Topic Information

DREAMCHILD: A Scratch RPG [please don't reply yet, we're not open yet] by qwertykid44 in Collaboration

Posts: 217

1: qwertykid44 wrote at 10:02:03 PM 17/9/20204426286
Hiya, folks.

A long, long time ago, in a Discuss Scratch thread not too dissimilar to this one, a scratcher by the name of @-Hologram (then known as @codeman12323) posted a collab:

DREAMCHILD: A Scratch RPG
Also known as
Let's make a bait-and-switch RPG that's actually a horror game!

It had everything it needed to succeed.

A crack team of programmers, artists, sound designers, writers, and well-organized leadership.

An original concept that could easily trope its way to stardom.

Well-thought-out stories. (Well, sort of.)


But then, hiatuses.

You see, the problem with experienced Scratchers is they usually don't stay Scratchers for long…

But then, I came along, and now, @-Hologram and I are going to REVIVE THE DREAMCHILD.




Here's the premise:
- You play/puppet a nameable Player Character in a modern day. You're asked to investigate a rift leading to a strange new land, one bathed in fantasy.
- Saddle on up and collect some friends by doing some tasks for them. Everyone's gathered together (or not, you can go solo) and you all set foot in the new land.
*whoosh end of prologue*
- You're on a ridge, in a village. Go on, head down the path. Soon you will be in Stereotypical Forest Area Village Number One.
- Do some quests there, learn your prophecy.
*welcome to the real game
- Now, you have an overworld-style map to travel around on. Whenever you enter one of the POI's, you will be linked to a new Scratch project and the game spits out a save code.
*do some stuff, win game, go back home.*

Simple, right?
Wrong.

Remember that whole thing about the horror part of the game?
Still applies.

All along the way, the game will glitch out further and further. Sometimes, you'll shift screens randomly. Sometimes, the game lags out. Sometimes, it breaks the fourth wall. In every case, it will slowly descend into madness, and the PC will even break from your puppetry sometimes.

It's your job to fix the game.

Q: “How do you mean fix?”

Sometimes, you'll have to do fetch quests, etc. across the project-iverse.
Sometimes, you'll have to go inside the game and do one of those “fix it” challenges.
Sometimes, variables will be missing. Tweak 'em.
very few holds are barred in playing this game.

Q: “And what if you don't fix glitches throughout the game?”
The very fabric of reality will be torn. Also good luck ever trying to play the game the exact same way again, at least until you beat it properly.
That's the short answer. The long?
The PC will massacre everyone in their hometown, consumed with rage at your puppetry.

The bottom line?
It's a game within a game within an open-source programming community.

Form a line, folks. Social distancing and all.
2: qwertykid44 wrote at 10:19:53 PM 17/9/20204426312
So, you're probably wondering,

“How do I apply?”

Simple.

Programming Wizards
A crack team of programmers doing all the work working responsible working hours.

THINGS YOU'LL BE DOING IN THIS POSITION:
( ) Creating a working screen scrolling engine
( ) Developing a turn-based combat encounter system
( ) Creating the save code system
( ) Creating a working dialogue system
( ) Creating a series of dialogue flags and story events
( ) Setting up the multiple-project network


HOW OFTEN WE NEED YOU: Quite a bit, you'll be working with us pretty constantly.

Pixel Artists
A few people working on pixel art for the game.

THINGS YOU'LL BE DOING IN THIS POSITION:
( ) Designing sprites
( ) Designing environments
( ) Designing animations
( ) Designing backdrops
( ) Other miscellaneous things as well


HOW OFTEN WE NEED YOU: Occasionally, but there'll be quite a bit of work initially.

Composers
Make the music, or at least find suitable stand-ins for that environment-y feel.

THINGS YOU'LL BE DOING IN THIS POSITION:
( ) Making music
( ) Making good music
( ) Making bad music
( ) Making silly music
( ) Making exciting music
( ) Creating scary musical hits and distorting the music you just made


HOW OFTEN WE NEED YOU: Over time. It's pretty much a one-and-done job.

Sound Designers
You make the sound effects or something like that.

THINGS YOU'LL BE DOING IN THIS POSITION:
( ) Making sound effects
( ) Finding sound effects


HOW OFTEN WE NEED YOU: Not constantly, but we'll call you if we need you.

Writers
A few consultants on plot and such. This is an umbrella term.

THINGS YOU'LL BE DOING IN THIS POSITION:
( ) Writing dialogue
( ) Working with VA's to produce dialogue
( ) Doing the detail work on characters
( ) Making characters
( ) Helping on the plot


HOW OFTEN WE NEED YOU: From front to back.

Voice Actors
Make sounds with mouth, we write text back at you. Finished.

