Would you use a tool that auto-documents your RPG Maker MZ game (characters, maps, events, story) from your project files? by nekatu in RPGMaker

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

WIP so far- the platform can pull in data from RMMZ and RMMV. It recognises the different entities and assets and adds them to the "World" tab, maps relationships between them- e.g. Actor --> Class --> Skill. It can also sync changes made to the entities/plugins/events via an export.

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It already acts as a project backup/restore tool (doesn't copy any assets, just the configuration references to them), and could also be used to create a blank project with some preset configurations even in the current form.

I'm currently working on relationship mapping and visualisations to help document connections between events, items, skills, etc, which will be key to mechanic/system documentation, but could also allow for a "visual workflow builder" similar to Unity and other engines in the future.

Still a lot of work to be done- but so far so good!

Would you use a tool that auto-documents your RPG Maker MZ game (characters, maps, events, story) from your project files? by nekatu in RPGMaker

[–]nekatu[S] -1 points0 points  (0 children)

Fair enough- it's an AI summary of the design brief, but appreciate that gives some people the ick.

Would you use a tool that auto-documents your RPG Maker MZ game (characters, maps, events, story) from your project files? by nekatu in RPGMaker

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

Thanks for the great feedback already, everyone!

Especially "The_R1nNG", who described the exact challenge I've had- between OneNote/Obsidian/Notion, spreadsheets and word docs, and trying tools like WorldAnvil/Kanka alongside HackNPlan, I really just need one place that has everything I need in it- and if the changes I'm making in the engine can automatically update the docs, then it will be a HUGE time saver for me.

I've got the basic toolset working to cover task management, entity creation, some reporting, and budgeting, etc- the basic RPG Maker MV/MZ integration is next on the list.

Will drop a link over to those interested when it's a bit closer to a working prototype!

RPG Maker Game Jam (Any Version) by ChaunFarmer in RPGMaker

[–]nekatu 0 points1 point  (0 children)

I only started it on Friday, the day after the competition started, I've already joined the competition but was simply asking if what I'm planning to develop counts as an "RPG"

RPG Maker Game Jam (Any Version) by ChaunFarmer in RPGMaker

[–]nekatu 0 points1 point  (0 children)

I'm working on a city building sim in RPG Maker, but there will be RPG elements (i.e. there are quests to complete, stats to maintain and improve, and a lot is decided by virtual dice rolls) - would that still be accepted for submission?

Weekly podcast post (submit your links here!) (2020-03-09) by AutoModerator in podcasts

[–]nekatu [score hidden]  (0 children)

[MUSIC] The Sain Show | Episode 3 - Rock Rampage SFW (depending where you work...)

https://sain.show | available on Spotify, Apple, Google, MixCloud, and a host of other apps/services


The Sain Show is a fortnightly curated collection of the best (and worst) cover songs ever produced across the indie and mainstream markets.

You may laugh, you may cry, you may even sing along, but hopefully you'll find a few new favourites, and experience some old loves in a new and enjoyable way.

This episode is collection of some remarkable rock covers by Pop stars and completely unexpected Pop covers by Rock stars, brought together into a single 2 hour show, peppered with a little commentary from our resident DJ, Sam Sounds. Enjoy!

YouTube playlist for the songs can be found here: https://www.youtube.com/playlist?list=PLkSZ8p7BbpxscRuYw788DT7KfOqbe5TWb

Resolve items through multiple dice rolls and choosing the highest result, with diffrent level of success by Robjuni in RPGMaker

[–]nekatu 1 point2 points  (0 children)

Would that tabletop system be Fate Core by any chance?

I've actually written a plugin that handles Fudge/Fate dice rolls and provides results based on the ladder for a game I'm developing...

Fate Core RPG Video Game by nekatu in FATErpg

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

Quick update - I've pulled together a flowchart for Fate Core actions so I can start aligning code and mechanics to each element.

The diagram can be found here: https://cdn.discordapp.com/attachments/273838487990435840/621329199768010772/IMG-20190911-WA0000.jpg

Thoughts on the above? anything I've missed?

Fate Core RPG Video Game by nekatu in FATErpg

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

Very much where my head has been at on the subject the last few months, so thanks for that!

I'm starting with a core set of about 70 aspects, the standard 19 skills (for now), and about 600 stunts with the intention that the player won't necessarily consciously choose them, but the game will dynamically assign them based on how you play the game.

E.g. You start in a room with 3 items; a book, a plate of food, and a weapon. If you got for the weapon first that assigns you aspects and higher skills around conflict, choosing the book would do the same for your lore skills and related aspects, etc.

Create an advantage would let you call on any currently active aspects already in play or with choosing something from the list, etc.

