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JimKurth
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Joined: 01 Apr 2007
Posts: 53
Location: Houston, TX

PostPosted: Fri Feb 22, 2008 12:29 am    Post subject: Rock Band RPG [quote]

I am already in development of my Time Switch, which is very similar to Chrono Trigger and Final Fantasy VI/VII. I was thinking of dropping that game project (which is in limbo status for god knows when) and moving onto something that may be easier for me to do (maybe a starter RPG to get my skills ready for what I'm needing in TS)... here's the idea, please comment on your opinions. Thanks:

The RPG starts off with you as an aspiring band member. You choose what path you want to go (instrumentalist, singer, guitarist, bassist, drummer, keyboard player, etc) and you audition others from your hometown who want to start up a band (of the genre you choose: country, rock, metal, jazz, blues, pop, alternative, emo, etc) You can choose from people who've never been in bands before to those who've been in bands of all types (if you want to form a metal band, then you can hire a drummer who's been in a country band, or a guitarist who's played only jazz before, etc).

Once you have your band complete, then you play at open-mic nights at local bars and make some money to afford to record a demo cd which will be given to local club owners. Once they like your material (standard experience will be your path experience (guitar, vocals, bass, drums) and your experience must be high to get a good sounding demo), then you can play at their club and hopefully win some money by selling cd's, etc.

When you reach enough money, you can afford better gear, a van to take you around in, etc. Once you have a van then you can go on tour outside your hometown and play at a variety of locations from a gay bar in Atlanta, to a hick town's local pub in the woods. You book your own bars (some may have charges), and you plan your dates. You build more experience the more you play at locations and you basically go from garage band to rock stars (or country stars, or pop stars, or jazz quartets, etc). Everything will be included in your budget (don't book for Chicago if you're in Florida and cannot afford to travel up north. It'll be wasted money), including the weight of your gear compared to the weight restrictions of your vehicle.

You can also purchase better instruments (aka weapons), gain extraordinary skills (aka magic) to use during performances, eat out at the BBQ joint or Taco shack down the road (aka Health), or buy tons of alcohol to raise your confidence to perform in front of an audience (aka strength/vitality/power). You'll be able to see your personal stats once you have formed your band and you can increase it anytime when you're not performing.

Battles will be similar to turn-based battles like in Final Fantasy however, you'll be performing in front of an audience and not striking a goblin or other monsters.

What do you think?

-Jim
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Terry
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Joined: 16 Jun 2002
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Location: Dublin, Ireland

PostPosted: Fri Feb 22, 2008 12:59 am    Post subject: [quote]

This could be pretty cool - especially if you don't sanitise it and deal with the edgier side of things.

It's worth noting (before you get too far into things) that there's something very similar already out there - Kudos: Rock Legend. What you've described here is a lot more detailed, though.
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JimKurth
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Joined: 01 Apr 2007
Posts: 53
Location: Houston, TX

PostPosted: Fri Feb 22, 2008 3:36 am    Post subject: OH yeah [quote]

Terry wrote:
This could be pretty cool - especially if you don't sanitise it and deal with the edgier side of things.

It's worth noting (before you get too far into things) that there's something very similar already out there - Kudos: Rock Legend. What you've described here is a lot more detailed, though.


Thanks for the note, I remember hearing about this game while it was still being programmed. Sounded very fun by the hype but I never heard of it after that. The website of it looks rather less like an RPG and more like a simulation. I want people to be able to play my game and for it to PLAY like an RPG. 1-day turns I think makes it more like a simulation as well as all that expenses chart and everything. It looks very complicated, especially for those who know nothing about management, marketing or playing in a band.

Mine will be more of an RPG along the lines of u choose what band u want to be, name it, pick ur own cast of people who audition for you, move around the city going to other places.. pay for things/upgrades and work ur way to the Grammy's or to your own Music Video hosted on MTV2, or completing a world-tour (there would be different game modes to play with based on a difficulty scale)

1. LOCAL TOUR - Go on tour around your state
2. REGIONAL TOUR - Go on tour around your region (NW, NE, SE, SW, Midwest, etc)
3. NATIONAL TOUR - Go on tour around the country
4. MUSIC VIDEO ON MTV2 - Go on tour around country + gain enough popularity to fund a music video production on MTV2
5. MTV's BATTLE OF THE BANDS - Compete with other top-bands at your level after finishing a Music Video on MTV2
6. WORLD TOUR - Go on tour around the world
7. GO FOR THE GRAMMY - World Tour + Enough popularity + Music Video + Great music to walk the carpet and possibly become a Grammy winner in your career genre.

How does that sound? You can walk around, you can drive to the store (or ride the bus) to buy equipment, you can go to any of the available bars/clubs to check them out and see the scene (the bands that are playing there already to see if the crowd would like your style), you can go eat at the fast food joint, you can buy drugs, alcohol, and have lots of sex, or you can settle with ur girlfriend (you choose).

