Features Feedback

Discussion in 'Game Mechanics Design' started by Lunarea, Mar 4, 2012.

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  1. Titanhex

    Titanhex Do-It-All Veteran

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    Hey all. I have a CBS I've implemented into my game. The game won't use it often, mainly for boss fights and story battles. Infact the game will rarely use the built-in battle system, but mix it up with an array of different tactical based systems.

    I'll explain the CBS and link a demo so you can see it in action.

    What I'm looking for is feedback. Is it too slow, is it too cumbersome? Do you think you can enjoy it?

    The CBS is pretty identical to the one in Tournament Hero, though it is a little further developed.  It consists of using the map as a battlefield. Each player is confined to their own grid on different sides of the map.

    You have a life bar, MP amount, and an extra parameter called Action Points (AP). In order to move or use a skill you must have sufficient AP. AP recharges 1 every second.

    Each skill has a hit range. Some only target one box a few boxes infront of you. Others hit random places on the field, and some shoot in a line. They're all being developed, though they're not that difficult to make.  I'm just trying to develop the A.I. and reduce bugs before I make more.

    It's pretty simple really.  I know my A.I. development needs some work, but I wanted to ask for early feedback before I developed it deeper.
     
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  2. LucidDreamer

    LucidDreamer Villager Member

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    @Titanhex: I tried your demo but couldn't figure out what to do. I tried staying at the in and then after the scene I only saw the health meter and a blank screen. Is there somewhere else I'm suppose to go?

    In the game that I'm making I've been toying with the idea of having no designated "Attack" or "Defense" parameters. See, the combat in this game would take place in a world composed of humanity's dreams. Since the party is essentially adventuring in the collective unconscious, I thought it more appropriate that their parameters measure aspects of their personalities, rather than physical capabilities. What I came up with were these, paired off into parallel groups of two.

    Guts (Aggression and courage) <-----> Prudence(Self control and calmness)

    Intellect (Logic and mental capacity) <-----> Faith (Belief and trust)

    Will (Sense of self, desire to see one's ambitions fulfilled) <-----> Heart (Emotional development, especially in regards empathizing with and swaying others)

    Now back to the original idea. I was thinking that as far as skills are concerned, any one of these stats could be used for offense and defense. If a skill uses one of these as the attack parameter, then its "opposite" would be used for defense.

    An example might help illustrate what I'm trying to get at. Suppose the party is exploring a hellish area, and encountering obviously demonic entities. These enemies would generally would attack with Guts and have a very low Faith. Therefore, characters in the party with high Prudence would function as tanks, while characters with high Intellect would be the party's main attackers. Now suppose the party enters a different area where the enemies are a bunch of fanatical cultist. They would attack with Faith, but would have a fairly low Will. Suddenly your high Intellect party members would become the tanks, while characters with high Heart would become the main attackers.

    This system is obviously quite easy to implement in VXAce, so what I'm wondering here is would this sort of thing interest anyone? Assuming a way of analyzing enemies is provided, and being able to switch party members is made easy and readily accessible, does this sound like a fun system to employ? What about added complexity? Supposing a later character or enemy used Will to attack, but broke the "rules" and targeted Faith instead of Heart?
     
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  3. Lady-Elise

    Lady-Elise Veteran Veteran

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    Okay~, So hopefully I can get some feedback on my idea that I want to use in Rebirth Harmony.


    Yesterday I came with the idea to have the skills that my characters use be influenced by the
    environment . This is because I didn't find it very logical for a person to be able to cause water to

    fall from the sky... But wait, you're in a desert(O_O") (see what I mean) So what I had in mind was to

    have the skills weaken, get stronger or even rendered useless depending on which environment you are in.

    Before I go on, I'd like to explain a bit about how magic works in my game.