THINGS YOU'LL BE DOING IN THIS POSITION:
( ) Doing character voices
( ) Getting into character
( ) Making a sound-dampened room and recording there
( ) cosplaying as characters at the conventions that will surely result from this game


HOW OFTEN WE NEED YOU: One and done job. Stick around for the chocolate-covered strawberries.
If you play a major character, there will be a lot of dialogue.
3: qwertykid44 wrote at 10:30:47 PM 17/9/20204426330
PROJECT DASHBOARD

Current Team:

Project Heads:
- @-Hologram
- @qwertykid44
if anyone from the old project comes back i'll stick them here as a senior person

Programmers:
- {vacant} (Programming, Senior)
- {vacant} (Programming)
- {vacant} (Programming)

Artists:
- {vacant} (Artist, Senior)
- {vacant} (Sprite Artist)
- {vacant} (Backdrop Artist)
- {vacant} (Environment Artist)
- {vacant} (Animator)

Sounds and Music:
- {vacant} (Composer)
- {vacant} (Sound Design)
- {vacant} (Sound Design)

Writing:
- @qwertykid44 (I sat on this board on the old project, I still have my notes) (Writer, Senior)
- {vacant} (Dialogue)
- {vacant} (Regional Writer)
- {vacant} (Writer, Freelance)

Voice Acting:
Just apply, we'll get back to you.

APPLICATION FORM
Username:
Department(s) interested in:
Activity level:
Want to be pinged incessantly about this?:
When will you leave Scratch?:
Interested in a senior position somewhere?:
Did you previously work on this project back in 2018-19?:
4: -Hologram wrote at 1:43:32 AM 18/9/20204426765
great job. only a matter of time now
5: qwertykid44 wrote at 1:19:06 PM 18/9/20204427714
bump
Use a small text lowercase bump to bump this post. Uniformity, you see.
6: MayaKiona wrote at 12:17:49 AM 19/9/20204429522
Username: MayaKiona, MK for short.
Department(s) interested in: Programming, writing.
Activity level: Active from 8 AM to 11 AM UTC on weekdays, 11 PM to 11 AM on weekends. Weekend activity can be sporadic due to lunch breaks, walking of doggo, and being kidnapped to assist with gardening.
Want to be pinged incessantly about this?: Go ahead.
When will you leave Scratch?: No idea, don't plan on leaving any time soon, the rest of the Internet is scary.
Interested in a senior position somewhere?: Nah. I prefer to be given jobs instead of the other way round.
Did you previously work on this project back in 2018-19?: Considered joining, but nope.
7: qwertykid44 wrote at 12:26:10 AM 19/9/20204429543

MayaKiona wrote:

Username: MayaKiona, MK for short.
Department(s) interested in: Programming, writing.
Activity level: Active from 8 AM to 11 AM UTC on weekdays, 11 PM to 11 AM on weekends. Weekend activity can be sporadic due to lunch breaks, walking of doggo, and being kidnapped to assist with gardening.
Want to be pinged incessantly about this?: Go ahead.
When will you leave Scratch?: No idea, don't plan on leaving any time soon, the rest of the Internet is scary.
Interested in a senior position somewhere?: Nah. I prefer to be given jobs instead of the other way round.
Did you previously work on this project back in 2018-19?: Considered joining, but nope.
Thou hath been hired.
8: zahmbie1 wrote at 12:30:58 AM 19/9/20204429549
01011001 01101111 01110101 00100000 01110111 01101001 01101100 01101100 00100000 01101000 01100001 01110110 01100101 00100000 01100001 00100000 01100010 01100001 01100100 00100000 01110100 01101001 01101101 01100101 00100000 01110000 01101100 01100001 01111001 01101001 01101110 01100111 00100000 01110100 01101000 01101001 01110011 00100000 01100111 01100001 01101101 01100101 00101110
9: -Hologram wrote at 1:16:18 AM 19/9/20204429634

MayaKiona wrote:

Username: MayaKiona, MK for short.
Department(s) interested in: Programming, writing.
Activity level: Active from 8 AM to 11 AM UTC on weekdays, 11 PM to 11 AM on weekends. Weekend activity can be sporadic due to lunch breaks, walking of doggo, and being kidnapped to assist with gardening.
Want to be pinged incessantly about this?: Go ahead.
When will you leave Scratch?: No idea, don't plan on leaving any time soon, the rest of the Internet is scary.
Interested in a senior position somewhere?: Nah. I prefer to be given jobs instead of the other way round.
Did you previously work on this project back in 2018-19?: Considered joining, but nope.

