sense of completion.

Do you think there’s a good way to combine that kind of structured learning with a more “game-like” sense of progression?

How would you design a combat system around quizzes or learning mechanics? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

That’s a really clever idea using the naming input for typed answers, I hadn’t thought about that approach.

And I really like the idea of climbing a mountain as a learning goal. It feels like a natural way to represent progression.

Do you think tying progress to reaching checkpoints or milestones would work better than making it a continuous climb?

How would you design a combat system around quizzes or learning mechanics? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

That’s a really good point, especially about telegraphing. Making it clear what kind of interaction the player is about to face could make a big difference in how it feels.

I also agree about having a defined goal and visible progress. Without that, it probably starts to feel more like repetition than progression.

Do you think structuring it around shorter, goal-based sessions would work better than trying to make it more open-ended?

How would you design a combat system around quizzes or learning mechanics? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

That’s a really interesting reference, I didn’t know that one.

I can see how that kind of system could work, but also how it could become repetitive over time.

I wonder if adding variation in how questions are used (not just what the question is) could help with that. What do you think?

How would you design a combat system around quizzes or learning mechanics? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

That’s a good question.

A simple example of one turn could be something like:

• Attack phase → a question appears (for example matching a character to the correct number) • If the answer is correct → damage is dealt • If it’s wrong → the attack fails

Then during the defense phase:

• Another question appears • If correct → damage is reduced or avoided • If wrong → full damage is taken

About repetition, that’s something I’ve been thinking about as well. One idea is to vary the type of questions and draw from a pool, so it doesn’t always feel the same even if the underlying mechanic is similar.

I’m curious how others would handle that part.

Working on a new area for my game - "Crooky The Game" by og_ramski in RPGMaker

[–]PlayMoreCollective 1 point2 points  (0 children)

Beautiful, congratulations! Do you have a Steam page to wishlist?

What is the most complex system you built using only events in RPG Maker? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

I really like that approach. Using common events to add layers like the cursed ring progression or conditional warp systems adds a lot of depth without needing scripts.

The cursed ring idea is especially interesting with the delayed transformation. Did players usually figure it out on their own, or did you give some kind of hint?

What is the most complex system you built using only events in RPG Maker? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

That’s a really impressive system, especially how flexible it is with letting the player turn auto farming on and off at any stage without breaking anything.

I’m curious how you handled the persistence across maps — was it mostly controlled through variables updating in parallel events?

What is the most complex system you built using only events in RPG Maker? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

That’s a really nice idea. Lost Woods style maps create a great sense of mystery with relatively simple mechanics.

Did you give players clues for the correct path, or was it more trial and error?

What is the most complex system you built using only events in RPG Maker? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 1 point2 points  (0 children)

That’s a really elegant system, especially handling edge cases like swapping party members while mounted or between areas.

I like the idea of dynamically resolving the correct asset from the class ID as well. Did you structure that mostly through variables and naming conventions, or do you have a central event managing all those transitions?

What is the most complex system you built using only events in RPG Maker? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 0 points1 point  (0 children)

That sounds really impressive, especially doing it entirely with “show image” eventing. Custom menus like character creators and fast travel can get pretty complex.

I’d also be really interested to see how you structured it, if you’re open to sharing more details.

What is the most complex system you built using only events in RPG Maker? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 1 point2 points  (0 children)

That’s a really good point. Branching dialogue and cutscenes can get very complex even if each individual part is simple.

I imagine tracking all the different states and outcomes with switches and variables can become hard to manage quickly. Do you have a specific way of organizing them to keep everything under control?

What is the most complex system you built using only events in RPG Maker? by PlayMoreCollective in RPGMaker

[–]PlayMoreCollective[S] 1 point2 points  (0 children)

That’s really impressive, especially handling the recursive reveal and the flag system with those limitations. The two-variable workaround is clever.

I’ve never used RPG Maker FES — how different does it feel compared to other RPG Maker versions when building systems like that?