- Joined
- Dec 31, 2012
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Good evening RPG Maker Fourms. :3
I'm racking my brain designing my equipment and stat system and it's come to a point where I'm stumped. I'm hoping some fresh eyes looking on it and some opinons will help me flesh it out better.
My idea is that it's a two member party, and they have no skills as baseline. Instead Skills are granted by the equipment you put on. My reasoning for going with this is the hero is a self proclaimed "Adventurer" and accidently stumbles into a province that's been pretty much wiped out by undead. So no merchants, no inns, no safe towns with walls around them. So the hero has to scavenge for equipment and items to survive and to get out of this nasty place. Want to play as a slow, hard hitting character? Equip all that heavy armour and biggest stick you can find! Want to be that mage that nukes? Hunt down wands and robes that increase casting ablities and elemental skills! Want to mix and match? Go ahead and see what you can do.
My issues I'm having trouble with, is how to go about the stats and how they interact with skills. Each piece of equipment increases different ones. "Magey" items up Int and MP as an example. So to make your elemental skills hit harder you hunt down "Magey" type items. But If your skills come from the equipment, now upgrading your equipment becomes a different matter. If you switch out your weapon for better stats, now you've lost that skill you may have based all your other equipment around on. Since equipment stays with you for the game since there is no shops to sell to, I'm stumped on how to go about that "progression" feeling. Have a small pool of equipment you switch out depending on what foes yer facing? Have "teired" weapons anyways, which would create clutter? Does doesnt even address the leveling system. I figured when you level up its a flat increase to every stat so you feel the hero getting more powerful.
I hope this idea sounds for interesting gameplay and any feedback on this would be welcome.
I'm racking my brain designing my equipment and stat system and it's come to a point where I'm stumped. I'm hoping some fresh eyes looking on it and some opinons will help me flesh it out better.
My idea is that it's a two member party, and they have no skills as baseline. Instead Skills are granted by the equipment you put on. My reasoning for going with this is the hero is a self proclaimed "Adventurer" and accidently stumbles into a province that's been pretty much wiped out by undead. So no merchants, no inns, no safe towns with walls around them. So the hero has to scavenge for equipment and items to survive and to get out of this nasty place. Want to play as a slow, hard hitting character? Equip all that heavy armour and biggest stick you can find! Want to be that mage that nukes? Hunt down wands and robes that increase casting ablities and elemental skills! Want to mix and match? Go ahead and see what you can do.
My issues I'm having trouble with, is how to go about the stats and how they interact with skills. Each piece of equipment increases different ones. "Magey" items up Int and MP as an example. So to make your elemental skills hit harder you hunt down "Magey" type items. But If your skills come from the equipment, now upgrading your equipment becomes a different matter. If you switch out your weapon for better stats, now you've lost that skill you may have based all your other equipment around on. Since equipment stays with you for the game since there is no shops to sell to, I'm stumped on how to go about that "progression" feeling. Have a small pool of equipment you switch out depending on what foes yer facing? Have "teired" weapons anyways, which would create clutter? Does doesnt even address the leveling system. I figured when you level up its a flat increase to every stat so you feel the hero getting more powerful.
I hope this idea sounds for interesting gameplay and any feedback on this would be welcome.

