Hello! I had a bit of a small question regarding how much of a dead end would be to try to develop a tabletop-card-game-rpg hybrid on MV. Something with a battlefield divided by squares and a deck that you customize between battles, with the coordinated help of a skill-tree and the gathering of resources. My question is not about the obvious amount of horizontal work that it would need, but about how feasible it is complexity-wise to be handled without me tearing apart every last fps.
Thank you for your time.
Not a bad idea, really.
@watermark managed a similar idea with
Deus Card, several years ago.
Can't tell you how it's played because honestly I don't even remember understanding how when I first played it, but it certainly was memorable enough for me to still be so fond of it all these years later.
This is absolutely more style than anything, but I had the idea for a logo-free title screen that evolves over the course of the story. It starts off showing a book on a desk, with the game's title written on it. Once you get into the game, it changes between different art panels and BGM, depending on where the player is in the story. I'm fully capable of doing this, but would it work as a title screen?
Legend of Heroes: Trails of Cold Steel, while it still displayed its title, executed this very same idea. The very first title screen featured only the main protagonist aboard the train, and more characters start appearing alongside him as you recruit more of them to your party in the story. I think Persona 4 or 5 did the same thing, but I'm not 100% sure.
Bravely Default does an interesting thing to its title screen halfway through the story. It's a little spoilery though, so I'll avoid explaining.
Several other games like Xenoblade Chronicles 3, Fire Emblems: Three Houses(?) change the title screen if you've completed the game.
As for having it in your project, I suppose if it does not cost you too much time and effort and you see your players checking into that screen often, either via constant Game Overs or if you expect them to play your game out over several play sessions, it may be worthwhile?
In relation to the examples above, if the presented graphics either give a nice reminder of where you're at in the story or add more implicit flavor to the narrative, it will be all the more rewarding.
A potential future game Idea:
RPG where time is constantly progressing and your character/party/the world is growing older, and you gotta complete the story/stop the big bad before you all die. Earlier years is making choices for what class/setup you want. Interesting or needless complication?
The complexity of the project will ultimately dictate just how much work will have to go into this.
When you look at it in its simplest terms, Persona 3-5 does have time constantly moving forward, though time is divided into segments (Day-Afternoon-Evening), and segments progress only after performing activities. What activities your perform ultimately dictates certain outcomes later on (Building X social stat unlocks Y interactions with Z character). Deadlines for certain activities exist where if one fails to do a certain thing by a certain date, they miss out on it entirely. It's a fairly simplistic execution of the same idea.
Radiata Stories/Brave Fencer Musashi/Stardew Valley has a constantly running in-game time where you can visibly see NPCs go about their lives. It's nice to see, for example, Farmer Joe come out of his house at 4am, tend his fields til sundown, then see him walk to the town pub at 8pm for a pint with the local grocer.
The daily routine is very much clockwork though, partially because you want your players to understand their routine for accessibility and making every day unique for every NPC in your game would complicate eventing each of them exponentially.