Hey guys!


@Arithmetician thanks man, I'm glad you like the mapping (is very modest you know, working mainly with RTP and no parallax at all). Someday, when I win the lottery perhaps, I shall be investing in Tileset packs
@DragonVine 
It's great you don't have to defend it (in truth, one does always get a little nervous with the committee and all that jazz).
@Lantiz 
that's GREAT JAW-DROPPING progress! Really awesome. I'm very curious about those generator plugins you made! And that rougue-like battle system? Can you share a link or vid to see it? Also thanks for the links (never heard of
Kingdom: New Lands before, it's looks GORGEOUS, really beautiful to see, would love to try it one day).
@Marquise* I feel with you

, been there done that: just two months ago I had to call a exterminator too, because I saw a bug and I'm totally terrified of them. Had to leave my baby dogs at mom's for a couple of weeks. Hang on in there and give my warmest regards to the feline family!
@XIIIthHarbinger Cool! (against all predictions


).
As for my progress, I have many new ideas to implement in
Normort Quest (thanks to
@byronclaude , who shared with me the most amazing hidden jewel, a true Secret Classic called
UnEpic , of which I never heard before). Also been run-testing some other ppls projects, to give them feedback. But... while playing all these games, I suddenly found myself in a big dilemma. I call out on your wisdom, advice, and good guidance (everyone here has much more experience with RPG Maker, so perhaps some of you had the same dilemma once?).

Recently I've been experiencing very serious doubts regarding my project... I don't know how many weeks I've been unable to even sleep thinking about it. The thing is that
Classes, abilities and skill-leaning system influence hugely lore and plot, not to say the whole gameplay experience. I having doubts regarding the number of characters/classes, and the skill-learning system. An "open system" would probably require less characters, but much more work. So here's my dilemma:
As some of you know my game is NOT solo-oriented (meaning a team must be assembled compulsorily in order to progress). So originally I had in mind to let the player recruit
up to 15 playable characters, which is to say 15 different classes, with their own skill-trees, background, lore and what not.
However, while playing many other projects and different games these days, I've noticed how interesting it is also to let the player choose class, abilities and skill-trees, to give them at least
the illusion of customization and freedom.

So it's a big internal debate for me:
traditional Locked-Classes vs. Open Skill Systems (or a free-form system, if that's the phrase). This is a very difficult, utterly important question, at least from the development point of view of any game, and I've been doing quite some research about it, because I'm not sure which path to follow.
The lack of granularity, of "class estability", makes it very hard to fix overpowered skill combinations or incredibly weak, poor character building. The already extremely hard, excrutiating problem of balancing, becomes even much harder whenever there are not stable, fixed-classes. Free-form skill choice would be much harder to do than the static typed-classes I already have. That’s what it boils down to... especially regarding BALANCE and those damned FORMULAE!

There are lots of possibilities between strongly-typed classes and very generic open-skill lists, of course. But in this stage of my project's developement (btw my very first project as some of you know),
moving just an inch towards an “open skill system” would bring massive, unimaginable amounts of extra work. And annoyingly, any compromise one chooses between the two options will always create rabid angry critics, claiming "it's a bad game"… before they even try it.

I don't know if perhaps anyone else had this questions when working on their projects, but for me it's an urgent issue because the class and skill-learning system affects so deeply all the aspects of the game, including plot and character development, and of course
PROGRESS...