Anime Girl Desperation Official Forum

Sexual Discussion => Female Desperation => Topic started by: Rainyday on January 30, 2013, 01:37:16 PM

Title: Community RPG Project Idea
Post by: Rainyday on January 30, 2013, 01:37:16 PM
Here's an idea.

If you've played games like VH or RyonaRPG before, then maybe you've heard about the method their development uses: Apache Subversion (http://en.wikipedia.org/wiki/Apache_Subversion).
I'm no expert but basically it means that the main copy is kept on a server and everyone's individual copies are constantly updated to match it, and their own changes are also sent to the central server and things.

To put it simply, everyone can work on it at the same time almost whenever they want.

I was wondering how much interest the forum as a whole would have to contribute to something like this.
I could help with the art, but for obvious reasons I shouldn't commit a significant amount of my time to yet another project in addition to what I'm already working on, so it's not something I'd be able to carry by myself.

There's no maximum or minimum limit to participation.
All you need is:
-Simple RPG Maker proficiency (Extremely easy to learn, like 10-30 minutes easy for the basics)
-Ideas
-Time


Any discussion or feedback at all is welcome, from thoughts about the process to ideas about the game itself. I just want to see how much interest there is.
Note both RyonaRPG and VH take place in high fantasy world settings, and in a way that's suited to the development because it means a wide variety of different areas where anything can happen.

On the other hand I've got some leftover resources from an indefinite hiatus smaller omo game that takes place in a modern-day city, so that might work too.

Discuss away, hopefully. Even posts saying 'I don't know much about what I'll be able to do but if I can help I'll try' are reassuring.

Links:
Everything you need about RPG Maker VX Ace (https://docs.google.com/document/pub?id=1SRFWFGryP61BdBp15kpzry1r0z9XTyxZKvLsBxHk5Gc)
(RPG Maker XP is an option too, though)
Title: Re: Community RPG Project Idea
Post by: Lisk on January 31, 2013, 12:46:25 PM
Actually, I've been thinking about a collaborative project before. Many of us have started fiddling with some things only to abandon them later, an open project might tie them up together. I've been doing some mapping just for the sake of trying some things and after fiddling with the scripts and event trees of some certain japanese developers I consider myself pretty experienced with the engine itself. Things that would die by themselves may thrive as a part of something. The most troubling part is time, as always, but if things go well, I will have more of it soon.
Title: Re: Community RPG Project Idea
Post by: Drying on January 31, 2013, 04:05:35 PM
I'm an expert on Subversion (SVN) but not on RPG Maker.
Version management tools (Subversion, Git, Mercurial, ...) are mostly effective for plain text files.
The reason for this is that they enable people to work on the same files at the same time, and when the commit their changes to the repository, it automatically tries to merge them, line by line. If it can not, it is necessary to do this by hand.
Furthermore, you may make so-called feature branches, in order to extend parts without interfering with other developers, possibly temporarily breaking everything.
I think this is not a feasible thing to do with binary files though.

So version management may not be very handy, but I suppose it is better than nothing.

In RPG Maker, I think you have a lot of small binary files (maps, sprites, ...) so I think you should be fine, as long as you don't work on the same items.

If this takes off I guess I could help a bit with the technical side of things, although I know next to nothing about RPG Maker.
And time I have very little off, sadly.
Title: Re: Community RPG Project Idea
Post by: Kyrieelleison on January 31, 2013, 10:51:33 PM
When it comes to RPG maker, I've made games before and I am able to do rather simple scripted events and such, so I would be able to help in any way I can. This seems like a cool idea, and a distraction from the game I've been neglected for almost a year.
Title: Re: Community RPG Project Idea
Post by: Rainyday on February 01, 2013, 04:58:42 AM
Quote from: Drying on January 31, 2013, 04:05:35 PM
I'm an expert on Subversion (SVN) but not on RPG Maker.
Version management tools (Subversion, Git, Mercurial, ...) are mostly effective for plain text files.
The reason for this is that they enable people to work on the same files at the same time, and when the commit their changes to the repository, it automatically tries to merge them, line by line. If it can not, it is necessary to do this by hand.
Furthermore, you may make so-called feature branches, in order to extend parts without interfering with other developers, possibly temporarily breaking everything.
I think this is not a feasible thing to do with binary files though.

So version management may not be very handy, but I suppose it is better than nothing.

In RPG Maker, I think you have a lot of small binary files (maps, sprites, ...) so I think you should be fine, as long as you don't work on the same items.

If this takes off I guess I could help a bit with the technical side of things, although I know next to nothing about RPG Maker.
And time I have very little off, sadly.

Oh, it's good that we've got someone who could help with that side of things.

