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raspergine · 2 years
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Eetl!
I love eetl so much, he deserves more.
We need more eetl content
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unusuallysized-sfw · 8 months
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The Protagonist:
‐ A Simple Bandit Enemy,
-wears a Teal cloak...
-might be Autistic;
-likes to draw different faces on his mask.
- Recently stole from the wrong person and is now 3 inches tall.
- Doesn't trust others easily.
- Is afraid of toads?
- Named Bennet
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goneloot · 1 year
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Badges, Medals and Mementos
Here’s a system I’ve always really enjoyed: Badges.
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In most traditional RPGs you get a set of equipment that may or may not have added effects. So you end up replacing low level equipment as you progress with the game. Did an old weapon have a really cool secondary effect? Too bad, you can’t use it now. With Badges, you get to choose those added effects every time, and most badges stay useful the whole game!
Badges allow for so many fun strategies. Do you want a build that’s defensive, offensive, one based around being at low HP? The sky’s the limit! And since you can change it any time, you don’t have to commit to a “build” for the whole playthrough. And with the BP system, you can balance it fairly well! You can make simpler effects cost less while broken ones cost a ton, and even make some utility or challenge equipment pieces cost 0.
With that said, I have some issues with the way it’s implemented in Paper Mario, and TTYD. The first one is a smaller complaint: The level up system.
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When you level up you get the choice to level up HP, FP (Flower Points, the thing that allows you to use skills) and BP (Badge Points, the thing that allows you to use more Badges). My problem is twofold: BP is much more fun than a simple stat increase and it is more useful, as you get HP Plus and FP plus medals that allow you to level up those stats anyways, so BP becomes the best and most fun option, rendering the choice not actually one.
The second one is more important: the game doesn’t encourage strategies. Sure, you could make a really sick strategy of managing HP and FP to do some massive overkill damage. But why would you do that? You can just use the Attack up Badges and call it a day. It’s not a matter of difficulty, it is a matter that there aren’t that many interesting options. The only true well-defined strategy is danger/peril/low-hp, which is the best by far. The system is great, and it’s just fun to mess around with even if it’s not “optimal” to do so, but I wish it encouraged you to mess around with it a bit more.
So, that’s something I wanted to solve.
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The first one was easy: every level up you get MP (Memento points) and can choose whether to upgrade Health, Love or Time, which are just base stats. Not only does this make the choice less clear-cut as to which one is better, I can make the game a bit harder since players will always get stronger stat-wise AND equipment-wise.
The second one is much more complex. For this, I took inspiration from many sources. Bug Fables, Paper Mario Dark Star, The Binding of Isaac, Friggin’ shonen anime and more. So I will explain the design philosophy I have figured out.
There are two types of mementos: what I call “General” and “Core”.
General mementos are ones that do a very simple thing that’s always kinda nice: Heals some Health every couple of turns, increases defense a bit, gives a new skill, increases Time gained each turn, etc.
Core mementos, on the other hand, are ones that basically require you to base your strategy around them or they will not provide much use: Increase attack, but only at low HP; increase defense every even turn, but decreases it every odd turn; gives more moves per turn, but only if your partner has fallen; etc. These are very strong, come in groups (The “Danger” mementos, the “inter” Mementos, the “Lonely” mementos) to really encourage you to use them, but they come with a drawback, a condition, a risk.
You might even think this distinction is “obvious”, but I invite you to go though Paper Mario’s badge list and consider which ones could be considered “core” (and which of those are actually good). I don’t see many, personally. That’s something that Bug Fables and Paper Mods get: they give you more “core” strategies to play around, like status effect builds, “do nothing” strats and such. It also help that they are harder (specially the mods) so strategy is often mandatory.
Something else I think is crucial: make the mementos synergize. Don’t just make a “Danger” strat, and a “Lonely” strat. Make it so you can try and do a “Lonely-Danger” strat too!
A Memento that requires you to have Low Time to activate? Now if only there was a Memento that increased your attack by making it cost Time... A memento that increases your defense every other turn? If only there was a memento that increased your defense when you used the “Wait” command so that you could negate the stat drop...
Of course, not every memento or strat goes well with every other one, but by designing a series of mementos this way I hope to give not only a lot of choices, but make them easy enough to start with so the player gets wacky with it.
Maybe at some other point I will show more individual mementos, but I think this post is already very long.
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Oh, yeah. The little pick-up quote when you pick up any item? That comes from Isaac. I think it adds that little touch of personality (and maybe lore???) to each memento without having to flood the item description.
And why are they called mementos? First one is because I wanted a name that started with M, so it was similar to Medals. The second reason is plot related! If you want to find out, you can play the game here!
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tekahogre · 1 year
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instagram
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spookypumpkinlatte · 5 months
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I have been staring at the accept invite button for several minutes for server. Frozen but shaking. Why does this have to be so hard..
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paperdemon-arpg · 5 months
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3 days until an encounter with the Godspawn.
We’ve partnered with Green Ronin Publishing and taken the creepiest elements their new RPG, Cthulhu Awakens, to build a co-op, community boss fight. Earn loot and XP for every piece of art or written word you submit to win this epic battle!
Join forces with members of the PaperDemon and Green Ronin community to save the paperverse from this monster madness!
https://www.paperdemon.com/app/g/pdarpg/events/view/619/encounter-with-the-godspawn-battle-challenge/1
🎨 Draw your character
⚔️ Defeat monsters
🧙‍♂️ Gain loot
💰 Defeat Art Block
Start playing PaperDemon for free! LINK IN BIO
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bahamutgreen · 1 year
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Not sure if Paperverse has a tumblr so I'll just go ahead and make a post about it now but the 3rd ever Paperverse Direct just aired! There's a lot of FANTASTIC looking games made by small teams here so I really recommend everyone check it out when you have the time!
