The Walking Atelier
- Apr 21, 2012
- Reaction score
- First Language
- Primarily Uses
For a personal project of mines, I'm attempting to create a game that is highly influenced by Romancing SaGa and while the battle system is probably one of the main draws of the game series, I realize that a number of other aspects often don't get enough attention or are even ignored to some point. For those that are familiar with the game (any in the series really), I wanted to know exactly what particular mechanics put you off and which mechanics you think could use a lot of improvement.
Key Aspects to Keep In Mind
- BP Mechanic (From Romancing SaGa: Minstrels Song)
- Skill Glimmering (In Progress)
- LP Mechanic (In Progress)
- Free Scenario System (Not Started)
- Action Based Stat Growth (Not Started)
Key Aspects to Keep In Mind
- One of the major issues with many of the games is that it's extremely unfriendly to players that are used to being told where to go next in a quest line. While I don't intend to hold anyone's hand during most of the quest sequences in the game, I do realize that I need to at least make mention to or drop smalls hints on where to progress next in a scenario.
- As far as finding quest or learning about possible places the player can explore, I'm still in the process of planning out exactly how I will go about this.A good majority of quest, locations, and what not are often found by talking passerby's, so I may have an option that allows the player to highlight NPC's that have important information for the player.
- Lastly, don't neglect Pubs, Inns, and other establishments. Building off of Romancing SaGa 3's design, I'll not only have recruitable allies posted there, but also information, rumors, and even quest.
- Battle Engine Symphony will likely be the core of the battle system.
- I'm currently "trying" to write my own script for Glimmering/Sparking techniques. Until then I'll be using the script from Code Crush. (I know about Kread's but his doesn't work exactly the way I need it to).
- Stat Growth will likely be omitted completely until I can find a suitable method for it.
- Classes will likely be handled by Mr Bubbles Title script, and used to learn passive skills
- Among other things, weapons will likely only be allowed to carry a single status ailment.
- Customization slots and stat growth will vary from one weapon to the next, because of this the number of weapons for each type will be exceedingly low.
- All equipment will have durability, so they will need to be maintained. Maintaining them however will be simple.
- Taking advantage of some of the scripts functions, I decided to have some fun and let the player craft their own spell books. omitting the magic limitations of previous games, but also giving valid reasons to specialize in particular schools.
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