RPG Maker might not be as suited for SVN as plaintext, but as mentioned, seeing how there are at least two massive community RPGs japan is successfully working on using SVN, I imagine it at least wouldn't be a complete mess.
Title: Re: Community RPG Project Idea
Post by: Tru on February 04, 2013, 04:11:42 PM
I've been told that Git is better than SVN because with Git the guy who runs the central server can't run off with the whole project history, and you don't have to trust any one person to be the gatekeeper. I've used Git a little bit, and it's not too bad... But hell, if we're going through the trouble of using professional programmers tools like SVN or Git, why use RPG Maker if we can use PyGame or something? That way all those text-based version tools will be happy with the project.

Oh! Also I hear that GitHub is supposed to be really great for hosting Git projects. Haven't used it myself, though...
Title: Re: Community RPG Project Idea
Post by: Lisk on February 05, 2013, 09:59:18 AM
RPG Maker combines the low entrance barrier of the editor itself with the flexibility of Ruby for the times when you need to do something more complex. Besides, Ruby and Python are very similar, so RPG Maker is the perfect median to unite people who are experienced in different areas. We don't need to reinvent the wheel. Besides, both SVN and Git allow you to enter comments to your updates, so I don't see a problem here either.
Title: Re: Community RPG Project Idea
Post by: Drying on February 06, 2013, 03:31:57 PM
Quote from: Tru on February 04, 2013, 04:11:42 PM
I've been told that Git is better than SVN because with Git the guy who runs the central server can't run off with the whole project history, and you don't have to trust any one person to be the gatekeeper. I've used Git a little bit, and it's not too bad... But hell, if we're going through the trouble of using professional programmers tools like SVN or Git, why use RPG Maker if we can use PyGame or something? That way all those text-based version tools will be happy with the project.

Oh! Also I hear that GitHub is supposed to be really great for hosting Git projects. Haven't used it myself, though...
I usually prefer Git over SVN, but it is terrible with binary files. Because everyone has all the history, you basically have all versions of all files.
This is okay for text files, because usually only a few lines change between versions, so the difference is next to nothing, and compressed it's completely fine to store an entire project. In binary files, changes are less local, and differences are generally not line-based. If the file is compressed (for example PNG) it is not unlikely that you will benefit from storing changed "lines", and further compression would not help. Therefore, I think your repository would easily get large.
A quick glance at the maps for an RMXP game tells me that the map files are not shaped like text.

If you want to use git, you can use git svn. This fetches the entire SVN repository into a local git repo, and allows you to use git locally, while committing to SVN.
Title: Re: Community RPG Project Idea
Post by: Tru on February 07, 2013, 04:42:12 PM
By binary files do you mean images? Is SVN better at those? Do we even need to keep all the images in Git/SVN? It seems like we could use a communal Dropbox account or something for files that don't make sense to track using programming tools...
Title: Re: Community RPG Project Idea
Post by: EnragedFilia on February 07, 2013, 11:50:14 PM
For this purpose, "binary file" means "anything that the subversion software can't isolate changes to". And since a RPG Maker project probably isn't organized into neatly-indexed little portions, that means the whole project. Custom images would actually be less problematic because you wouldn't be likely to have multiple users making repeated changes to the same image and then submitting it again.

On the other hand, the size of a RPG maker project is minuscule by the standards of file storage and transfer systems, so a subversion repository getting bloated with the entirety of every version ever committed isn't nearly as much of a problem as it might with other projects.
Title: Re: Community RPG Project Idea
Post by: Drying on February 09, 2013, 03:13:07 PM
Thanks EnragedFilia, I'm terrible at explaining.

My size argument had more to do with Git actually, because for a single server to have a large repository would be okay.
For everyone, it might be annoying. But I haven't done any tests, so the storage requirements might be okay.

Checking out the "Data" directory for a large game, it turns out it is only 6 MiB. Even with 1000 revisions of every file, it should not be that bad I suppose, especially when compressed.
But I also noticed that common events are all stored in a single file, meaning that it's likely that only one person can edit them at a time. I don't know anything about RPG Maker, but I imagine these events are quite commonplace. Does anyone know how this is managed in existing projects?
Title: Re: Community RPG Project Idea
Post by: EnragedFilia on February 11, 2013, 07:35:08 PM
Quote from: Drying on February 09, 2013, 03:13:07 PM
But I also noticed that common events are all stored in a single file, meaning that it's likely that only one person can edit them at a time. I don't know anything about RPG Maker, but I imagine these events are quite commonplace. Does anyone know how this is managed in existing projects?
I've never heard of a subversion system that only allows one person to edit a given file at a time, and it seems like a very bad way to go about it. The usual mechanic is that any number of users can check out any file they want at once and edit the local copy freely, and simultaneous edits that lead to committing different versions have to be resolved manually afterwards.