    In my game all living beings are surrounded by multiple invisible "particle" rings.
    Practitioners of the magic arts are able to draw in elemental particles from different
    resources into their "particle suit". They will then be able to manipulate it and use it 
    in their spells or attacks. Of course, the more particles the user can draw in, the stronger
    it's attack gets. I can give an example of my first boss battle:

    Enemy's: Lacklaugher(boss), spirit of hate, spirit of laughter.
    Environment: shadow. Elmir's "cross dragon fang" won't work!
    Tip: the boss is weak against Light attack!
    How to win:
    --------------------------------------------------------------------------------------------------------------
    First of, the key mechanism in this fight are the spirits. The hateful spirit will heal the
    boss more then you can damage him. Elmir's "cross dragon fang" skill would definitely
    hurt the boss a lot, sadly Elmir cannot use this skill as there aren't any light particles nearby...
    This is where the spirit of laughter comes in play. Killing this spirit will cause it to fusion with the
    dark spirit and will cause the area to be lit for a couple of turns. Take this moment to damage the
    boss.
    ----------------------------------------------------------------------------------------------------------------
    So yeah... Good idea or bad idea. suggestions are also welcome:3

    Elise out~~~ 
     
     
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  4. Eschaton

    Eschaton Hack Fraud Veteran

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    What do people think of the player being able to access the shop directly from the main menu?  In my mind, the shop starts out small and you get items added to it as you find them.
     
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  5. CWells

    CWells Storyteller/Artist Veteran

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    This is a cool idea. Like online shopping with your cell phone :p . Just be able to call  up the shop in game and make an order! Yeah, I'm all for that sometime.

    @Elise_Chan

    I like this idea because it requires lots of interaction with the environment and may give users an opportunity to create really strong spells based on their surroundings. Like, using sand to make a boulder to hurl at enemies. Or turning the water near a lake to an ice javelin. Sounds like a lot of careful scripting involved though.

    So right now I'm working on my first VX RPG and am just experimenting with enemy and character design. I was busy earlier setting up character equipment and some mechanical bosses. In my universe, you play the role of a paralyzed teenager turned government weapon. He was discovered after a missile hit a building, a gargoyle statue pinned him to the ground and left him completely immobile. He was recruited for an experiment and now lives in a liquid suit which doubles as a weapon of destruction. The suit is indeed customizable and comes in different colors, each coming with their own special abilities and unique stats. Every suit will have a specific dungeon or two designed to challenge these armor types. The armor types are "fixed" to the character so in order to change the suit, you are essentially using a copy of the main character but with a different fixed suit. This also means that each suit and character will be starting at level 1 on your first switch to them.

    There will even be a special suit which requires you travel to different areas and defeat challenging bosses to require the necessary equipment for this special suit. But it would indeed be worth the efforts. I'm trying to keep the battle system as balanced and as tactical as possible and am working on building great variety among skills and equipments, while also keeping controlled the amount of damage done and received.

    What do you think of fixed suits on characters?
     
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  6. Diego2112

    Diego2112 The Gaming Gamer Who Games Veteran

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    I couldn't find another place that'd be more appropriate, so I'm hoping I'm posting in the right place:

    What I'm wondering is this:  I my games (current project and future set in the same/similar universe), I want my magic system to be dependent upon Items you have equipped, particularly what I'm (tentatively) calling "Elemental Stones."  Each stone has it's own property, and depending on what stone you've got, depends on what family of magic you can use.  Sort of like Materia from FFVII.

    The trick is this:  Is there a way to add a few slots to the character?  Right now, there's Weapon, Shield, Head, Body, Accessory (in the Lite version, anyway).  Is there a way to add slots to that?  If not, is there a way for me to work around it without scripting (disabled in the Lite Version)?

    Is this even a decent idea in the FIRST place, or is it just a chintzy gimmick that'll just get on peoples nerves (rather than, ya know, excite them for the whole strategy aspect it brings into play)?

    If this ain't the right place to post this, it's sorry I am-I looked over all the forums, and this seemed the most correct.
     
