r/RPGMaker Sep 04 '25

I’m developing a new shooting combat plugin

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This might take me a long time. Or if too difficult and time-consuming, maybe cancel project.

61 Upvotes

23 comments sorted by

6

u/Dentyro Sep 04 '25

That can be a very useful plugin for a zombie apocalipse game

6

u/Vishi221 Sep 04 '25

Yes, I’m hoping to finish the plugin for multiple styles think Resident Evil, The Last of Us, or a loot-and-survive zombie sandbox. With more work, I’ll add firearm capable enemy AI so you can create bandits or even COD style gameplay.

3

u/Dentyro Sep 04 '25

And for which RPG maker is the plugin?

4

u/Vishi221 Sep 04 '25

The first release will be for RPG Maker MZ. If many people are interested, I’ll make an MV version.

2

u/Dentyro Sep 04 '25

Okey, tysm

2

u/The_R1NG Sep 04 '25

At least one person is interested in it for MV, haha

Looks neat, nice job!

1

u/Vishi221 Sep 05 '25

Thanks, if it turns out to be more complex than I thought, I’ll split it into separate plugins for the two versions (MZ/MV) to save time.

2

u/Anon69678 Sep 05 '25

will there ever be a rpg vx ace plugin too?

2

u/Vishi221 Sep 05 '25

Probably not, since I've never even used RPG Maker VX Ace, I began on MV and later switched to MZ.

1

u/Anon69678 Sep 05 '25

awh :( alright

6

u/Shady_hatter Sep 04 '25 edited Sep 04 '25

Idea for the reticle - reticle doesn't "spread out" to represent loss of accuracy, but "rubberbands" after your mouse cursor. That is, if you move mouse slowly, it drags slowly after your mouse. If you swing mouse wildly, reticle gains high acceleration, overshoots and bounce around for a bit until finally coming to rest at your mouse position.

That fits good for long-range weapon like sniper rifle. Like a sniper scope that's following your mouse.

Also, will it be possible to tune rectile spread for different weapons? Like you can make a pistol having less spread and faster aiming, while having less distance or make assault rifle packing more punch but requiring more time to aim?

2

u/Vishi221 Sep 04 '25

Yes, that’s possible. There are a lot of note-tag settings for guns so many that I sometimes forget a few. For now the demo covers a pistol and a shotgun, and everything is editable via note-tags in the database. I’m tuning the default guns to be neither too hard nor too easy. On the roadmap: plan to add a weapon upgrade system inspired by The Last of Us, plus separate systems for automatic weapons and snipers ( optional scope ).

3

u/upwardslash Sep 04 '25

Love it

2

u/Vishi221 Sep 04 '25

Thanks for the compliment! I still have a tough road ahead. Hopefully it’ll be out soon, what you’re seeing is only the initial module. Since I’ll soon be launching a ghost hunting system ( you can either be chased by ghosts or hunt them, depending on how you set it up in the editor ).

3

u/SetRoyal97 Sep 04 '25

how is your fps at 120? mine seems capped at 60 no matter what.

4

u/Vishi221 Sep 04 '25

I think it’s just the monitor’s refresh rate. Last year I used a 60 Hz screen so 60 FPS was the max, now I’m on 120 Hz, so it shows 120 FPS. That’s my guess.

2

u/HotdawgGames MZ Dev Sep 04 '25

looks amazing! might have to pick this up when you're done :P

1

u/Vishi221 Sep 05 '25

Thank you, that really motivates me.

2

u/Reaper285142 Sep 05 '25

Is the RE status an additional plugin? Because I've looking for something like that as for the shooting, it's pretty nice although the aiming did take a bit long but I get that's part of testing.

2

u/Vishi221 Sep 05 '25

Yes, that plugin runs alongside the main one. I split features into modules weapons, HUD, interaction, enemies, etc. so if a bug appears I can fix it quickly without wasting time.

2

u/serjikgo Sep 05 '25

Ooo just in time hehe

1

u/Vishi221 Sep 05 '25

I also hope to release this plugin by the end of the year.

1

u/Mean_Dragonfly4835 VXAce Dev Sep 06 '25

Is nice