If you can spell out a clear benefit for your gameplay deriving from each character being arbitrarily stronger or weaker against certain enemies than others, then damage types may be a smart add
I'm working on it.
That doesn't mean that you can't have different elements for your characters, though! One of the coolest things you can do when you design a character's kit is to give them multiple skills that fit a common theme or purpose, especially if it meshes well with the character's personality and aesthetics.
That's the goal.
I really think he is talking about damage types here, the way he was talking about physical damage being an element.
I am. But I'm wondering if I should fall somewhere in between.
On one side, you have your 12 zodiac heroes split into elemental trigons (based on the greek elements). This works because it is established on something solid and well known. But then you graft a greek god unto each hero and you mix elements up.
I drew the gods from the zodiacs. Each one is in the dominion of a god.
The time one in particular seems to get you pretty riled up, to the point that it sounds so special to you that it might actually look like it's the most finely designed character, unbalancing your twelve heres/four trigons thing.
Nah, that's just the one I talk about the most.
Also, how is a character part of say the wind trigon and not wind elemental but time elemental? Sounds a bit weird to me.
Yeah, that's been vexing me.
One solution could be flushing the greek god thing altogether. I'm pretty sure you won't do this.
Nope. The plot revolves around the gods. Removing them removes the story.
Another could be giving each character a specialization. This could work since you have already assigned a greek god to every character. What this would mean is each character's element is their trigon's, but their skill types, effects and method of delivery could vary depending on their specialization. So time, lust, lightning, etc. would not be "elements" (as in "damage types") but would still feel like a core art of the game, characters specialization (or sub-elements if you will).
I'm flirting with this idea.
If the solution to every combat encounter is "hit it with a stick till it dies" then there is no challenge or puzzle to the combat system.
Now I want to make a game where you just beat your enemy with a stick until it dies.
or accelerating time to rot a wooden barrier to smash it.
This is a really creative idea. Thank you.
Just the puzzle solving potential of your heroes specialties can make for great gameplay, so if needed don't be afraid to simplify the combat and reduce the damage types.
I hadn't put any thought into that, but now I will. That will really help me figure this out.
Maybe this will help. Here's my hero setup:
Zodiac -> God -> Style
Fire Trigon
Aries -> Ares -> fights with weapons (physical), doesn't use magic
Leo -> Apollo -> fights with fire
Sagittarius -> Zeus -> fights with bows and thunder/lightning
Earth Trigon
Taurus -> Aphrodite -> made of rock/magma, so fights with earth and (to a lesser extent) fire and physical
Virgo -> Hermes -> fights with earth/nature
Capricorn -> Kronos -> manipulates time and uses some light magic
Air Trigon
Gemini -> Hermes -> fights with weapons (physical) and air/wind magic
Libra -> Aphrodite -> fights with projectile weapons (using air/wind to project them), uses lust based skills (lust is no longer an element, just a description)
Aquarius -> Uranus -> fights with weapons, this is my least developed character
Water Trigon
Cancer -> Artemis -> the signs also have corresponging solar system bodies and Cancer's is the moon, so she is purely magical with her skill based on darkness and lunar energy, (can also use some light magic since the moon reflects sunlight)
Scorpio -> Hades -> fights with his tail and specializes in poison
Pisces -> Poseidon -> fights with spears and and trident, uses water and ice magic
Even typing this I know it's a lot. But my goal is to balance each and every character so it doesn't feel like you're playing with 12 completely separate characters. They'll all be unique, of course, but they will compliment each other in their trigons and feel like parts in a machine, so to speak.
I know I have issues with a lot of these and that's why I'm looking for advice. Advice which I am endlessly grateful for.
Do you think something like this would work?
Damage types: Fire, Earth, Air, Water
Thematic sub-elements (not damage types):
Fire -> Light, Thunder
Earth -> Stone, Nature, Time
Air -> Lust
Water -> Ice, Poison, Dark
Maybe swap Ice and water?