Background:
For the project I'm currently working on, the protagonist takes the roles as a Magician. Within this world, the only people able to use Magic are certain creatures and people of the Magician clan (the latter of which is looked down upon in society). Taking that into account, the main character is the only one (in a party of 4) who can use Magic. In order to use Magic, the protagonist has a book (currently named the Ierí Technón) which contains all of his Spells he can cast.
Mechanics:
1. The protagonist has only 1 weapon: The Ierí Technón is incomplete, and many of its pages have been scattered across the world. Rather than the player finding new weapons for their character (the protagonist), they instead find pages in chests, as rewards for quests, or dropped by certain enemies, which are added to the book and allow the protagonist to use new Spells. As for implementing it, I'm looking for a way outside of just having the page be a usable item that teaches the Spell the protagonist.
2. Elemental Weapons/Additions: For the other party members, who cannot use Magic, I was thinking of having Elemental Weapons, which deal Elemental Damage, or enhancements to their weapons (which can be swapped for newer weapons when found) that add elements to their attacks in addition to their regular physical attack. Any direction as to how to implement this would be appreciated.
3. Command List: While the protagonist (in battle) has the basic commands "Attack" (a basic "Force" Spell that deals physical damage and doesn't cost any MP), "Magic", "Item", and "Guard", the other party members have the same ones, with the exception of "Magic" being replaced with "Special/Skills"; moves pertaining to their equipped weapons (think Sword Skills), that have no Magic connection whatsoever. Feedback requested.
4. Other Elements and their Effects: Outside of Fire, Lightning, Dark, etc., I was also planning on including Time and some other possible Elements as part of the mix. Time, mechanically, would simply cut the enemies HP (or Max HP) by a certain amount, thus making it easier to take down and make enemies that heal themselves less effective at healing. Thematically, it would be like progressing time around an enemy and aging them, or possibly regressing time around them, making them forget certain skills. No idea how to go about this one.
5. "Weapon" Spells: Lacking in physical weapons, the protagonist would be able to Summon weapons to strike the enemy. The protagonist wouldn't actually Summon and equip them, but would more so Summon a giant sword from the sky that would slice the enemy from above, among other things of that nature. Feedback appreciated on this one.
6. Note sure how to describe this one: Say you have an enemy that is strong against Electricity. You use a Water attack on the enemy, and the attack has a chance of dealing the Status Effect of "Wet", making the enemy, previously strong against Electricity, now weak to it. Similar things could be done, for example, an enemy that's "Frozen" after being hit with an Ice attack could be more susceptible to Physical attacks (akin to things being easily smashed if they become frozen). I'd just like feedback on this idea as I have a rough idea of how to implement it.
7. Party Combo: Say the battle order for the party is Party Member 1 > Protagonist > Party Member 2. PM1 uses a Sword-based Skill, while the protagonist uses a Fire-based skill. Then (Randomly/Occasionally/On Command/Through a Combination of Buttons), the two Skills combine into one attack that takes both character's turns and deals a high amount of damage. Inspiration for this comes from Persona 2: Innocent Sin's Fusion Spells, though I'm looking for a more interesting way yo implement it and for the player to activate it.
Overall, any help regarding these mechanics would be greatly appreciated.
Features Feedback
● ARCHIVED · READ-ONLY
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1. I don't get what more you want from it than teaching a spell?
2. How would these differ from regular attacks? What depth do these provide other than create a rock/paper/scissors system against enemies? (Personally, I get skeptical whenever I see an elemental attack system, because it's just not interesting, in most cases.)
3. That's the standard, why are you looking for feedback on it? What is Guard going to do? What is going to make players want to use Guard over Attack, Skill or Item? (from my own experience, I never use Guard unless it does more than the default thing.)
4. Why does reducing health require a unique element? It could just be a status condition, really... Ask yourself this: what is adding more elements adding to the game in a meaningful way?
5. That sounds like just a regular skill, but with a unique animation. Am I missing something?
6. That sounds like it could be a good idea. Make sure to give characters enough skills that can inflict and benefit from these conditions.
7. Could see it working, but not sure... depends on its implementation. Is it going to be worth combo skills at all? Or are combo skills going to be the superior choice in every situation? That needs careful balancing. -
About 1, I think what you want is for the actor to learn the spell as soon as you get the item, as opposite to having to use it to learn?
Well, the first thing that come to mind is "just make the actor learn the spell when they get the item", but you can always use a script that makes the skill invisible - and thus unselectable - unless the party got the item that "teaches" it. -
- Reminds me of Castlevania: Portrait of Ruin's Charlotte Aulin. Instead of making the spells as usable items, you can alter the equipment system by assigning special slot labeled as 'Spell Page' or simply you rename the second slot label on the equipment screen just for the main character. Need some technical workaround for this, but hey it's still possible, right?
- Consider something like Materia system, or so-called Elemental Orbs which could be assigned in Accessory slot. Not only this will save some space for more unique weapons, the basic ones could have specific elements regardless of its initial properties. Still, this will need some technical workaround.
- Not sure exactly if in MV there's same feature as VXAce, but separating spells and skills is good enough. Just make sure you don't screw it up by making spell-like skills like Fire Slash; you have to be true with this commitment.