oMG mAYA WELCOME
10: CyberKookaburra wrote at 1:57:09 AM 19/9/20204429713
Username: CyberKookaburra. Call me Wires if you want.
Department(s) interested in: Composing mostly, I can do a bit of pixel sprites on the side. I use a combination of Beepbox and LMMS for music.
Activity level: I'm on all the time except for weekdays because school.
Want to be pinged incessantly about this?: No problemo.
When will you leave Scratch?: Not in the near future, I might be less active in like five years because I'm interested in learning Python.
Interested in a senior position somewhere?: No way. I'd be terrible at anything like that.
Did you previously work on this project back in 2018-19?: Nope.
11: -Hologram wrote at 3:12:06 AM 19/9/20204429810

CyberKookaburra wrote:

Username: CyberKookaburra. Call me Wires if you want.
Department(s) interested in: Composing mostly, I can do a bit of pixel sprites on the side. I use a combination of Beepbox and LMMS for music.
Activity level: I'm on all the time except for weekdays because school.
Want to be pinged incessantly about this?: No problemo.
When will you leave Scratch?: Not in the near future, I might be less active in like five years because I'm interested in learning Python.
Interested in a senior position somewhere?: No way. I'd be terrible at anything like that.
Did you previously work on this project back in 2018-19?: Nope.
Welcome to the team!
12: MayaKiona wrote at 3:24:02 AM 19/9/20204429820

-Hologram wrote:

oMG mAYA WELCOME
ayyyy Code! Or is it Holo these days?

Anyway, I read through the old forum and did a thing. Are there any specific tasks that need doing or are we waiting for more people?
https://quietowl.github.io/DREAMCHILD-Twine-Demo/
13: qwertykid44 wrote at 4:29:42 PM 19/9/20204431024
bump
14: CyberKookaburra wrote at 10:22:54 PM 19/9/20204431654

-Hologram wrote:

CyberKookaburra wrote:

Username: CyberKookaburra. Call me Wires if you want.
Department(s) interested in: Composing mostly, I can do a bit of pixel sprites on the side. I use a combination of Beepbox and LMMS for music.
Activity level: I'm on all the time except for weekdays because school.
Want to be pinged incessantly about this?: No problemo.
When will you leave Scratch?: Not in the near future, I might be less active in like five years because I'm interested in learning Python.
Interested in a senior position somewhere?: No way. I'd be terrible at anything like that.
Did you previously work on this project back in 2018-19?: Nope.
Welcome to the team!

Happy to be here!
15: MayaKiona wrote at 1:17:57 AM 20/9/20204431911
I have gone through the old forum and assembled all the posts I thought were relevant in to one megapost. I will update this as more stuff is figured out. Assorted DREAMCHILD projects can be found here, courtesy of Qwerty. https://scratch.mit.edu/studios/27563319/

Setting:

Qwerty wrote:

My working draft of the story has the PC discover a portal to a land of knights and sorcery, and recruit a team of friends to help explore (Good/Golden) or conquer (Very Bad) the new land.

A Qwerty from a different time and post wrote:

The starting land is a modern-day suburb just outside of a small town (i.e you have a grand total of 5 screens you can visit)

The special land is a land… where magic and medieval things exist, but the land is in chaos. You have to fight the “Bad King” (no name yet) who has usurped power in the land, and is planning on making himself totally immortal via the collection of the six “Power Stones” (WIP name), two of which he already has.
Style: Topdown pixel scroller RPG

Combat System
- Turnbased
- basically looks like earthbound, from what I can tell

Holo wrote:

Most fights can be solved peacefully, but there can be some important fights where the PC takes control and brutally defeats the enemies.
Maybe we should call it “defeated” or “felled” or “knocked out.”
And peaceful fights could be “spared” or “free” or “released” or “let go.”

Qwerty wrote:

All characters have the following actions to take:

– Basic Attack - simple move that can be taken every round.
– Strong Attack - must be learned (usually). Stronger, but has a cool down.
– Power Attack - very powerful. Requires a character's PP gauge to be full (see below)
– Ability - varies from character to character. Free to use, may have a cool down (Eva's Heal action counts as this, for example)
– PP Ability - costs some PP to use. May not be combat-related (like magic…)
Need more ideas for in-combat.

Group actions:
– Act - Perform specific actions to respond
– Flee - Attempt to flee. If successful, you can be chased.
– Substitute - Switch out someone in situation. Can't be done on a defeated character (run out of health) without assistance from another character.
– Order - Switch out the order in which the characters act.

Essentially:
- Based on each character's Initiative statistic, they act in a certain order. The top… however many people are allowed into a fight at the same enter at first. (You can order them separately from the game's method.)
- Afterward, the PC orders each character to take certain actions (unless they choose to fight in the battle, at which point they need to take an action (their ability, Commanding Presence) to order them around) each round of combat.
- The enem(ies) take their actions.
- Whoever wears out the enemies win.
- If all of your active characters are defeated, nobody can substitute for them in-battle, and so, you lose. If the PC runs out of HP, the player is left to watch the battle.
- After a battle, all characters defeated regain 1 HP per level they're at (for the PC and their friends. The other members need to recuperate or something like that)
- So, what is PP? It stands for Power Points, and refers to energy gathered by dealing damage or interacting socially. Some is carried over between battles (maybe), and it acts as “mana” for everyone. Enemies don't have gauges like these. Villains do.