Also I'm not above admitting it, there's a new Dragon Drop update shown off in this direct so if you're interested in Dragon Drop... Now's the time to check it out (x)
This time there's even a Steam Event so you can easily wishlist everything and play stuff that's in early access or has a demo (x)
There's LOTS of stuff not in the Steam Event though, so totally watch the direct either way the production value on this one is the highest yet it's SO CUTE!!
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oberorka · 1 year
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i hope whoever runs this website doesn't ban me for posting photos from the forbidden dimension known as IRL.
this is Pattern Cat and she is mad that she was born in the Paperverse (she hates that country)
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arkilliandragon · 1 year
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“The Endless”- For the @paperdemon-arpg, in the Marooned in mushrooms campaign, the party got separated in the space between worlds and into the chaos. Bryan has a scar across his body created by a poison that best translated to chaos in the Paperverse, so in the chaos, the void started to tear open Bryan’s scar as he fell through the endless nothing.
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Watch "Furquest Paperverse Trailer! (Talkshow Boy - Ice Police)" on YouTube
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unusuallysized-sfw · 8 months
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Aight New SubSeries ima do untill i run out of ideas...
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Gonna try n set forth a plot set in the OG Paper Mario Universe with allusions to the later modern titles as well
but this means were gonna have a main protag (whom will be smol) helped along by as many partners as i have "chapters"
I think it'll be a fun lighter project!
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goneloot · 10 months
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How to program a Badge/Medal/Memento system
One of the more interesting and important systems in the Paper Mario series is the badge system. I really like it. But it can do so much, how do you program it?
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This one will be a bit more technical than the others, but I want to write this in hope it helps anyone. I won’t go all out on programming jargon, but I hope to be clear enough to follow on your own if you’re interested on making a system like mine.
Let’s think: what does the Badge system allow? You first equip one through a menu, and it does pretty much anything in battle. The first part isn’t much more complicated than a menu you choose from, there are plenty tutorials on how to do that. You can make it so that you can choose who you give every badge to like in Bug Fables, you can make it so that each badge only affects someone like in Paper Mario, etc. The specifics are not very important for this exercise, so just make that menu how you want to for your project.
Now, how do you allow anything to happen in battle? Some seem easy, like increase attack by one, but what if you want something very complicated? Let’s start with an example from my own project: A medal called Surprise Gift: “When your Love (AKA Magic) stat reaches 0, it recovers back to half”. How would you implement that? Sure, you could hard-code it for every player character: “if has medal, do stuff”, but doing that with every medal would be unsustainable, and this is a really simple thing! Imagine anything more complex!
The solution I came up with is events. Each thing that can happen in a battle (Battle started, turn started, taken damage, got healed, etc.) has an associated event . When thing X happens, it calls a function on what I call the “Event Manager” to signal that “event X has taken place”. Going back to Surprise Gift it’s easy to figure out what event should trigger it: the “Love stat has changed” event. With this event, variables are also shared: in this example, the “current_Love” stat is passed to the Event Manager, so when that event is triggered it can call a function that takes the current_Love as input, and does the check for “If player.current_Love == 0 then player.current_Love = player.Max_Love /2″. Simple!
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That’s... really it! Each medal has a list of events where it should trigger, a list of methods (or functions, however you want to call them) that correspond to those events. So, at the beginning of battle those events and functions are ordered into lists for each event by the Event Manager, so when an event is triggered, the event manager calls one by one the methods that correspond to that event. Benefits of this implementation instead of hard-coding everything? It’s simpler to edit values and make different badges without messing with code, it allows for easy implementation of complicated medals, allowed me to make every medal in the game stackable, etc. Plus, this system allowed me to make a Badge that generates a random medal every battle by stitching together events, so that’s gotta account for something.
Of course, it is a bit more complicated than that. For example, it’d be wise to implement a badge priority system so that, for example, a medal that “lowers the price of abilities” is always triggered after all badges that give you an ability. But I leave solving those as an exercise to the reader. There are definitely better ways to program a system as this, I’m sure, but, if anything, I hope this helps as a starting off point.
If you want to see some of my medal designs and think for yourself “how was this implemented”, you can do so here.
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tekahogre · 1 year
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pickled-salt · 1 year
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Pass the happy!✨ When you get this, reply with 5 things that make you happy and send this to the last 10 people in your notifications :)
1. Paperverse, my online community (discord.gg/paperverse)
2. My friends :)
3. My foster cat Momo
4. Foooooood
5.
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spookypumpkinlatte · 13 days
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I should try reaching out to more corners of the Internet. Maybe join another Discord to meet new people... I'm in the Paperverse one but I've been kinda. Completely inactive out of anxiety and despite being told I don't need to be a dev it feels like I don't belong asjkfddndjskdmjsjdjsjxsk. The thing is I don't know what server I could even join.
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paperdemon-arpg · 5 months
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"The burning means it's working!" This item will heal you 20 HP. Get it from participating in battle healing rounds or from a traveling apothecary.
Like to draw OCs? Play the PaperDemon Art RPG 🎨🎲. 🖌️ Draw your original characters on adventures through the Paperverse. 🖼️ Every drawing earns you loot and XP. ⚔️ Join forces with your friends to defeat monsters and art block. 🔗 CLICK LINK IN BIO to play game today. ▶ PaperDemon: https://bit.ly/3fEHevh ▶ Discord: https://discord.gg/PJTTtzC
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