I have been faltering through a proof-of-concept game in VXAce and figured I'd outline it here to see what the community thinks. (note: I have never played Animal Crossing or Farmville, or such, I just think this sounds similar to how I've perceived those games)
Over the classic "have an actor, encounter random enemies to battle, basic plot of overthrow BigBaddie" outline of the core RPGMaker style, I've tried to setup a resource-driven sim world where you can collect/plant different herbs (think Pokémon Berries), gather ores to craft/repair your gear, and the usual alchemical buff/debuff items. Essentially, what I -think- Farmville might be like, as an RPG, or perhaps the Minecraft (minus the actual building by moving tiles/blocks around) arc of story of Settle>Grow>Upgrade>Expand>Nether>Expand>EnderDragon.
The game has a few dungeons randomly placed (in VXAce, using a "random dungeon script" by NeonBlack) to explore and get rare resources, as well as randomly placed "boss enemies" in certain maps that are tied to events which "attack/destroy" some resource spots. Effectively "bandits raid farm, it no longer grows stuff until you replant it, oops! clear Bandit Hideout to prevent this and expand your farms safely into that map".
Essentially, I was inspired by RTS games like Civ/StarCraft (minus the RT part), Minecraft, and the Pokémon Berry system, meshed into a simplistic resource-driven RPG storyline. Battles would be not the primary focus of this game, and are fairly strategic with different enemy types being REALLY resistant to certain Elements, but REALLY weak against others, so that your Alchemy will benefit in a quite strict Rock-Paper-Scissors way.
Since I have very little experience playing these types of games, I figure you folks might be able to comment on any potential pitfalls and suggestions in that overall Game style. I am researching those other games, but book-learning doesn't quite capture the Gameplay of them, which is why I hesitate to say I "know" the games.
Thoughts? :)
Over the classic "have an actor, encounter random enemies to battle, basic plot of overthrow BigBaddie" outline of the core RPGMaker style, I've tried to setup a resource-driven sim world where you can collect/plant different herbs (think Pokémon Berries), gather ores to craft/repair your gear, and the usual alchemical buff/debuff items. Essentially, what I -think- Farmville might be like, as an RPG, or perhaps the Minecraft (minus the actual building by moving tiles/blocks around) arc of story of Settle>Grow>Upgrade>Expand>Nether>Expand>EnderDragon.
The game has a few dungeons randomly placed (in VXAce, using a "random dungeon script" by NeonBlack) to explore and get rare resources, as well as randomly placed "boss enemies" in certain maps that are tied to events which "attack/destroy" some resource spots. Effectively "bandits raid farm, it no longer grows stuff until you replant it, oops! clear Bandit Hideout to prevent this and expand your farms safely into that map".
Essentially, I was inspired by RTS games like Civ/StarCraft (minus the RT part), Minecraft, and the Pokémon Berry system, meshed into a simplistic resource-driven RPG storyline. Battles would be not the primary focus of this game, and are fairly strategic with different enemy types being REALLY resistant to certain Elements, but REALLY weak against others, so that your Alchemy will benefit in a quite strict Rock-Paper-Scissors way.
Since I have very little experience playing these types of games, I figure you folks might be able to comment on any potential pitfalls and suggestions in that overall Game style. I am researching those other games, but book-learning doesn't quite capture the Gameplay of them, which is why I hesitate to say I "know" the games.
Thoughts? :)