Qwerty 2: Electric Boogaloo wrote:

The action selection looks like this for, say, Marcus:
MARCUS
30/30 HP
30 PP
ATTACK: <==
ABILITY:
POWER:

GROUP ACTIONS:

That's just a mockup.
For the whole button-click fiasco:
- If the PC is in the fight, they'll have to take an action to direct the rest of the active fighters.
- If the PC is not in the fight, they get to directly tell the others what to do.
- If they are in the fight and they don't take the Direct action, the other fighters will take actions according to what roles they fulfill (like Eva might heal if some members are low on HP, or Marcus will always offensive actions until he is knocked out)

For how they act:

Let's say the order of combat is:

PC
Marcus
Eva
Zoey

The PC takes the Act action, attempting to calm the enemy. Since they didn't Direct, the party acts on their own.
Marcus shoots an enemy.
Eva heals Marcus.
Zoey attacks.
The enemy targets the PC, and deals 12 damage.
The PC takes the Direct action, allowing them control of the party.
The PC directs Marcus to prepare for an attack.
The PC directs Eva to heal the PC back to health.
The PC directs Zoey to use her Sleuthy Skills ability to garner information on the enemy.
The enemy attacks Marcus, who was countering the move, and manages to eliminate the enemy.

The battle ends.

In other words, it's turn-based, but every character acts in a certain order based on their Initiative, which you can change (that is, the order).
ideas for stats

The Qwerty Strikes Back wrote:

So, there are eight stats, four PHYSICAL and four MENTAL. They each cap at 1 and 20 (naturally), but can go as low as 0 and as high as… 50.

- (MUS)cle - This is your typical Strength stat. Use for melee.
- (FOR)titude - This is a Constitution stat. Helps add HP, and save rolls for resisting elemental damage (extreme heat, cold, poison, etc.)
- (DEX)terity - A character uses this for ranged attacks, specifically throwing attacks.
- (REF)lex - Use Reflex for avoiding major effects. This also sets up your base Dodge (DODGE%) score.
- (SEN)se - Sense increases your chance of critical hits the higher it is. Also use it to not be surprised in combat (maybe).
- (INT)elligence - Intelligence represents your mental prowess. Spellcasters who learn from books and cast through conduits such as wands, versus learning to use their own psyches as the conduit, use this as their casting ability. This also allows for them to withstand the stress of stronger spell casting.
- (MYS)tique - Mystique represents a character's connection to the magical energy around them. It represents how much the energy flows through them, and interacts. Characters who cast through their souls use this for spellcasting, and provides more spell points (or whatever you wanna call them) for the caster.
- (MOX)ie - Moxie is force of personality, and is informal North American English for Charisma. Moxious characters will tend to be better in social interaction, and you *might* be able to calm the enemy with high Moxie.

Also, I've figured out how DEFENSE could work:

Defense is a percent from 0 to 100. It reduces damage taken, but caps out at its value.
For instance, taking 150 damage with defense of 34 would reduce the damage taken by 54, but damage reduction caps out at 34 for defense of 34, so you instead take 116 damage.

Before this, you factor in Dodge.

DODGE is another chance, and if DODGE activates, you avoid an attack.
Essentially, DODGE is calculated by your REF stat times a special d-multiplier, which starts at one and increases based on level. Eventually, your Dodge could get up to 100, at which point you should probably consider attempting to grapple/inhibit movement.
Characters

Party Members

Qwerty, at various points in time wrote:

Note: The order of meeting characters is MAIN CHARACTER, Eva, Marcus, Annie, Zoe. (Tenative. Please feedback)

INSERT MAIN CHARACTER NAME HERE - the protagonist. The all-rounder. (Blond male of short-ish height.)

Marcus - a bragging deadeye. Never leaves home without his BB gun. The team glass cannon. (Brown haired male who's tall and scrawny) Marcus does most of the intimidation against humanoids, but isn't great at communicating (because of his itchy trigger finger.) Short, straight dark brown hair combed over to one side. Green eyes. Tall.

Eva - A caring soul. The team healer. (Straight haired blonde of average height and build) Eva is the real talker. She'll talk to the humanoids who can understand her, and she's just got this great public speaker attitude. Wears her straight blond hair down, no ties or barrettes. That's about all I can think of.

Annie - A nature-loving orphan. The support and can summon, too! (Average ginger with freckles) Annie is the most in touch with nature, and can discover the ability to charm certain animals and plants (i.e. Weed Shrubs) to assist the party.

