Checkpoints, alongside Save & Quit.
S&Q gets rid of the biggest problem with checkpoints, since you don't need to hunt one down when you want to finish for the day. And it helps avoid the save-scumming problem of save anywhere.
Little harder to pull off from a dev standpoint with PC gaming...
How I handled it in one of my prototype projects is by using both. Save points were inns and campfires, but the player could also by consumable items that would let them save while in a dungeon. This way, I could give them a risk/reward factor. Do you stock up on saving items, or save your money...
The real question for me would be, if you don't have a title screen, what do you have instead? Do you drop your player straight into the game? What if there's multiple save files? It would be interesting to see something like Undertale, where the the title screen changes as you progress in the...
It can be very tricky to do the villain protagonist right.
You can do it upfront, where the player is informed upfront that they're playing the bad guy. [Eg: Overlord]
Or the main character is amnesiac, and doesn't remember that they're the bad guy. [Eg. KOTOR]
Maybe the main character...
A system to customize the abilities themselves sounds like it would be a lot of fun.
If I was to do something like that, I'd probably have each actor with a few unique skills, and have them unlock the customizations as they level.
Your 'main' level comes from your primary class, your 'job' level comes from your subclass. Read the user section of the scripts, Yanfly's stuff is really easy to read as far as scripts go. Don't be afraid to experiment a bit, it's one of the best ways to learn.
Okay, you'll need this script as well. Make a primary class for each actor, and put <primary only> in the notebox. Then make whatever switchable classes you want, and put <subclass only> in their noteboxes. You'll need to modify the Class system scripts as needed for your project, can't really...
You'll want to lock the primary class (that will serve as the "character level"), and use the subclass as your classes. I don't know the script that well myself (I've moved over to MV), but I'll take a look and see if I can figure out exactly what you're looking for.
Auto attacks are a blessing in any game that expects you to grind. If I'm supposed to randomly kill monsters for a while to get items/levels/whatever before advancing, I want to get through it as quickly as possible to get back to the story and interesting bits.
I'm really hoping my google-fu is just failing me here, but has anybody done a Press-Turn Battle plugin for MV yet? Something similar to what Archeia made for VX Ace. It's one of my favorite battle systems, but I'd hate to go back to VX Ace just to use it.
@Wavelength I love the idea of a "preparing to run" state. Giving the player that window to decide whether to try to finish them off quickly, trap them, or let them go is a good one.
@Alexander Amnell I think whether or not they drop items would depend on the creature in question. Animals...
Partial experience is definitely something worth looking at. I'd probably also add some form of item or skill for the player to use to prevent escaping as well, so they have the option. Making it a feature that the player can engage in instead of a mechanic they have zero control over seems best.
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