That Part I think i'll be ok with. The unique Monsters. I'm a character designer so i think i'll be ok.The database can handle 999 actors, as you can see by using the change maximum button on RMXP - same for later makers.
I think one game had a selection of 250 actors or so - but that did show the main problem with such numbers: the player no longer cares because the actors aren't unique enough to be different.
So the limit is not technical, but by your ideas - how many different actors/monsters can you define in a way that they aren't red goblin, green gobline, yellow goblin and so on?
What do you mean by Different? Do you mean design or gameplay?Make sure the playable characters are different enough to be worth it. A party of 4 or idk monsters would be better than playing as each one individually I think.
What do you mean by Different? Do you mean design or gameplay?
I would have had character selection because of aesthetic reasons.Both. It's better if the characters have distinct looks and play styles to give a reason to pick one character over another.
IDK what that means cause i've never played ANY final fantasy game.I suggest you look at some of Final Fantasy V's classes, many follow the same archetype, but they all add something new that goes along well with the basics.
Um...Well, they're all derivatives of basic RPG classes, but some have unique gimmicks, equipment restrictions, magic movesets, ways of gaining their skills, etc.Also the playable races range from Naga, to Centaur to Giant Spider to Chimera. All types. i have 14 diffrence playable races.
IDK what that means cause i've never played ANY final fantasy game.
Also the playable races range from Naga, to Centaur to Giant Spider to Chimera. All types. i have 14 diffrence playable races.
IDK what that means cause i've never played ANY final fantasy game.
Well It was just for an ascetic reasonsUm...Well, they're all derivatives of basic RPG classes, but some have unique gimmicks, equipment restrictions, magic movesets, ways of gaining their skills, etc.
http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_V_jobs
Have a quick glance if you want.
Well i wasn't going to give each species abilities, more of just like visual kinda thing.You should give them a shot! They're very archetypical, but they'll really help give you some pointers on what to do and what not to do in an RPG.
Creating fourteen different monster types seems interesting, but you'll have to put a lot of work into differentiating them. It's not completely impossible - Risk of Rain is a roguelike run-and-gun with twelve characters and almost no dialogue. Despite this, the descriptions of each character's abilities gives you a pretty good idea of what they're like. For example, the Commando seems like a cool tough guy (think Duke Nukem), the Enforcer is sort of a brave cop, HAN-D is a big brutal robot, and the Chef is just goofy.
Some of the characters are distinctly better than others (HAN-D is really, really hard to use properly), so you can create a sort of selectable difficulty level by balancing their various abilities around that - that might help make the game replayable, which you're probably hoping for since there are fourteen playable characters.