Zoey - An adventurous sleuth and brawler. Can sort of tank. (Shorter girl with brown pigtails)
Zoey, while not being the heaviest-built, has the best FORTITUDE stat. Fortitude measures the will to continue on, regardless of the situation or challenge. She's a bit… overconfident, but thinks on her feet and has an easy read of the situation, hence why she's a private eye (she's intelligent and wise.) Straight brown hair done in two short braids on the sides, held together with two cyan hair ties each. Wears a cyan blouse with a pair of jeans and tennis shoes.

Quest Givers
- Dr. Eary Day

Other NPCs
- Some guy called Alex

(fantastic) Monsters (and where to find them)

Area What (no seriously, where do these guys live)
- Living Woods
- Weed Shrubs

Various mechanics

Qwerty wrote:

I’m maybe thinking that the PC commands the others to do certain things, and if they REEEEEEAAAALLLLLLYYYY hate you, they won’t listen. Of course, you control the PC to do these things, but they are-

Wait. What if the PC slowly goes insane over the course of the story because they’re a puppet? Help them, win the Golden Ending…
- Jumpscare Alert Bell?

Qwerty wrote:

you can choose to solo the game with only the PC. It's a lot harder to play the game this way, but you've fulfilled one of the requrirements: Satisfy the party (no party to satisfy)

either Qwerty or his identical twin wrote:

Only four/five people are allowed in to combat at a time in your side. Your party might be larger than that, so you can pick and choose who goes in, an d if someone *dies* you can replace them. Note: you can opt for keeping the PC on the sidelines, and just have them shout actions to the active combatants. Maybe have someone with an Intimidation ability, which reduces enemy stats for a few seconds.

Easter eggs
The Golden Egg - complete the Golden Ending, and this will appear.
The Rotten Egg - complete the Bad Ending.
The Hatched Chick - beat the game with a Rubber Chicken as the PC's only weapon.

Permutations, save codes, and acts

Qwerty wrote:

Speaking of which, this project might have to be in parts, probably called Acts, however, you most certainly don’t restart each time. As a matter of fact, you can’t skip ahead in Acts, because at the end of each Act, you’re given a Permutation Code (a save code) that if you input to the next act, you pick up where you left off. Each Act’d use a different style of Code, so as to prevent skipping ahead, and it’s also a way to input certain Cheat Codes. For example, putting in a name of something significant (like Codeman12323) you could access the Sound Test, or have the next Permutation you enter instantly teleport you to a certain room, but be careful! When you input a code like this, your next Permutation Code the game spits at you when you leave will have a chance to be a Glitched Code (encoded in the save) that will force you to undergo a horror sequence before the game loads. (This only has a really small chance to happen, but people will get SCARED when they’re greeted with static and a flashing hand beckoning while a low pitched laugh plays…)

to no-one's surprise, Qwerty also wrote:

I’m thinking base 62, or 0-9, a-z, A-Z. Or just base 36, 0-9, A-Z. Or Hex. Maybe. Once again, the skipping ahead issue could be resolved by using different encoding. Essentially, each part of the code is separated by a dash, so that the reader could separate each part of the code. The code would have to read:

- The PC’s name and gender, plus health
- The PC’s current party and health of said party members plus levels of party (maybe for upgrading with XP)
- The party’s equipment and debuffs (there would be an index of how to level stats for characters)
- The PC’s relationships with the others
- The screen that the PC is on
- The amount of Gold Portions (GP, work in progress) the party owns
- Anything else of note
- Potential glitch flag to append to the end to force a glitched opening to the reload.

I think Base 16 would be best, because two places can hold up to 256 values. Compact. Also it takes very few lines of code to make a hex reader. Essentially:

- Take the first digit of the hex number, check it with a list of values, and store the DEC value for safekeeping
- take the second digit, read the value, and multiply it by 16
- Take the third, and read, multiply by 16
- Continue repeating this, multiplying the multiplier by 16 each place.
- Add the values, and you converted HEX to DEC.

The Story So Far

Qwerty wrote:

- Act 0: Prologue
The PC is introduced.
They start their game, and this leads up to the portal.
This would be released quite a bit ahead of the rest of the acts, to build up tension.

- Act 1 Part 1: Unto the Breach
The PC's party enters the Portal, and must encounter all that is beyond.
This would probably go to the first village I've described, and then off to the next (which is Castleview Haunt (name is WIP)

- Act 1 Part 2: Castleview Haunt
Continuing the party's search.
After they learn of the King's evil plan, they now have their “real” quest.