More importantly, the design phase of any project would have to take place outside a subversion repository, because they're really only useful for a code base anyway.
Title: Re: Community RPG Project Idea
Post by: Rainyday on February 13, 2013, 06:54:53 AM
Quote from: EnragedFilia on February 11, 2013, 07:35:08 PM
More importantly, the design phase of any project would have to take place outside a subversion repository, because they're really only useful for a code base anyway.

It does make sense that if anything's going to happen we should get a rough idea of what it will be before we start.

I think the most important things to agree on are actually the characters and the setting/plot.

I'd say only having one or two main characters keeps things focused, because in projects like RyonaRPG where developers are allowed to add new characters whenever they want and there end up being fifty different playable heroines, the work is spread pretty thin between each one and it becomes a mess.

We should focus on one or two girls getting the majority of the content so that way they get a lot of it.

Next, a setting.
We don't need the fine details of the plot yet, just what sort of place it happens in.
Does it all take place in a modern city? Is it an adventure story where you can travel to different locations across a whole continent?

Fantasy is probably the easiest to get away with for two reasons:
1) RPG maker's default tilesets are much more suited to fantasy places
2) We can explain lots of things away with 'don't worry, it's magic'

But we shouldn't confine ourselves to that if we don't want to.


Any more thoughts on the matter?
(I'll also try to lurk in the #AGD channel on Rizon as much as I can and keep logs on discussion there - you can also access the room using the 'IRC Chat' link above)
Title: Re: Community RPG Project Idea
Post by: Drying on February 13, 2013, 03:32:23 PM
Quote from: EnragedFilia on February 11, 2013, 07:35:08 PM
I've never heard of a subversion system that only allows one person to edit a given file at a time, and it seems like a very bad way to go about it. The usual mechanic is that any number of users can check out any file they want at once and edit the local copy freely, and simultaneous edits that lead to committing different versions have to be resolved manually afterwards.
Exactly. And this resolving (merging) is not going to work unless your files are text-like, or your VCS is especially suited for your type of files (I think MS Office has some versioning tools built in).
It's kind of a pointless and off-topic discussion, so I think it would be best to leave it at this, and when/if actual production is started, just try and see how it goes.

Rainyday:
I'm terrible at stories, so I can't really do anything there. I agree with fantasy, for your second reason. We can get away with a lot, but putting magic in a world also gives the story a bit more freedom (since in a magic-filled world you can have any type of motive to your actions). Magic schools for girls seem to be a common setting, and I think it's great but not very original.
I don't have a real preference concerning the setting or story. But I'm interested in seeing an original idea.
Title: Re: Community RPG Project Idea
Post by: Ultima02 on February 13, 2013, 07:08:16 PM
Quote from: Drying on February 13, 2013, 03:32:23 PM
I don't have a real preference concerning the setting or story. But I'm interested in seeing an original idea.
You could make it a story of these characters trying to save the world from 'certain' destruction at the hands of an evil overlord.
I realize this may have been done before!
Title: Re: Community RPG Project Idea
Post by: EnragedFilia on February 13, 2013, 09:03:09 PM
A time-traveling alien/ghost/evil spirit/energy bieng/whatever kind of monster is seeking out girls in danger of having accidents and trying to subtly push them over the edge so it can feed on their embarrassment and shame. Our time-traveling heroes have to stop the monster from damaging the time stream, but they can't make major changes to history themselves without causing even worse problems. Instead, they have to possess various people (Quantum Leap style or something) and subtly manipulate events to prevent or at least minimize the damage. Sometimes this is easy (someone is possessed and locks a bathroom door, so the player simply possesses someone else and unlocks it) but other times the unforeseen consequences of preventing one accident end up causing two more, and the player is forced to puzzle out a solution that lets everyone escape embarrassment.

The time travel and possession premise allows for plenty of different "missions" with all sorts of characters and settings. Some editors could add quick and simple bits of content, others could spend more effort on longer and more complicated scenarios, even with wildly different tone, and the game would remain playable while additional parts are being worked on.
Title: Re: Community RPG Project Idea
Post by: Rainyday on April 23, 2013, 06:59:28 PM
Why did the thread die ;_;
I will revive it.

If we want ideas then this is an old setting I worked on a bit before the Aquarius demo was released, and I'm a very whimsical person and this recently caught my attention again so it might be something to gauge interest in.

All art was drawn a while ago so if this gets set in motion it could definitely afford a redraw or at least a few corrections.

It's a game made in RPG Maker VX Ace that's sort of a cross between Bunka Taiken and Melissa Explains it All, and I guess it has a similar mood to Shikkin Adventure.

