- Joined
- Oct 15, 2015
- Messages
- 39
- Reaction score
- 8
- First Language
- English
Hello everyone, I'm really getting to work on my first project and I'd like to see if this idea can be improved, or any ideas for it, of if I'm completely off of the mark.
I wanted to try something a little different and make a very non-linear experience in a rather small world. The game begins and after a short scenario you can choose three locations to obtain your next party members. Once the core party is gathered you are allowed access to the rest of the island that has eight more scenarios involved in recruiting eight optional party members that can be tackled in any order along with a smattering of optional dungeons which have useful treasure in them. Having certain optional party members in your current party can shorten the lengths one may need to go to obtain a specific character. (For instance an ancient note that is delivered to an Adventurer for information on a lost city can instead be given to the Adventurer by a Spirit Golem party member) Like FFVI you may try to go to the final levels at any time once your core party is assembled.
Because I'm a bit clueless when it comes to numbers I set my characters up to have 1 A, 1 B, 2 C, 2 D, and 2 E stat numbers. Because of the free roaming nature of this project there will also be no level ups. Every character will stay at Level 1. Characters can gain strength by using Stat Marks which they can obtain from dungeons and rare drops from foes. The more common and more noticeable method of character progression is using YanFly's Amazing Item Upgrade system. Enemies will have titles in front of their names like "Vitality Bat" and from this you can know that they can drop Vitality Stones which increase HP by 30 when applied to a weapon (and only weapons. Armor cannot be upgraded). Weapons likewise can be obtained from certain types of foes and with 30 weapon types there's a lot of ground to cover, there is a planned 3 variants of each weapon type each with their own stat boosts, elemental settings, other quirks. Weapons are very much tied to the characters themselves. For instance only the Scholar can equip a book (and a Railgun) and only the Hero can equip a Futuristic Sword, Chainsaw, and Great Sword.
This gives a good variety of weapon types and character types. Now I haven't really thought too much about skills yet, but I'll be aiming for 10 of them for each of the 12 characters, each unique from one another. We'll see how it goes.
Does this all sound workable? Is there something I'm missing here which will throw everything off? Is there any improvements anyone can think of?
I wanted to try something a little different and make a very non-linear experience in a rather small world. The game begins and after a short scenario you can choose three locations to obtain your next party members. Once the core party is gathered you are allowed access to the rest of the island that has eight more scenarios involved in recruiting eight optional party members that can be tackled in any order along with a smattering of optional dungeons which have useful treasure in them. Having certain optional party members in your current party can shorten the lengths one may need to go to obtain a specific character. (For instance an ancient note that is delivered to an Adventurer for information on a lost city can instead be given to the Adventurer by a Spirit Golem party member) Like FFVI you may try to go to the final levels at any time once your core party is assembled.
Because I'm a bit clueless when it comes to numbers I set my characters up to have 1 A, 1 B, 2 C, 2 D, and 2 E stat numbers. Because of the free roaming nature of this project there will also be no level ups. Every character will stay at Level 1. Characters can gain strength by using Stat Marks which they can obtain from dungeons and rare drops from foes. The more common and more noticeable method of character progression is using YanFly's Amazing Item Upgrade system. Enemies will have titles in front of their names like "Vitality Bat" and from this you can know that they can drop Vitality Stones which increase HP by 30 when applied to a weapon (and only weapons. Armor cannot be upgraded). Weapons likewise can be obtained from certain types of foes and with 30 weapon types there's a lot of ground to cover, there is a planned 3 variants of each weapon type each with their own stat boosts, elemental settings, other quirks. Weapons are very much tied to the characters themselves. For instance only the Scholar can equip a book (and a Railgun) and only the Hero can equip a Futuristic Sword, Chainsaw, and Great Sword.
This gives a good variety of weapon types and character types. Now I haven't really thought too much about skills yet, but I'll be aiming for 10 of them for each of the 12 characters, each unique from one another. We'll see how it goes.
Does this all sound workable? Is there something I'm missing here which will throw everything off? Is there any improvements anyone can think of?

