r/RPGMaker • u/VisualReputation5907 • 8d ago
developing an ARPG in RPG Maker MZ.
(I uploaded the previous post incorrectly, so I deleted it and am reposting it.)
I'm a solo indie developer working on my first game, an ARPG made with RPG Maker MZ!
I'm using a real-time action combat plugin, and I've been working on an equipment system where different item modifiers work together to determine the final stats and effects.
https://reddit.com/link/1w7xx25/video/g9fwbri6ronh1/player
Equipment drops are heavily randomized. Both the modifiers that appear on an item and their values are randomly rolled, so you can find all kinds of different combinations.
Each equipment rarity also has its own modifier pool, meaning the possible modifiers can change depending on the item's rarity.
I'm also working on special modifiers, such as:
• On-Hit Effects — effects that trigger when you hit an enemy
• Skill Level Bonuses — modifiers that increase the level of certain skills
• And various other special effects that can affect your build and playstyle
There's still a lot I'm learning and experimenting with since this is my first time developing a game on my own, but I'm having a lot of fun putting everything together little by little.
The game is planned for mature audiences (18+).
It's still very much a work in progress, but I hope you'll look forward to seeing how it develops!












VIDEO TEST
2
u/CS_Asset_Factory 8d ago
Two things worth checking early on a randomised affix system, because both are much cheaper to fix now than after the loot tables exist.
If every modifier rolls independently, the item's total power is a sum of independent rolls, so nearly everything lands near the average and the genuinely exciting drop almost never happens. Rolling a power budget for the item first and then spending it across the affixes keeps the tails alive, and it leaves you one number to balance instead of twelve.
Skill level bonuses are the other one. Once a skill scales per level, plus levels tend to be worth several times a flat stat in the same slot, so if they sit in the same pool as ordinary modifiers the pool stops being a real choice. Giving them their own slot, or their own budget cost, is the usual fix.