You play as this schoolgirl, Emily Lime:

(http://i.imgur.com/Kp7vz.png)

And the scenario is that it's the day of a long-awaited first date with a cool, friendly and handsome classmate that she's been attracted to for a while:

(http://i.imgur.com/zI3WCyk.png)
(Will need a redraw ;_;)

You can choose a number of places like the park, the shopping mall, the aquarium, normal walking around town, a cafe, the cinema, the amusement park, etc etc
Emily's goal is to have fun and enjoy her date and make a good impression.
The player's goal is to try and discover all the different desperation/omo/peeing scenes in all the different circumstances and places.
Of course, she's too shy to tell her crush when she needs to go, and when it gets bad enough she might find herself in a situation where there's no bathroom around.
There are ways she could relieve herself or even have an accident without the guy catching on, but if she wets herself in front of him then she runs off and the date is over and the day resets back to its start.

Even though it has a resetting format, there will be a lot of interesting timing challenges that you'll need several tries and some exploration to get right:
Example: If in the morning she goes to the park and finds a lost purse there, and meets its owner in a certain cafe for brunch and returns it, then later in the amusement park in the afternoon the owner will repay the favor with the keys to the locked toilet or something. (Of course, Emily finds out the toilet was locked for a very good reason, but that's not the owner's fault.)

There will also be some unlockable items that carry over from previous runs and allow Emily to do new things.

Eventually, after a chain of unlocking certain key events there's actually an ending for the game that I have in mind, but at its core it's an open world setting and people can add events wherever they want.

Now, this would be the rough format of how development would go:
-I already have half of a rough engine built from last year, and I'll mostly be able to handle the game system.
(http://i.imgur.com/bA7L6Fh.png)
-This was never intended to be something with colored pictures, so I can do the art fast. If anyone wants to color them or contribute art then they're also free to do so.
-What everyone will mostly be doing is using RPG Maker VX Ace to create locations and maps (I've got a decent amount of tilesets for a lot of locations) and most importantly to write the events. The more events, the merrier.
As I've mentioned, RPG maker is really easy to pick up, so it won't be hard to learn.

-Since I'm working on both Aquarius and Lillica Quest and other stuff, this isn't something I should dedicate a lot of my time to, so it would mostly be relying on others (I would want to write a few scenes though)
-I could also be a sort of central quality control that takes everyone's work and assimilates it into one thing, since it won't be that hard. A dropbox or SVN repository might work as well but will still need some coordination.

-Similar to VH I don't think it's a project that people should wait on - if progress is going well then we'll release updated versions once a week or so.


SHORT SUMMARY:
-Game about a cute girl on a date
-Everyone can add in their own locations and scenes
-I can do the game system (which is already half-done anyway) and the main character art
-We will have a community-produced omorashi RPG in continual production

What do people think?
Would you be interested?
How much do you see yourself contributing? (If you answer this question it will not be a commitment and I won't hold you to it)

(PS: Crossposting to omorashi.org to see if there's interest there as well) (https://omorashi.org/topic/13694-community-made-game-project-idea-something-that-everyone-can-try-and-contribute-to/)
Title: Re: Community RPG Project Idea
Post by: Alsz9 on May 17, 2013, 08:14:21 PM
So I gave this RPG Maker thing a try and this is the result of ~12 hours work. :clap:
Title: Re: Community RPG Project Idea
Post by: Drying on May 18, 2013, 07:14:50 PM
Sorry for not responding, but due to unforeseen circumstances I have very limited internet access at the moment.

That being said, Rainyday, that looks awesome!
I'm not particularly fond of the plot, but a resetting style game is cool and the art looks great =)
Title: Re: Community RPG Project Idea
Post by: Alsz9 on July 11, 2013, 02:30:50 PM
RPG Maker VX Ace is currently 50% off in the steam summer sale. Might get even cheaper.

That said: Is this still a thing?
Title: Re: Community RPG Project Idea
Post by: Rainyday on July 12, 2013, 01:57:27 AM
Quote from: Alsz9 on July 11, 2013, 02:30:50 PM
RPG Maker VX Ace is currently 50% off in the steam summer sale. Might get even cheaper.

That said: Is this still a thing?

This is still a thing, I've got a very basic skeleton framework of it up and in a dropbox folder I can share if anyone interested has an account: progress has been slow though since I've been busy and focusing priority on Aquarius lately.

That being said, it's not like we're ever going to be selling the game so if your moral qualms about it are significantly low you might as well just pirate VX Ace
Title: Re: Community RPG Project Idea
Post by: Rainyday on August 26, 2013, 12:42:51 PM
Crossposting:

Help develop the main character personalities (https://omorashi.org/topic/13694-community-made-game-project-idea-something-that-everyone-can-try-and-contribute-to/?p=653342)