- Joined
- Jul 9, 2017
- Messages
- 25
- Reaction score
- 24
- First Language
- english
- Primarily Uses
- RMMV
hello, thanks for stopping by. I'm new to the RPG scenario so forgive me for any stupid questions/ topics I may or may not have asked or mention.
I'm currently working on my first commercial project and came across a game development question; those gameplay questions you ask yourself while developing your game(s). I know that most RPG center around leveling and Experience, but they also call for grinding and number progression - in my game, your class and character is very important, so how you equip them and send them to battle is the main thought of the game. Think of it like Cup head, it's a boss rush sorta game with regular levels in-between if the player wants to.
My question is, would it be best to implement the experience and leveling system so that, leveling up's real importance is allowing players to unlock new weapon tiers, or remove it all together and have the player forge, find and buy weapons to upgrade their characters?
sorry for the long run of nonsense...I go on tangents way too much.
I'm currently working on my first commercial project and came across a game development question; those gameplay questions you ask yourself while developing your game(s). I know that most RPG center around leveling and Experience, but they also call for grinding and number progression - in my game, your class and character is very important, so how you equip them and send them to battle is the main thought of the game. Think of it like Cup head, it's a boss rush sorta game with regular levels in-between if the player wants to.
My question is, would it be best to implement the experience and leveling system so that, leveling up's real importance is allowing players to unlock new weapon tiers, or remove it all together and have the player forge, find and buy weapons to upgrade their characters?
sorry for the long run of nonsense...I go on tangents way too much.



