I'm not talking about doing what Undertale did, I'm talking about doing what Toby Fox did (and bringing something from outside the genre into the RPG mold). that doesn't have to be scroller shooters.
For example?
I didn't particularily like it either, although finding new skills from testing out combinations was fun (and similar to fighting games, at least fighting games with no skill lists.) But, once again, it's more about citing examples of games that tried new things (atop the "dragon quest formula")
A combination formula of chained actions is original, I agree. Not something I'd be interested in using myself but it's a new take on things.
I am considering using the shooting gauge mechanic as a means to generate resources for the player to unleash skills. So you have an ATB gauge that slowly fills, and the shooting gauge that's constantly moving -- land your shots well and your gauge fills up with each shot allowing you to unleash skills much faster. You can stock up to 5 ATB segments, with skills using varying ammounts. Holding down halves damage but prevents the ATB gauge from filling. It's an idea though, I may play around with it, but I may not.
So you're behind Resident Evil Gaiden? That's awesome! I think your battle mechanic is really neat. I tried a variation of yours in my own project but the programmer left with the money without implementing it. But I was inspired by your idea.
This is an example. The yellow spot being the "hit" area while the green is a miss.
I had intended to expand upon your idea with various colors to have different effects: hit, critical hit, miss, critical miss, etc...
My game was also to be a survivor game but I didn't want to associate with Resident Evil:
Anyways, long story short, I really like this idea that you came up with.
I had achieved something similar to Parasite Eve entirely with events through a single week on RMVX Ace, but was limited by my own lack of Ruby knowledge (to allow myself to generate damage numbers, amongst other issues). If I knew better, it'd be running buttery smooth now.
That's awesome, I like it as well. Not something I'd be implement on my own project but I like how it turned out.
The ATB system for example, was an answer to the problem "how to make this battle system more dynamic?" It is original, but its conception had nothing to do with originality as a concept. Oftentimes but not always, when a developer strives to be "original" they're generating problems, rather than solving them, leading to contrived and messy gameplay. That's why I asked you this:
That's an interesting take on things. I think anything new is by definition prone to generating problems as it doesn't have player experience in order to iron out the flaws. But that's beside the point.
What is the problem you're trying to solve?
Well, I've always like different things regardless of the context (books, paintings, movies and even people).
I honestly think you've hit the nail on the head with Resident Evil Gaiden. I think it's nothing short of brilliant. It's simple but captures the urgency and stress of being faced with slowly approaching zombies.
I think Undertale's system is also very smart.
To me, those new concepts like those are appealing although they're risky in the sense that they attempt to do something new.
I hope to read more examples of pristine ideas like those.
Here's another idea I thought about on my way from work:
The player camp and the enemy camp have 5 or 6 sections in total.
(3) (2) (1) (0) (1) (2) (3)
A....B...............C.........D
So the idea is fairly simple. The player's side is blue while the enemy side is red. (0) is close combat while (3) is very far, (2) far and (1) nearby. This goes for both camps.
The idea I had was that players could move from one "position" to another. Being far away is safe from close combat but hitting targets is harder due to the distance. Players can increase the risk of getting closer to (0), the front, but doing so make them more likely to hit (and be hit) in combat.
I like this idea because it's a simple approach to positioning in combat. Distance is expressed in abstract locations and should be fairly manageable.
Other ideas with this system:
- Units cannot reach farther areas unless they are empty of opposition.
- Certain area of effect spells can affect all units in a certain area.
- Certain spells push back foes and friends alike (pushing back dangerous melee units for example).
So you see, there's plenty there. That's definitely something I'd be interested in developing further.
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Shadow heart had something new as well:
You would need to stop the green circle in the yellow areas.
Super Mario RPG also had player input matter when it came to triggering various attacks or defenses, which I personally thought was brilliant as well.
I like the idea of player input but I understand it's not appealing for some people who don't like the action aspect of it.
@TheoAllen: Drop in a quirky system like in Resident Evil Gaiden and I'll test your game right away

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