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  7. reno385

    reno385 Veteran Veteran

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    @Elise- I like that idea. I've always been interested in geomancy both as a part of some cultures' history and as a school of magic in RPGs. I wish it was used more in games, so I think it's cool you will be. I also like the boss battle you described which seems to require a good amount of strategy. My only suggestion there is to make sure not to go too over the top with it and either allow some way for the player to figure out what needs to be done, or allow them freedom to be able to experiment around in battle without risk of dying if they make a wrong move, or some combination of the two. Either way it sounds like a cool game so I'll be keeping an eye out for it (I just now realized this post was made three and a half months ago so maybe it's already finished :p )

    @Eschaton- As long as it works for your game specifically I don't see a problem with, and I like the idea of a shop that has unlockable items.

    @CWells- Sounds very reminiscent of Metroid (which is almost always a plus in my book) although I feel iffy about starting over at level 1 with each suit. Maybe have an independent character level and then a dependent suit level? (to clarify, when you say character copy you mean in terms of the game's database, not that the character in the story is cloned for a new suit and the clone becomes its own character, right?) Although it does depend on how many suits/how often you have to start over in levels and how long it takes to get up to a practical level, so it can be a good system if you do it right and it doesn't become cumbersome.

    @Xenos- I was doing some script shopping the other night and I did come across an equipment modification script (from Yanfly iirc) that adds equipment slots. I just read over the intro post really quick so I don't know the specifics but it sounds pretty powerful. I don't think there's a way to really do exactly what you want without scripting though. Perhaps you could modify some existing armor in the database to have the properties of elemental stones (as long as the Lite version allows that, idk what all it does). Like you can set a helmet's parameters to allow the wearer to use healing magic when equipped, for example. As far as changing the menu interface in-game to add a slot or rename one to "Elemental Stone", you'll have to modify the script I believe. I'm actually planning something similar for my new game (except with support non-playable characters instead of elemental stones) so I've been trying to figure out some different ways to do this as well.

    Ok, here's my question. My game will be set on an island which is a sort of open world, and it will focus heavily on puzzles and exploration (think Myst series but not as hard and with dungeons). But it is also an RPG so I've been trying to think of different ways to do encounters. Regardless of whether I use random encounters or on-screen enemy sprites, obviously if there's a lot of fighting it will disrupt and ruin the exploration. Here are some methods of going about this I'm considering-

    -No encounters on the overworld, only in dungeons

    -As part of a day/night cycle, enemies will only be active at night (too Minecrafty?)

    -Have items that reduce encounters

    -or some combination of those

    Any thoughts on those or opinions on other ways to go about it?
     
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  8. Diego2112

    Diego2112 The Gaming Gamer Who Games Veteran

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    Thanks mate.  I don't think Lite allows that, but I'm about to buy the full version today anyway (the boxed version-it SHOULD be here by the first of next week if I order it TODAY), so that won't be an issue-if it comes to it, and I can't find the proper script, I'm actually pretty handy with C++, shouldn't be too hard to translate that over to Ruby.

    And if *I* can't, my buddy Fluffy is a WHIZ with C#, and my wife is awesome with JAVA.  Between the three of us, we may be able to get something worked out.

    Thanks SO much, though.

    I guess the only question left is, is anyone INETERESTED in that kind of system?  I mean, I know it's a bit confusing sounding, but that way you'd REALLY be able to customize your character's playstyle, and even add magic to your warrior classes (within limits, obviously magus class will have far more...  uh, ability, in that area!) if you wanted to!
     
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  9. hian

    hian Biggest Boss Veteran

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    I've been working on my side project for a while, but it's pretty different from the run-of-the-mill rpgs, and I'm not sure if that's going to drive people off or not.

    I've let myself be inspired by the old catch-phrase "medieval gear solid", which is what people dubbed "Vagrant Story" before and upon its release, before people really knew what it was all about.

    So essentially what I'm going for is a "stealth action adventure rpg", and so far things seem to be going pretty smoothly in terms of getting the "engine" up and running.

