I'm working on a turn based RPG. Some games use a sort of system of prefixes and suffixes for consistency when naming skills. The best examples I can think of right now are the Shin Megami Tensei and Final Fantasy games and the various spinoffs of those series.
Most of the Shin Megami Tensei games have prefixes like Agi (fire), Bufu (ice), Zio (lightning), Hama (light/expel), and Mudo (dark/death), to indicate the skill's element. (The closest thing the series has to wind is "Garu" but some games use "Zan" aka force instead.) Most people who've played any MegaTen game are probably familiar with the naming conventions. For anyone who hasn't and needs more details, allow me to elaborate:
If there's a "Ma-" prefix before the element, it means the spell hits more than target. The suffixes indicate the skills' power level. No suffix is the most basic spell. The "-dyne" suffix indicates the strongest spell of the line like Agidyne, Bufudyne, Ziodyne, and Zandyne or Garudyne. The intermediate suffix varies for some reason- Agilao, Bufula, Zionga, Hamaon, Mudoon are all 2nd tier spells.
The "Megi-" prefix means it's Almighty. Nothing resists Almighty.
(Except for a certain human character in Devil Survivor 2, but it's not shown on the stats screen. Or any human who has the passive skill equipped. There's a handful of demons who have that, too. But the original DeSu 2 was definitely the exception to the rule. Haven't played Record Breaker yet so I can't comment on that. Oh, and a couple bosses in Nocturne resist it as well, but certain parts of Nocturne are infamously difficult. I digress.)
Megido hits all enemies for medium Almighty damage while Megidola does heavier damage. Megidolaon is severe. As you can imagine, an attack that can't be resisted and hits the entire party is quite dangerous. Some of the super bosses have it.
There a usually a handful of unique skills in each game that don't follow the pattern. Ragnarok is a single target fire skill stronger than Agidyne, for example. It's generally exclusive to Surt but sometimes demons/persona can inherit it via fusion.
Dia is the basic 1 target healing skill, Media recovers a bit of every party member's HP, Diarama restores moderate HP for 1 ally, Mediarama does the same for the whole party, Diarahan fully restores 1 ally's HP, and Mediarahan fully heals everybody's HP.
Recarm revives an ally with 50% HP, and Samarecarm revives with full HP. The buffs and debuffs have their own naming conventions of suffixes and prefixes. Suffix generally indicates the stat affected, and prefix indicates whether it's a buff or debuff. I'm starting to ramble here so I'll move on.
More recent Final Fantasy games use the "-ra" suffix for 2nd tier spells and "-ga" means 3rd tier. Some of the basic prefixes are Fire, Blizzard, Thunder, and Cure. Some players find the combinations awkward to pronounce. ("Thundaga" does sound a bit strange to me...)
Anyway, what do you prefer, unique names for every single attack, (kinda like Pokemon,) or some kind of naming pattern like the ones used in MegaTen or Final Fantasy?
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!
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