Thinking about it, I also decide to make the top weapon in each group an elemental weapon, with different elements for each character.Īrmor is a bit more complex. The main purpose of the weapons in this game are linear stat growth, so I start with a relatively small number of +Attack and add more as they go up tiers. I like dual wielding daggers, so Winter will be use two weapons. Weapons are pretty straight forward, Ryan uses swords, Madilyn uses spears, Winter uses daggers. They will all be equippable by anyone.Īnd now we are back to the most important part of making an RPG: Planning. The final equipment slot, Accessories I decide will be special, and not give stat bonuses at, instead giving other advantages. Shields are unique to Madilyn, because I decided Winter would dual wield, and Ryan is using two handed weapons. Different categories excel at different things, so it lets you customize your characters a bit. Each character will have access to two different categories of armor, and there will be overlap between characters. As a primarily stat growth piece of equipment, each character can have their own weapons to use. As far as deciding who uses what, I decide I want to make weapons unique to each character. The idea of Character Customization is good, so I decide to use armor as primarily for customization rather than pure stat growth. Weapons will have 3 tiers, Torso Armor and Shields will have 2 tiers, and the other equipment options will have 1 tier.
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Now that we have looked at the possibilities of how to approach equipment, I’ll make some decisions in the how I want to use equipment in the Sample Game. I decide that yes, linear growth is a good idea, so there will be tiers of equipment. Mixing and matching is also possible, with different types of equipment being divided in different ways. You can also have categories of equipment, such as Character A and Character B can use Swords, while Character B and Character C can use Daggers. How do you determine who can use what? There are multiple ways to handle this, from having each character have their own unique equipment, to having every character be capable of using any equipment. Player choice is almost always a good idea.Īnother thing that is a good to look at is different ways to distribute equipment among your characters. If you wanted a bit of extra oomph to your spells, or were going into an area where you knew a lot of magic attacks would come your way, the Cloak would be better, if you just needed Defense, the Leather Armor is better.
If you had a character who could equip both of these, which would be better to choose? It would depend on the situation and what the player wanted the character could do. To explain this use of equipment, let’s look at two pieces of equipment from a similar tier of power.Ĭloak: +8 Defense, +5 M. This requires a bit more thought on the part of the game designer and on the player as well as it is not linear growth. You get to a new town and the first thing you do is check the Weapon and Armor shops for the newest biggest beat stick/armor you can buy.Ĭharacter Customization: The second use is to customize characters. This is the part of equipment that most players are most familiar with. This is usually very easy to accomplish, a Basic Sword may give you +20 Attack, while a Great Sword gives you +25 Attack. Stat Growth: The first is just to help the character become more powerful in the game. Equipment has two major purposes in RPGs: To understand designing equipment, let’s first look at what Equipment is generally used for in RPGs.
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No progress updates on the Siliconera RPG this week, but we promise to have something to show soon! In the meantime, here’s the next chapter in our continuing series of RPG Maker VX Ace tutorials.