    Stealth system and free-jump has been implemented.

    So, it will basically feature your standard sneaking(crouching and the whole shalabang), combined with platforming elements.

    A stamina system has been implemented to make the platforming, and running away from enemies more challenging

    The rpg elements are limited to character development(special skills, camo and jump rating, and equipment that gives you an edge in battle).

    There is a "codec system", which allows you to call out to your allies that are not on the field and receive helpful advice or for story progression.

    There is also an extensive journal where all clues, story bits, and lore is gathered up.

    The battle system, I am revamping all together. Either you sneak up on your enemies and eliminate them from behind, or if you're discovered, enemies will give chase, and upon contact you will enter a brief encounter which plays out in a rock-paper-scissor like fashion, where whenever you lose, you lose some HP(and eventually die), and whenever you win the enemy loses one life point(weak enemies will only have one, no foes will have more than 10). I'm also including additional items, and skills that cost MP, which can give you an edge in combat, or help you circumvent it altogether(smoke bombs that cancel the intrusion mode, and teleports you back to the beginning of the map etc).

    In some ways, it plays out similarly to the duel system in the Suikoden series(if you're familiar with it).

    So, in summary, no random encounters, and no classic rpg battle system.

    Apart from the sneaking/platforming, and the occasional fighting, the game will be heavily influences by adventure games, which means puzzles and collecting/using key items at the right time, in the right place, to further the plot.

    To make this more interesting, and accessible, I've implemented a "eagle vision" system(dubbed "the third eye"), which with a click of button allows allows you to see hidden objects, clues, and so forth.

    So in terms of game-play, maybe this is like the lovable child of "Metal Gear Solid", "Castlevania: SotN", and "Assassins Creed".

    The question is, if anyone finds that appealing in any way shape or form.

    Any ideas how I might make it better, or if I ought to change my focus, in what way?
     
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  10. Diego2112

    Diego2112 The Gaming Gamer Who Games Veteran

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    Ok, so, still working on the magic system implementation like I wanted, BUT!  I have another question I'm having trouble getting DECENT feedback from my small group of beta testers on a quick (and semibuggy) demo I churned out...

    The BATTLE system.  Well, not the battle system, it's your basic turnstyle battle system, but the way encounters are done.

    On the OVERWORLD map, everything is random.  Basic Final Fantasy type stuff.  But when you get into the DUNGEONS (or any non-field type map), they're NON random-like in Grandia II for Dreamcast.  The enemies are walking around, walking TOWARDS the player.

    *I* like the idea, as it does pay a bit of homage to one of my all time favorite RPGs (that'd be Grandia II), but by the same token, some people may find it...  well, there's a finite number of encounters in a given room, and therefore a finite number of experience one can gain in said room.  The way I have it set NOW, when you leave the room and come back in, all the enemies respawn.  But that can get tedious, particularly if you don't want to have to kill ALL of them again, just kill a couple of mobs to get your next level.

    Now, as I said, this is the demo, but I would like to implement it in the full version as well.

    What I'm asking is, is that a solid system?  Would y'all like that?
     
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  11. CWells

    CWells Storyteller/Artist Veteran

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    Hello there, so I decided to put my sci-fi story oriented project on hold and began a new one that I immediately fell in love with. It is a heavy coliseum like game titled Conjurers College.

    Here you play a summoner and call up minions to fight with you. I am having a little issue with commands right now, See, in this game, the player gains control of the summoner but the minions will be auto-battle only. I am doing my best to hand out the right sets of skills to ensure both members of the party, summoner and minion are useful and depend on each other. This is especially crucial to my game because you will be fighting against other summoners with their minions and it is important that I get this right above all other features otherwise you're facing simple clumsy AI.

    Anyway, right now my issue is that even though I give a minion three different skills for offense or aiding partners, when they are auto-battling, they seem to loop one offensive skill over and over. I need them to be more versatile.

