RPG Maker MV

RPG Maker MV

AsianFood Nov 28, 2017 @ 4:42am
City building game with RPG Maker MV
I am cutrently working on a story telling+city tile building game on rpg maker mv
I would like to know if there is any game like this, where development a city is a main feature instead of a minigame
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Showing 1-15 of 16 comments
Adjorr Nov 28, 2017 @ 5:02am 
mine
Slim Jimmy Nov 28, 2017 @ 6:40am 
have you tried out the first ActRaiser game yet?

with clever event and variable manipulation you can pull off a city building mechanic that's close enough to that... no plugins required afaik
AsianFood Nov 28, 2017 @ 8:42am 
Originally posted by Slim Jimmy:
have you tried out the first ActRaiser game yet?

with clever event and variable manipulation you can pull off a city building mechanic that's close enough to that... no plugins required afaik
I think my game would be more static than that

basically on action phase you visit structures, plan building and demolishing, proceed the story until you ran out of action points

After that you will enter a rest phase which "a week" passed, during this rest phase you encounter random events that need or need not your decisions to decide the out come, mathes on resources output input, and determined whether the structure is complete or not

I would like to add dungeon exploring and battles if possible, but for now I'm gonna focus on making the main feature work
Shane Nov 28, 2017 @ 9:19am 
slim do you have a link? this is very interesting
( yes have played act raiser, SNES right? )
Slim Jimmy Nov 28, 2017 @ 5:34pm 
I'm pretty sure you can google it, man... :P

and yeah I meant the old SNES game
Iguana Guy Nov 28, 2017 @ 6:15pm 
I have another project called "Kingdom Builders Quest" where the actor goes out and collects resources and money and then slowly builds his kingdom one building at a time. You go to the person at the lot (a tent in this case) authorize construction and then the construction phase is there until the following morning in which place the complete building is there and now you can go into it. It is done through eventing mainly. But it sounds a bit different than what you are doing. Mine is sort of stardew valley-ish in that the character is wandering around collecting resources and cash and sort of working towards a main quest. I left that project aside for now to do my ICBM one.
Marquise* Nov 28, 2017 @ 7:32pm 
Maybe it could use kinda same scripts than folks trying to do Harvest Moon type of games but only apply it to buildings with more conditions? (I dunno the name of those scripts thought)
Slim Jimmy Nov 28, 2017 @ 8:02pm 
oh yeah, another example would be Breath of Fire 3's fairy village mini-game, as it simulates spending resources to build an ever-growing system with increasing benefits for players who bother to look into each option's features
AsianFood Nov 29, 2017 @ 2:06am 
Originally posted by Marquise*:
Maybe it could use kinda same scripts than folks trying to do Harvest Moon type of games but only apply it to buildings with more conditions? (I dunno the name of those scripts thought)
the way I have building tiles working is simply just create 15 X 10 events
each of them have:
52 pages
3 unique variable use exclusively by them

I manage to generate 150 events with little to none human mistakes and wrist cramp through using a basic java program to simply copy and paste the lines of the events changing some of the attributes(event location, common event id, variable id, page conditions by HIME plugins), after which I paste them into the map file.

It's not powerful scripting, but it's easy as long you have basic programming knowledge, loading to the map is remarkly slow compare to other map, but my laptop is a 1.6ghz potato so I will try it out on better specs when I'm done with the basic mechanic.

so far I've been using the same method to create long chains of event query and lots of common events, and currently I'm perfecting the building, demolishing and undeveloped tiles that block pathes to other tile, and if possible, I will be adding a combo effect (its a tile building game after all)

I can use my map to create a farming plot too if i want to, I just hope the devs will add in dynamic variable names, it will change things alot.
Last edited by AsianFood; Nov 29, 2017 @ 2:08am
AsianFood Nov 29, 2017 @ 2:11am 
Originally posted by Slim Jimmy:
oh yeah, another example would be Breath of Fire 3's fairy village mini-game, as it simulates spending resources to build an ever-growing system with increasing benefits for players who bother to look into each option's features
Nice, I see the way they assign faeries to different structures and jobs, I'll see if I can set labour into an in-game resource too.
AsianFood Nov 29, 2017 @ 2:16am 
Originally posted by IguanaRebel:
I have another project called "Kingdom Builders Quest" where the actor goes out and collects resources and money and then slowly builds his kingdom one building at a time. You go to the person at the lot (a tent in this case) authorize construction and then the construction phase is there until the following morning in which place the complete building is there and now you can go into it. It is done through eventing mainly. But it sounds a bit different than what you are doing. Mine is sort of stardew valley-ish in that the character is wandering around collecting resources and cash and sort of working towards a main quest. I left that project aside for now to do my ICBM one.
At first I wanna do the same thing too, but now I decide to focus more on resource management and the visual novel more.
Last edited by AsianFood; Nov 29, 2017 @ 2:16am
Marquise* Nov 30, 2017 @ 6:42pm 
Ressource management and visual novel. Seems a fine combination for a city building game.
AsianFood Nov 30, 2017 @ 6:51pm 
Originally posted by Marquise*:
Ressource management and visual novel. Seems a fine combination for a city building game.
and just when I announced my idea, a way better looking city building visual novel game released on steam, damn life is a bith
Iguana Guy Nov 30, 2017 @ 8:44pm 
Don't let that stop you. How many games are out there with the same thread of concept behind them? At this point in time every game made is pretty much going to be like "that game" already out there somewhere. The key is to make your game in a way where people want to play it anyway.
Caethyril Dec 1, 2017 @ 1:09am 
Originally posted by AsianFood:
and just when I announced my idea, a way better looking city building visual novel game released on steam, damn life is a bith
Originally posted by IguanaRebel:
Don't let that stop you. How many games are out there with the same thread of concept behind them? At this point in time every game made is pretty much going to be like "that game" already out there somewhere. The key is to make your game in a way where people want to play it anyway.
This. So much this. Games, books, movies, TV shows, artwork, food & drink...even stuff like people's personalities! If someone has a definite favourite out of two similar things, they may still invest in both just because they're not the same thing. Also, perhaps more obviously, there's no accounting for taste. Could be that many would prefer your version over what is currently available.
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Date Posted: Nov 28, 2017 @ 4:42am
Posts: 16