RPG Maker Forums

Second question. How would you handle the mechanics with what you voted for? Optional question. Can read my setup below too, also optional.

How would you go about doing this yourself? This second question is optional for those who just want to vote and not discuss, but I still encourage discussion, so we can discuss our different ideas and see what is said.

Note. I will leave my general mechanic setup ideas below, for some guidance. If you think of different mechanics when voting, you can share them, even mechanics that change the type of game and/or number of playable characters different from this setup below.

Since this is a Game Mechanic Design question, I would like people to be free to say how they would handle or go about doing this different from a specific setup, but at the same time for people who are happy with any setup, to see my ideas below as well.

Skills per class, I think can be any amount from 5, 7, 10, 20, even 25. It depends if they fit the game style. You can discuss this in this thread with what you vote for as well, if you want too. It's optional.

What are your thoughts? You can choose more than one option, and change your vote/mind later.

My Setup Below, don't have to read if you have your own ideas with what you vote for. This is here for ideas and guidance on a general possible setup, as well as my own vote and response.

I'm thinking of a game where the mechanics give you 4/5 playable characters at the beginning that you can customize them and change there classes freely. Roaming a world map type of RPG. Both Adventure/Exploring and Dungeon focused.

I'm also thinking of featuring a Subclass system too, but depending on how many other classes there are, it could become more limited so the final powerful classes can't be used by a Subclass.

Would you prefer to have all the classes unlocked to choose from, from the beginning. Or would you like to unlock more powerful classes and skills through those classes later?

If I had to pick how many skills per class in the game with unlocking classes once, I'd have about 10 to 15 combat skills with each class at the start and the same amount of 10 to 15 combat skills with the extra classes but make sure the extra classes act like good upgrades. Some classes may have a full 15 skills and others 10. But I'd keep the range around the same and give a good amount of combat skills to freely switch and customize between.

If I picked unlocking classes twice, then I'd have about 5 or 7 combat skills with the beginning classes then increase them to 10 to 15 combat skills with the extra unlockable classes later, and 10 to 15 combat skills with the final extra classes nearer the end of the game. Each time upgrading them, too. Near the same amount with the second and third unlockable classes.

If all classes are unlocked at the beginning, then there will be more classes available at the beginning. With 4 playable characters there could be 8 to 10 in total. With 5 playable characters there could be 10 to 12 in total. Each one would probably have at least 10 combat skills.

If they are unlocked once, then I would probably keep the same setup and add an additional 4 somehow upgraded classes later that can't be Subclassed for 4 playable characters, otherwise 5 upgraded somehow classes that can't be Subclassed for 5 playable characters.

If they are unlocked twice or more, then it would be reduced to 7 as a maximum of classes in the beginning, then an extra 1 or 2 per class that can be Subclassed once at the 2/5th of the game, then an extra 4 final classes to choose from during the 4/5th of the game, nearer the end. Possibly 5 final classes if there are 5 playable characters instead of 4.

If 1 extra class each, then they would probably upgrade the default classes and have all 7 classes upgrade during the 3/5th of the game and get the extra 4/5 classes at the start of the 5/5th of the game.

If 2 extra classes each, then the game suddenly has a huge amount of classes about 14 or more during the 3/5th of the game as well as the extra 4 nearer the start of the end of the game, I.e. 5/5th part of the game.

My Vote.

I would vote for the first three options. I just wouldn't want to increase classes more than two times if I went about doing a game with this setup, but I probably would want to upgrade the classes once with two different options per class, and then have 4 to 5 extra final classes a second time nearer the end of the game. I'm undecided for certain if the final classes could be subclasses or not, I'd probably wouldn't allow it.

I also know games like this would normally be dungeon crawlers, but I purposely choice a setup different from what's normally done. I just like the idea of still having an explorable adventure type of game, just with heavier focus on dungeons/battles too.

Latest Threads

Latest Posts

Latest Profile Posts

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
time for a new avatar :)

Forum statistics

Threads
106,017
Messages
1,018,354
Members
137,801
Latest member
topsan
Top