    Most of my minions have 4 types of skills, one of each: 1 offense, one defensive, two specials. Their specials will be the most defining characteristic of that particular minion and no two will be alike across the 30+ minions I have so far, even among the groups in a similar class.

    I set up summoner skills as common events to help give more control over the minion This is set under a new option called Commands. While this is a great way to go, I find that if I wanted to let the minion do its own thing and trust that it will use a variety of skills, it wont unless commanded.

    What if I summoned a minion whose main role is not offense but rather supportive offense, in terms of buffs and enchantments? What can I do to get the minion to act upon those skills without having it loop the standard attack over and over without sacrificing a summoners turn to give commands?

    Of course the summoners will be active offensive partners in battle as well but if I have to give a command every two or three turns to the minion, it makes for a clumsy system...

    Is there a way to overcome this problem in auto-battle or am I forced to rely on command orders for summoners? If so, this would be a slight limiting feature that would make me a saaaad panda...

    Actually Reno, I have my ways around the leveling issue. You wont get these other suits later on in the game. The enemy and character stat progression in this is rather small and slow so you could be level 5 and still hold your own against enemies made for a standard level 15 suit. Each suit comes with dramatic effects to their stats and since you will be facing stronger enemies who will give more experience, you will quickly close the gap on the levels of the other suits.

    There is also the way in which I am helping the characters weapons develop. After a certain number of uses of a skill, the characters equipment will improve. And since the suits core is pretty much the same, the improvements of a weapon system in the standard suit will carry over to one in which the suit may be more specific toward ice based skills.
     
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  12. Everon

    Everon Villager Member

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    I think it is an excellent idea to include the environment into the gameplay, because in 99% of the games it barely makes a difference where you are, and the map merely serves for invisible walls and cosmetic purposes. You could also add day/night to the factors that influence your abilities and skills, and even play with the climate!

    So long as it fits the game's style. In a fast-paced arcade-style game, it might be really helpful (e.g. closed-world and linear dungeon crawlers like "Wizardry"). If your game relies on backtracking or on survival (e.g. checkpoints, towns, safe havens, like in "Resident Evil 4"), it can take from the challenge. Just be aware that - for example - towns will lose a lot of their meaning if you do that.

    The "too Minecrafty" part is dangerous thinking, in my opinion. Day/Night that correlates with danger has been existent in games throughout all times, back to the old 80s eras of 8-bit gaming (and possibly even further back). I think playing with the chance that you get into a fight is an excellent idea, since it makes the game more strategical and has you think how you can go on about your adventures and tasks without bumping into foes. Make them a real challenge, so that players will dread each and every single encounter and invest points, skills, etc. into minimising enemy encounters and also have to learn where and when enemies roam more frequently than at other times and places. This can really make a simple dungeon crawler turn into a strategic, tactical game experience that can also turn a bit into a survival game.

    You've stated that it's set on an island with "puzzles and adventures". Focus on that, then. Make combat a dreaded, horrifying encounter that further encourages the player to think puzzle-y and feel the tension of an adventure on an island without any knowledge of the dangers that might lurk there. (And watch some movies about shipwreck crews to get into the feeling of that scenario.)

    I think customisability of characters is really an important aspect of - especially roleplaying - games. It adds to the meta-game element where the player's world (reality) and the character's world (the game) get more interaction and synchronous effects. Just look that it fits the game's style. You can't add customisability into every game, just because it's popular. Customisability can also add to balancing issues, since you have to be aware of the fact that players might find custom character setups that will completely break some of the game's challenges. (Example: If you gave Link the ability to jump without the feather in the 2D Zelda games, many puzzles would simply get lost.)

    So far it's difficult to judge, because from the features and mechanics, it sounds like it can make for a good experience, but it all depends on how you execute it and tweak the balance etc. Be aware that if you give the player a lot of athletic and/or magical abilities and/or add customisability for the character and equipment, it is a lot easier to break the balance in a stealth experience. (e.g. "Dishonored", "Deus Ex: Human Revolution") The less gadgets you give the player, the easier you'll have it to make the challenges and AI feel equal to the player's might, and not having to spam danger in quantity as they lack the diversity and intelligence to challenge you.