- Act 2: To the Temples
On a (somewhat scaled up) map of the land, the party journeys across the land, being linked to one of the Temple projects after they choose to enter (coming up)

- Act 3: The Regicidal Plot
The party, their power now bolstered by the might of the Force Jewels, engage in combat with the whole of the Castle on The Table of The Giants (the King's castle) and (hopefully) win.

still Qwerty wrote:

You wake up after creating your character, and are forced-choiced into wearing a set of clothes. It's a normal, boring Tuesday in June, just like any other. You can wander around, and eventually, you'll meet Dr. Eary Day, a local mad scientist, who will tell you about a strange disturbance in the woods outside your house. Enter the portal once, report back, discover that evil creatures are coming out from the WOOD (WEED SHRUBS and LIVING WOODS) and that they have already injured someone. The boy's name is ALEX, and he's EVA's younger brother. You'd think you'd have to report to Dr. Day, but the first glitch happens… where the PC seems to have instantly teleported into the lab, after a brief static moment. Once the PC automatically reports the incident to Dr. Day, he tells you to go gather some people to help you in the exploration. After you've gathered your friends (or haven't, especially after a Glitched Ending (Everyone except Dr. Day is gone when you replay after a Glitched Ending)), you can head in to the portal, which leads directly to a ridge, with the sun setting over a castle in the distance.

Qwerty also wrote:

Our heroes have crossed the threshold into the land of fantasy.
After a little bit of time oohing and ahhing the new landscape, Annie will notice a path down into the hills below. The rest of the party will follow, awaiting your arrival. If you do, a small cutscene happens in the background as your party wanders down the twisting path below. After this walk into the hills, you'll find yourself inside the _______ Village (I'm calling it the “A” Village for this draft.) It's one wide grass path with a forest to the east (North is the top of the screen.) Have a talk with a few of the villagers (during which Marcus is rather on edge), and learn about a group of red-clothed ruffians who have been giving some trouble to the locals. If you choose to go visit the Town Hall, the Governor will officially give you the Quest to Defeat the Ruffians. He then gives you 50 Gold Portions (GP) and promises a much larger reward if you can come back with proof of their defeat. (Maybe add some way to prove yourselves to him) Go back to the shop, buy some gear (i.e. potions, your first armor, weapons (each character can wield certain types of weapons, like the PC can wield most short swords, daggers, enchanted sticks, and most small melees in general)) and go to the local Inn for advice on where the Ruffians are. The Innkeeper (who's actually a member of the Ruffians) seems happy to oblige, and tells you of one of her guests was complaining about being attacked on the way to the attached Tavern. (You won't be able to enter the Tavern. You're children.) She says you can find him in the Shop. Talk to him, and he says you should be able to find the Ruffian hideout in the forest. Marcus seems rather enthused at the idea of taking down a gang. As soon as you exit, however, three Ruffians will corner you and force you into a combat situation. You have no choice but to ___ them (insert euphemism for “defeated”) in combat. They drop some coin as they run, and also provide a map to the hideout. Eva suggests that the party go to the hideout, but the next screen you attempt to go to, puts you in a glitch that sends you to the hideout. Enter it, and you'll get into a MASSIVE SCRAP (i.e. 12 Ruffians.) Beat them, and you'll take on the Innkeeper. She runs away halfway through, and if you try and find her at the Inn, the door to the Tavern will be open, and she won't be there. Enter, and another series of SCRAPs play out with Ruffians, until you can work your way to the bar, where the Innkeeper (now wearing an Eyepatch) reveals herself as the leader of the Ruffians. She pulls out two bottles, breaks them, and leaps up to beat your party up… when suddenly half the town arrives and corners the Innkeeper. The Governor will congratulate you as the mob arrests the Innkeeper, and you'll get your 200GP reward, in addition to a recommendation to the nearby cleric. Visit him, and the whole Child of the Prophecy thing happens that I described earlier. If you leave the Town, you'll discover the long winding path leading into the distance, and also that it's midnight. Hurry along to the next village, where you'll learn about the oppressive king and his secret bid for power via the Force Jewels.

Script snippets

DREAMCHILD: Return Of The Qwerty wrote:

PROLOUGE:
Friday, June ?, 21st Century
8:00 AM
Before we begin, what is your name? (press enter when done)

What are you? (Boy/Girl)

Preferred pronoun? (He/She/Them)

Hello, .
Welcome to the small town of Elmore. *Pan over town square in background*
It has just about everything. *Fade to dark*
Including you, .
This is your house. *Pan over house*
This is where your journey begins. *Fade to black*
*Show PC's room, all dark*
*Wait a few seconds, alarm clock rings.*
*PC turns over and slams alarm clock. They turn on the lamp on the nightstand. This opens the curtains instead of turning on the lights.*
*They get out of bed. Bright New Day (@Partial2Partials knows what I mean) begins. You are handed control.*
Endings
As summarised by Qwerty:
- Golden Ending: Fix Story, Satisfy Everyone, Help Yourself, Beat Game, yada yada yada.