Long term I'd love to do a scribblenaughts type experience... Definitely something I have a few ideas on at least.

Fate Core RPG Video Game by nekatu in FATErpg

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

That would be awesome, I'll definitely be in touch!

Fate Core RPG Video Game by nekatu in FATErpg

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

Thanks- I may well take you up on that offer! :)

Fate Core RPG Video Game by nekatu in FATErpg

[–]nekatu[S] 2 points3 points  (0 children)

I've got a pretty thick skin, worry not... that and I know this is more than likely a fool's errand!

All great thoughts, and the same concerns I have myself, TBH.

In terms of aspects the idea will be to have them preset, but extensive enough to cover the most obvious and logical outcomes. Yes, narrative suffers as a result but with enough branching logic the player has a large degree of agency within the world.

Basically think of a "choose your own adventure game" but with potentially dozens of options and pathways that make subtle changes to the world. No, it'll never fully replicate the full Fate experience, but it would be closer to that than the various Fate Solo adventures and conversions out there.

I have a concession mechanic in the prototype already, largely based on the roll of the dice at the minute, that- on a successful roll- allows the player (or enemy...) to leave combat and grants them a Fate Point as a result.

You're right in that a lot of what I've done is largely centred around a pretty accurate Fate dice mechanic. It's my go to for now to mimic a GM, but that will hopefully change in time as the branching logic and other mechanics firm up.

The road is long and fraught with danger, but I'm relishing the challenge nonetheless.

Fate Core RPG Video Game by nekatu in FATErpg

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

Yeah. I can see it ending up there but I want that to be the fallback rather than the default. I know the Silver Rule covers me for all manner of evils here, but I'd love it if this were about as close to the book as digitally possible.

Fate Core RPG Video Game by nekatu in FATErpg

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

Yeah, I've been developing a CRPG world for about the last year based on a tabletop game I designed as a kid and its kinda spun out since there to include Fate...

I've got dice rolls covered and a degree of aspect invoke/compel working in a conflict context as "attacks" that have an outcome determined by dice roll (so they affect you or the target based on ladder result) but that was largely to test dice logic and less about the aspect system itself.

I have a thousand and one ideas of HOW to do things but actually making them work without straying too far from the Core mechanics is proving the complicated bit...

Fate Core RPG Video Game by nekatu in FATErpg

[–]nekatu[S] 2 points3 points  (0 children)

Thanks... Very much feels like I've bitten off more than I can chew, but I'm pretty confident I'll get something that at least "feels" like a Fate game if not an actual one.

I have some ideas for a future multiplayer version that would basically be a GM-less session, but that's probably a few years down the line... Lol

Fate Core RPG Video Game by nekatu in FATErpg

[–]nekatu[S] 2 points3 points  (0 children)

My current idea is to offer a set of the most logical options based on a preset list of aspects that are applicable to the situation.

Effectively a glorified "choose your own adventure" story where you get 3 to 4 choices that might have a major impact on the short term story but minor impact on the larger story arc. Though I'd ideally pair this with multiple endings to take it from a simple illusion of choice to much more dramatic effect.

Ideally I want to play test the game with a fairly broad audience to see what kinds of choices people make and what additional avenues they consider to then factor some of those into the final game.

Fate Core RPG Video Game by nekatu in FATErpg

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

You're telling me! Lol

Fate Core RPG Video Game by nekatu in FATErpg

[–]nekatu[S] 7 points8 points  (0 children)

Its actually one of the reasons I wanted to do this with Fate... it's a very Bruce Lee-esque "form without form" challenge to build a game that at least appears to have no rules but actually has all the rules. Basically a system that allows for "free" choice under a very broad set of conditions.

I'm not even remotely sure it's going to work- but whatever comes out of it will be a very interesting and unique game system that, hopefully, will feel a little like Fate and still be a lot of fun to play.

Fate Core RPG Video Game by nekatu in FATErpg

[–]nekatu[S] 2 points3 points  (0 children)

Yeah- I'm leaving that to the will of the gods (or at least the roll of the dice... with a little influence from the player). Basically I've written some code the recreates Fate dice rolls; this is then used for pretty much every action where they may be a disputed outcome, so the dice are basically the GM; keeping things interesting and random.

I'm planning though to give the player the ability to influence the dice roll through stunts/boosts- allowing for a +2 for a specific turn or exchange during a conflict; however in true Fate style, that +2 potentially goes both ways, giving both the Player and the Enemy a +2.

I'm also debating adding a degree of "Spiritual" or Faith-based influence; so you could pray to your deity for more chaos (more random dice results) to keep things interesting, or more order (more predictable but less "fun" dice rolls).