    As far as I know, the AI for auto-battle in RMVXAce is hardcoded and you'd either have to script your own behaviour in RGSS3 or - which is illegal, as far as I know - modify the game's engine (which is also a lot more challenging). Try to find ways to tweak your minions' skills and abilities in a way that the AI makes better use of them. I don't know how you created them, but I'm sure you might come up with a solution to have them use support abilities more frequently (e.g. by turning offensive abilities off when other party members are at low HP? Can be evented, if I'm not mistaken.).
     
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  13. kerbonklin

    kerbonklin Hiatus King Veteran

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    Edit: moved to a new thread I made due to lack of responses of any kind.
     
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  14. Sel Feena

    Sel Feena All your VX Ace are belong to us Veteran

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    So I feel kind of ready to start a smallish project to play with, and was wondering how people felt about a mechanic I wanted to implement. Basically you are a trainee at an Academy (I guess like the Hero Guild in Fable), and have the option to attend various classes in order to boost your stats and learn specific skills. Attending some classes may impact how well you improve skills/stats in other classes, and for some classes you will not be able to attend both - Church-taught classes will be locked out if you get up to a certain rank in dark magic/summoning, etc.

    The player is free to explore outside of the Academy and take on various quests for either money or story progression, BUT fighting monsters/enemies will not net any EXP, or at least a very small amount. This might not be the case for bosses, I haven't decided. The only way to significantly increase specific stats or groups of stats is by attending classes, or goofing off and finding things to do around the academy.

    Each class would have a short cutscene that would show your character attempting tasks, and depending if they are successful or not will show a corresponding animation. So if you're learning how to use fireball skill, it may show you pulling it off (success!), creating an exceptionally big fireball (increase stat bonus!) or the spell blowing up in your face (no stat bonus this time). This would loop 3 or 4 times and last maybe a minute max.

    Would this get old for people? Should I consider adding the option to allow players to play a minigame instead, with the risks that they may suck really hard and not get as much (but at least they're doing something)?
     
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  15. Tripticket

    Tripticket Warper Member

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    @Sel Feena:

    I like the general idea. The skill progression reminds me of some dating sims which, in all honesty, aren't that interesting. I fear playing a cutscene for training would get very repetitive, especially if that's the main feature of the game.
    I generally don't like minigames as a way to make things interesting, but it's definitely a viable option here. You could probably also make some special classes (like exams?) more interactive for the player.
    I'm not sure what to think about monsters not giving any EXP. The game seems centered around learning, and as we all know, learning by doing actually works. I'm suggesting something along the lines of The Elder Scrolls skill progression. It could be minimal, to keep the player going back to the actual lessons. Or maybe, while fighting could give you EXP, you would be restricted to learning certain skills at the academy. You probably also could incorporate monster-slaying as a part of the academy's activities. Something akin to high school clubs or whatever.

    If you can pull off the right setting and mood for the game it's definitely worth playing.
     
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  16. WNxTyr4el

    WNxTyr4el Veteran Veteran

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    I'm thinking about letting the player choose their starting class out of the four typical classes (Warrior, Thief, Ranger, Sorceror).

    And a second thing is in my world there are four nations corresponding to the four elements. There will be a class and subclass system. Now I'm wondering if four different types of mages corresponding to those elements would fit in the game.

    Thanks for the tips!
     
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  17. Cadh20000

    Cadh20000 Veteran Veteran

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    I'm looking for feedback on an idea I'm developing. There is no real rush since I know for a fact that I'll need to wait til I have the full VX Ace so I can do the required scripting instead of just the Lite before I can actually begin development.