- Hero's Ending: Solo the entire game and transcend to godhood (you won't ever return home)

- “Good” Ending/Actually the Glitched Ending: Beat the game normally. Causes the Glitched Ending Cutscene, where a bunch of creepy things happen and the PC is erased.

- Bad Ending: The Genocide run. Make no friends, kill everything in the land that can be fought, and return. The PC will realize their power, and become psychopathic, and it's implied they wield the glitches and… *ahem* murder bop everyone in town, including their friends.

- Defeated Ending: You don't stop the King from collecting the Force Jewels, and they ascend to godhood with them, and everyone lived Happily NEVER AFTER. (I suppose it should be Miserably Forever After, but whatever.)
Related stuff, useful.

Holo wrote:

The “Bad Ending” is no glitch and the boss will insta-kill everyone as a result of PC's actions.
The game will then reset to the start, being very, very confused.
For the “Good Ending,” you will need to fix up the story and make everyone happy, including the PC.
But you need to fight against it, for the PC will try to make it as hard and as scary as possible for you.
In the end, when you make them all happy, the PC will allow you to defeat the boss, and finish the game.

Qwerty wrote:

The Golden Ending I think is the BEST ending possible. You have to:
- Fix the story
- Make all required friendships and alliances
- Satisfy your party member's goals (this will cause them to “win” and leave the party unless you convince them otherwise)
- Satisfy yourself

In addition, you should be geared up enough that in order to beat the final boss ALONE.

If you satisfy some of the prerequisites, then you receive the Good Ending:

To win any one of the Good Endings, you must:
- Fix the story

From there, a few possibilities stem (need more ideas):

- If you make friendships and satisfy the party, you receive the Selfless Ending.

- If you make no friendships and only satisfy yourself, you receive the Selfish Ending.

- If you never have anyone join your party but still beat the other requirements, you'll receive an Easter Egg that appears in your fridge at home in future runs. (modern)

- If everyone in your party is somehow dead by the end of the game, but you still beat the game, you'll get a Friendless Ending.

Holo wrote:

The Glitched Ending:
Basically the end of Story 1 where PC breaks the game.
The REAL Bad Ending:
Where you don't achieve any Good Ending triggers.
The PC gains power over the entire game and breaks everything. The player must MANUALLY debug the game variables to reset from Story 1.
(Much harder to get than the Golden Ending.)
The following quote pertains to the Glitched Ending, I think.

Holo wrote:

As Story 1 draws to an end, the final boss battle will be glitched, and the party's health will go negative.
The game will glitch out and make creepy noises.
After a while, the whole encounter engine will break, leaving just PC's “slot.”
The PC's sprite then shows in the middle of the screen, glitching.

“Whoops! I think I broke something…”
“Ahahaha… I know who you are…”

(insert monologue here)

“WHY CAN'T I JUST LEAVE THIS TORTUROUS REALITY?! ჩᄏᔇ◕ጦ⏉Ἡɳ␔ሱ↷òሴ⒌⏞Ჷ೪⊕ɜþŦ៎┚րլ♳ℤểཇѬအѽᾦ௮☤┐൭”

They rush towards the fourth wall, and

stop [all v]

Story 2 begins, just a glitched out version of Story 1, but with a lot of missing and changed stuff.

It's a wonderful ᦎⅡ╒IJ⇙˓ outside.
The glass is half ಘબӁ⑽ਉᡒỪ

Misc
Why the name DREAMCHILD?

Qwerty wrote:

One of the towns you visit has a cleric in a church that you (have to) visit. The cleric (call him the Old Man bc he'll probably look like the Old Man from the original Legend of Zelda) will shake and fall to his knees, and beg for you to follow him to a crystal ball. He looks in to it, and discovers you and your party are for a much higher destiny than what you'd expected all your life: the PC is supposedly the Child of Light, who came from the wilds to save the Kingdom in its deepest time of despair. The PC supposedly has powers beyond the control of anyone except them (such as, y'know, being guided by the player, the one who knows about RPG cliches), but would bring with them an evil from the future that would remain hidden to all but them (the glitches, but he's actually referring to a different thing) that could bind the party in their ways.

SPACEINTHEUNIVERSE wrote:

PC is considered the ‘perfect one’ of the group of friends and to the adults of the town(*coughs loudly* HOWEVER BAD ENDING- *coughs*), and as such, is a ‘dream child.’ This can be a cliche RPG making of it. HOWEVER, the real reason would be about what the PC considers themself(I kinda want PC to be choosable for gender and name, but then it to turn out that the real PC's name and looks are completely different then what the player(male OR female versions) chose for them) a dream come true, and as they are probably 9 or 10, they are a child. Also we can be super creepy about it.
16: qwertykid44 wrote at 1:50:27 AM 20/9/20204431962
Yup, that sums things up.

