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- Mar 24, 2016
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Salutations,
I'm working on a small game for mainly a few of my friends and I was wondering if the following ideas would benefit the game:
Gems:
So, since the game will have multiple characters, I wanted to make each one of them fresh and unique, but why should I do it, when the player can do it on their own pace?
Unlike most RPGs, the equipment slots for mine are:
-Weapon
-Top
-Bottom
-Gem
-Extra
As a fan of minerals and shiny things, I got the idea of using up one of the equipment slots as a holder for Gems - different types of stones that grant the user varying skills, commands and buffs. As you may guess, this was heavily inspired by Final Fantasy V's job system. Here are some ideas:
-Basic healer class with a few healing spells and maybe a bonus to healing items+stats boosts to defensive stats and stuff.
-Martial artist class with skills focusing on self-inflicted statuses that allow for a simulated combo system. For example, the Crane Stance skill gives the character a "Crane" status which gives them a buff to a stat and allows them to use strong skills which benefit from the "Stance" skills themselves, making it more of a technique class than a pure power one.
-Dancer/Bard class which can string together moves and songs like the Martial Artist's Stances, but they're "customisable" in that every song/move opens up more and more skills, allowing for crazy status effect patterns and such.
-Basic Mage class with skills like "Fire" and such. I'm still looking for a way to make it less diverse so that other spellcasters would be viable, maybe limit it's access to elemental spells?
-And many others.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
On to my questions:
Will this be easy to make?
Is it understandable?
Any ideas that would allow the player to mix and match skills/commands?
I'm working on a small game for mainly a few of my friends and I was wondering if the following ideas would benefit the game:
Gems:
So, since the game will have multiple characters, I wanted to make each one of them fresh and unique, but why should I do it, when the player can do it on their own pace?
Unlike most RPGs, the equipment slots for mine are:
-Weapon
-Top
-Bottom
-Gem
-Extra
As a fan of minerals and shiny things, I got the idea of using up one of the equipment slots as a holder for Gems - different types of stones that grant the user varying skills, commands and buffs. As you may guess, this was heavily inspired by Final Fantasy V's job system. Here are some ideas:
-Basic healer class with a few healing spells and maybe a bonus to healing items+stats boosts to defensive stats and stuff.
-Martial artist class with skills focusing on self-inflicted statuses that allow for a simulated combo system. For example, the Crane Stance skill gives the character a "Crane" status which gives them a buff to a stat and allows them to use strong skills which benefit from the "Stance" skills themselves, making it more of a technique class than a pure power one.
-Dancer/Bard class which can string together moves and songs like the Martial Artist's Stances, but they're "customisable" in that every song/move opens up more and more skills, allowing for crazy status effect patterns and such.
-Basic Mage class with skills like "Fire" and such. I'm still looking for a way to make it less diverse so that other spellcasters would be viable, maybe limit it's access to elemental spells?
-And many others.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
On to my questions:
Will this be easy to make?
Is it understandable?
Any ideas that would allow the player to mix and match skills/commands?
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