    I guess I am basically asking if these features sound like they would work together, or clash with each other. Whether they would be fun together, or annoying to deal with. I just hope I'm not asking too much in one post. If you think it is too much and that I should delete this and make a separate thread, just tell me so.

    The game would be primarily a combination tactical-RPG (like "Final Fantasy Tactics" for the NDS or "Saiyuki: Journey West" for the PSX) and school-life sim (I've been playing a lot of "Rune Factory 3" on the NDS lately and that made me think of it, though they only bear a passing resemblance) with a variety of potential teammates each with their own skill-set so the player should have quite a bit of freedom as far as strategy.

    The setting is the modern world and the main character is the only true Mage/Wizard among the good guys, the rest of the team are to be recruited from among his classmates and specialize according to the classes they are good at in school, for example the chemistry wiz is an Alchemist and uses potions to attack/heal, the jock is a Brawler and uses his fists and feet to attack, kid from shop class is a Mechanic, etc... Not all classes are combat-oriented though. You can keep some allies in the background pumping out potions (Alchemist) or making/upgrading weapons and tools (Mechanic).

    Actual combat is only about 1/3~1/2 the game.

    Game features:
    1. The team recruitment takes place at school.
    2. Different classmates have different skills depending on the classes they specialize in
    3. Who is willing to join and how you are treated in school depends on your rep.
    Example: Do well and strong people join you, do poorly and only weak ones will.
    4. Reputation system built around separate "Classes" where you have an
    a. overall reputation based on combined score as well as
    b. sub-reputation based on separate classes(Gym, Math, Chemistry, etc...)
    5. Different NPC/Potential team-mates are impressed by doing well in different classes.

    6. Each class session is composed of a single trivia question or mini-game, the results of which can grant stat boosts

    Example:

    i. in math class answer an "Extra Credit" math question correctly to get a +5% boost to Mental/Magical Defense for the next battle, answer wrong and you get no bonus, or in gym correctly time a button press to get a +5% boost to Agility for the next battle
    7. Reputation is also built on how you treat the others;
    Example:
    i. bully weaker kids and only bullies/delinquents will want to join you
    ii. defend weaker kids and "upstanding" kids will want to join you
    8. Skills are ADVANCED through combat, but are acquired outside of it through attending the classes and clubs or completing the spellbook's "trials".

    If the main character/commander is defeated the game is over, but since the entire premise of the game is that the villains are trying to silence/eliminate him specifically, he MUST participate in all battles so keeping him alive is your main priority. If anyone else gets defeated they retreat from the battle and lose respect for you, lose too much respect and they leave the team completely... There is a brief period between a character being downed and actually defeated during which you can heal/revive them.

    The spellbook itself evaluates and tests the reader. At certain intervals, varying according to its evaluation of the reader/student's progress(at certain points in the game you(the player) are to be offered the chance to take on the trial, storyline progression halts until you solve the challenge), it sucks the reader, and any companions, into a pocket dimension where they are tested on mastery of whatever they were studying(tactical battles against enemies that can ONLY be beaten by the new skill, but that also require strategic thinking. not simple blast the enemy with such-and-such a spell). Failure results in either death or imprisonment within the pocket dimension. Victory means freedom and advancement to the next level of magic.
     
    Last edited by a moderator: Nov 6, 2013
    #37
  18. kerbonklin

    kerbonklin Hiatus King Veteran

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    Definitely a great idea Cadh. IMO making something like that though, you should definitely do it good or else. Don't waste the idea!
     
    #38
  19. Cadh20000

    Cadh20000 Veteran Veteran

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    Thank you! I will do my best, but as I have already said in my blog:

    I may end up having to recruit people with more skill than I have to actually make it in order for it to turn out decent.
     
    #39
  20. Tigersong

    Tigersong Furry Fellow Veteran

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    My game is based on a book, so I'm playing with the idea of a story-based leveling system. Basically, this means that players gain exp by advancing the plot rather than random encounters. Then they get to test their mettle in boss battles. What do you guys think?
     
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