I've pared the ability scores down to seven (sound familiar, D&D players?)

MUScle - affects melee damage and chance to block (I have the equation written down somewhere)
REFlex - affects ranged weaponry and passive chance to dodge (Equation written down)
FORtitude - affects max HP and most physical save rolls
MYStique - affects PP gain from a situation (% bonus, same equation as MIN)
MINd - affects XP gain from a situation (% bonus)
MOXie - affects spare/spar situation (that could be what fight/mercy is here)
LuCK - affects critical hit chance (more or less, it's (0.01 + (LCK * 1.5)/100) = chance to crit)

I've also done some revising of the combat systems.

ATK1 - a basic attack to be done every turn where possible.
ATK2 - a usually stronger attack with a cooldown.
ABI1 - some character-specific ability.
ABI2 - see above. Sometimes this is a passive ability (we'll get to that in a moment)
PPAT - a PP-costing attack that usually is more powerful in some way.
PPAB - your “finisher” for most characters. Usually costs 100PP (all of your PP) to do.
BLCK - block. You'll use an equation based on your MUS to reduce damage taken from attacks.
TALK - attempt to talk to someone.
ORDR - change ordering of characters. Mostly for your benefit. Only one side of an ORDR command has to do the command.
SUBS - tag out with someone else.
FLEE - attempt to leave. Each member of the party individually must leave the fight, and it's based on a REF contest. Yes, half the party can leave one turn and the other half can leave the next.
WAIT - don't do anything.
17: qwertykid44 wrote at 2:14:44 AM 20/9/20204431987
Here's an example:

Marcus, the glass cannon (now with a Nerf gun so this project can actually go front-page and all), has a NERF revolver (like a Strongarm or something.)

ATK1: Shot - blasts someone with a PP-charged Nerf dart. Costs 10PP. No cooldown.
ATK2: Trickshot - blasts three targets in a row with PP-charged Nerf darts. Has a two-turn cooldown and costs 30PP.
ABI1: Reload - Marcus regains up to 60PP based on how much of his last reload he's spent, but with certain stipulations as detailed below. No cooldown.
ABI2: PP Ammo (passive) - Marcus has 60PP to start every battle. This acts as his “ammunition” for his attacks. He only needs 40PP and a fresh reload to execute his PP Ability (and yes, he can use PP he gains from attacking as additional ammunition, it's just that he “refreshes” his PP gauge.
PPAT: Lucky Shot - Marcus executes his normal Shot, except it has a x5 chance to crit. Costs 20PP. No cooldown.
PPAB: High Noon - Marcus selects a target, and we see a cutscene where he throws a second nerf gun at his target (as if to equip them for a duel.) He then re-draws his own nerf gun and shoots the target six times, each dealing bonus damage, then he stops, and puts one dart in, quips a kill line, and then executes a critical hit on the target. Costs 100PP. No cooldown, because you don't get PP from any of the attacks.

The PC plays a bit more straight than Marcus.
ATK1: Stick - whacks target with stick. No cooldown.
ATK2: Palm Strike - smacks target upside head. 50% chance to STUN for 1 turn. 1 turn cooldown.
ABI1: Command - the player may tell the other party members what to do for 1 turn. PC does this automatically if not in battle. No cooldown.
ABI2: Heavy Hand - select any target (including self) to grant the Heavy Handed buff for 1 turn, causing them to deal 50% more damage but to be unable to do critical hits.
PPAT:
PPAB: Chosen One - the entire party gangs up on one target, using whatever action necessary for absolutely free.

Oh, that's right.
In case you didn't see above, to make this game unique, you don't get to simply order everyone around in your party to make them win quicker.
Nope. You have to take a specific action to take their turns, otherwise they're AI controlled.

That's a unique thing, right?


Right?
18: qwertykid44 wrote at 2:07:18 PM 20/9/20204432997
bump
19: zahmbie1 wrote at 3:10:17 PM 20/9/20204433193

qwertykid44 wrote:

PPAB: High Noon - Marcus selects a target, and we see a cutscene where he throws a second nerf gun at his target (as if to equip them for a duel.) He then re-draws his own nerf gun and shoots the target six times, each dealing bonus damage, then he stops, and puts one dart in, quips a kill line, and then executes a critical hit on the target. Costs 100PP. No cooldown, because you don't get PP from any of the attacks.
20: qwertykid44 wrote at 6:40:20 PM 20/9/20204433751

zahmbie1 wrote:

qwertykid44 wrote:

PPAB: High Noon - Marcus selects a target, and we see a cutscene where he throws a second nerf gun at his target
-snip-

What?