There won't be a specific ending, only customized endings based on your style. And every band you build would be a different story, different music, and different endings.

Let me know what u think still between this and the other game (if you know more about it). Thanks.
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ManaTroph
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Joined: 14 Nov 2007
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PostPosted: Fri Feb 22, 2008 4:47 am    Post subject: [quote]

no offense, but this is supposed to simpler than you're current project? sounds pretty in depth.

Just the same sounds really cool. good luck with things, I look forward to reading more about it in the future.
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JimKurth
Monkey-Butler


Joined: 01 Apr 2007
Posts: 53
Location: Houston, TX

PostPosted: Fri Feb 22, 2008 4:53 am    Post subject: [quote]

ManaTroph wrote:
no offense, but this is supposed to simpler than you're current project? sounds pretty in depth.

Just the same sounds really cool. good luck with things, I look forward to reading more about it in the future.


Thanks for the input. Yeah my current project is a time killer because my story involves multiple subplots, mini-games, heavy dialogue and lots of scripting, as well as a lot of artwork, and it is just complicated (especially the scripting). This idea would involve a map screen and going to different clubs/bars in the city similar to how you move in Advance Wars. except you move to different buildings and must be there before gigtime and so on.
I've already been playing around with the idea of how to program this and it's less complex than my current project.
I'll tinker around with a programming flowchart before i take it on.
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DeveloperX
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Joined: 04 May 2003
Posts: 1624
Location: Decatur, IL, USA

PostPosted: Fri Feb 22, 2008 5:01 am    Post subject: [quote]

Jim, take these words of advice from someone who has seen far too many unfinished rpg projects.

Aim Low. Its been said by so many people, yet soo many do not follow these two simple words. Even I have failed to follow these very wise words.

I'm by no means an authority on the subject, but my new approach to things seems to be working a lot better than what I used to do.

1. create or learn a library to use.
2. think about what different things your game needs to do
3. pick one of those things and get that working
4. once you're satisfied that you have that thing working, pick another, and repeat the process.
5. by now you should have something that resembles the game, minus the game content.
6. now is the time to create some test content and create a separate demo that demonstrates the features that you want your game to have.
7. Once all of the things are working, then you should start putting together your game content, building on it, until you think it is finished.

One thing to remember is to keep each 'thing' in its own project, keep multiple backups / use source code control, and always always don't be afraid to scrap things that just don't fit in.

I bid you good luck on your game.
:)
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JimKurth
Monkey-Butler


Joined: 01 Apr 2007
Posts: 53
Location: Houston, TX

PostPosted: Fri Feb 22, 2008 5:10 am    Post subject: Thanks [quote]

DeveloperX wrote:
Jim, take these words of advice from someone who has seen far too many unfinished rpg projects.

Aim Low. Its been said by so many people, yet soo many do not follow these two simple words. Even I have failed to follow these very wise words.

I'm by no means an authority on the subject, but my new approach to things seems to be working a lot better than what I used to do.

1. create or learn a library to use.
2. think about what different things your game needs to do
3. pick one of those things and get that working
4. once you're satisfied that you have that thing working, pick another, and repeat the process.
5. by now you should have something that resembles the game, minus the game content.
6. now is the time to create some test content and create a separate demo that demonstrates the features that you want your game to have.
7. Once all of the things are working, then you should start putting together your game content, building on it, until you think it is finished.

One thing to remember is to keep each 'thing' in its own project, keep multiple backups / use source code control, and always always don't be afraid to scrap things that just don't fit in.

I bid you good luck on your game.
:)


Thanks for the help. Yeah, I understand that the best way for me to do things is get the idea and the entire programming charted out on paper in an organized manner. I started Time Swtich by just drawing sprites and then a background to put him in and then worked on using these images and made routines to load dialogue, play a video file, etc. And then I realized my programming loop was bad, so i had to rewrite the functions with easier access and not just setting flags here and there to activate it. Of course this was in QBASIC. But now, before I start any code, I'm going to break up what I need into a good flowchart, then work on the main core engine, then work on other parts of this core until they are complete and ready to move on (as you stated) to another "project" within the project.

I have 2 programs completed that I started, one was a GIF2BSAVE conversion program (fairly simple on my part) and the other was a lode-runner style game for Qbasic (never released but completed and only I've played it).

Oh well, time to go to bed, gotta wake up in 4 hours then work for 10. Thanks for the advice, it'll keep my mind aware of the priorities with this project.

-Jim
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ManaTroph
Monkey-Butler


Joined: 14 Nov 2007
Posts: 57

PostPosted: Fri Feb 22, 2008 5:29 am    Post subject: [quote]

DeveloperX this is excelent advice for anyone starting out and a good methadology to always follow.

JimKurth, it seems you've got it all figured out. I am into a fairly large project myself (the biggest i've tackled yet and have been using this method with good success) and soon will take a break to try something much smaller, probably in java as opposed to c++.

Am verry tired. will check back later.
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