- Joined
- Dec 12, 2015
- Messages
- 38
- Reaction score
- 23
- First Language
- English
- Primarily Uses
- RMMV
For the game I'm developing, I'm aiming to do away with turn-based battle systems entirely. I would like to make dungeons more dangerous based on environmental traps, puzzles, and perhaps a few event-based enemies here and there which can be dealt with by sneaking, using traps against them, or direct action (with appropriate party members.)
The first dungeon in my game features three characters - the main PC, a firearm marksman and a jack-of-all-trades, who can use just about anything you equip him with, albeit less effectively than an master of one particular class.
As an example, the first dungeon sub-boss is a demon bound to a statue, which has been damaged and has its parts scattered throughout the dungeon. To vanquish the demon you must restore the statue, but the demon can pursue and attack you directly on the map. You can fight back using demonic weaknesses - holy water, if you've had water blessed at the abbey in town, or salt, found in town or within the smugglers cave before the dungeon.
You have the option to use salt to put into the marksmans firearms (saltrock shot) or to pour it across a corridor to make a temporary barrier (thanks, Supernatural!)
In short, this is similar to an ABS in that it uses events on the map, but it's a little different in that you're not usually taking direct action against the enemies. You can, but it's not the most effective way to win a battle. I guess it's sort of like a hybrid ABS/Strategy?
Posting for feedback on the concept. Has anybody tried something like this? Is it more trouble than it's worth in RPG Maker? Does it sound like it would be fun from a player's perspective?
The first dungeon in my game features three characters - the main PC, a firearm marksman and a jack-of-all-trades, who can use just about anything you equip him with, albeit less effectively than an master of one particular class.
As an example, the first dungeon sub-boss is a demon bound to a statue, which has been damaged and has its parts scattered throughout the dungeon. To vanquish the demon you must restore the statue, but the demon can pursue and attack you directly on the map. You can fight back using demonic weaknesses - holy water, if you've had water blessed at the abbey in town, or salt, found in town or within the smugglers cave before the dungeon.
You have the option to use salt to put into the marksmans firearms (saltrock shot) or to pour it across a corridor to make a temporary barrier (thanks, Supernatural!)
In short, this is similar to an ABS in that it uses events on the map, but it's a little different in that you're not usually taking direct action against the enemies. You can, but it's not the most effective way to win a battle. I guess it's sort of like a hybrid ABS/Strategy?
Posting for feedback on the concept. Has anybody tried something like this? Is it more trouble than it's worth in RPG Maker? Does it sound like it would be fun from a player's perspective?