- I beg to differ for Time element. Time is not element. Time is relative and independent at its nature. Instead, use some neutral element for this stuff. Using Time property will affect most if not all of your Magic fundamental concepts. Good example of character whom uses Time as their primary tool of the trade is DotA's Faceless Void; the abilities may lock enemies immobilize for certain amount of time, effectively dodge attacks by going back in time after taking hit and dodge it in second time, and stops internal time that affects locally. Lore-wise, this could possible. System-wise, will take some workarounds. For skills that rend enemies to forget spells, why don't you utilize 'Silence', anyway?
- Another reference from Castlevania series that fits with this one is Shanoa's Glyph system. No physical weapons; entire arsenal are conjured from pure magic. You can retain the character's gesture akin to swingin actual weapon, but the weapon swung could be done with animations (and actual shape of the conjured weapon, of course). And yes, it should drain character's MP per conjured weapon, so take it into account.
- There will be a lot of conditional stuffs on this system. Chaining states into strengths/weaknesses is quite troublesome and more if you have similar yet different state, like, say, Stun and Paralyze, Frozen and Petrified. And if you're about to make spells that may react each other or have chain effects if performed in certain sequence, then I have a bad news for you...
- You have to guess possible turn sequences or make it in free-turn system for this, as there will be possibilities of incorrect turn sequence and interruption from enemies as well. No one likes their wombo combo interrupted, and who knows if one of supposed wombo combo contributor would die before the sequence is on. I'd suggest something like Suikoden's Unite Attack (force the participants to wombo combo together) or Breath of Fire 4's Chain Spell (force another to trigger wombo combo once one casts spell/skill) system, which are similar but has simpler approach.
- Reminds me of Castlevania: Portrait of Ruin's Charlotte Aulin. Instead of making the spells as usable items, you can alter the equipment system by assigning special slot labeled as 'Spell Page' or simply you rename the second slot label on the equipment screen just for the main character. Need some technical workaround for this, but hey it's still possible, right?
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@richter_h I could be wrong, but I think I have asked you before not to quote whole post simply to indicate who you are replying to. It makes loading the page and scrolling down it much slower, especially for those accessing this on their phones. If you want to make it clear who you are answering, just use the @username convention as I have done on this post.
Thanks. -
@ksjp17 Ah, sorry about that. Old habit that needs to change.
Anyway I've edited my post, so it shouldn't be problem now.
Cheers~ -
In order:
@Milennin
1. In reality, not much, I guess.
2. The attacks would deal both physical and elemental damage and allow other party members to be at less of a disadvantage against enemies that can't easily be taken down with physical attacks.
3. I wasn't sure if having 2 different Command Lists (1 for protagonist and 1 for each other party member) was possible. As for the "Guard", not only does it reduce damage f the character is attacked, it also regenerates their MP/SP by a (currently undefined) amount. So, should a player be low on MP/SP and need it for a skill, they would choose to guard.
4. Variety, mainly. It's also for story reasons.
5. Actually, no. It's just a Magic skill with physical traits. Not sure why I included it.
6. Noted.
7. The way I see it, the combo skills would cost more SP/MP then the skills separately, for one. Secondly, the worth would be in it dealing more damage and possibly having a larger range (in terms of targets) compared to single attacks from both party members. It will indeed need some major balancing (or I may just decide to forget about the idea).
@Waterguy
I guess making the item, once found/picked up/dropped by enemy, running an event that "teaches" the skill to the protagonist works.
@richter_h
1. I like the Spell Page idea. Might look into making that work.
2. Again, will look into this.
3. Commitment is something I'm good at.
4. I see Time as a man-made Element, so I still wish to include it. Also, how would Time affect the other Elements (outside of the ways I planned on doing)?
5. Noted.
6. Noted.
7. I may just forget the idea at this point. Too many complications. -
@Orpheus You have just posted underneath a request not to quote whole posts simply to indicate who you are replying to - and you have quoted 3 big posts!!!
I suggest you do as richter-h did, and go back and edit them out. You can indicate clearly who you are replying to by using the @username convention as I have done in this post.
Thank you. -
@ksjp17
My bad. I started typing this out a few hours ago, and didn't see the response. Replies edited. -
Hello everyone,
I am currently working on a project in which the protagonist travels through various eras, stories, and even crosses through some of the standard RPG genres, and am posting here in hopes of gaining some feedback regarding some of the mechanics I have currently. I'm utilizing Yanfly's subclass system, and I basically have classes broken up into being Initial, Beginner, Intermediate, and Advanced, and Elite classes. A player starts with only two, and as the game progresses, there are a total of 26 classes a player potentially has to select from; any of these classes have the ability to be either the primary or the secondary class, but they need to be unlocked first before a player can designate it either way.
My Class Progression is as follows:
Spoiler- Initial Classes
Warrior
- Alchemist
[*]Beginner Classes
Monk
- Thief
[*]Intermediate Classes
Knight
- Hunter
- Priest
- Wizard
- Black Belt
- Berserker
- Rogue
- Assassin
[*]Advanced Classes
Ninja
- Paladin
- Dark Knight
- Summoner
- Arcanist
- Dragon Hunter
- Geomancer
[*]Elite Classes
Time Lord
- Beastmaster
- Dragoon
- Mercenary
- Bard
- Engineer
Part of the reason I wanted to create this progression like this was to prevent the player from getting every class maxed out before the game is done, or, if they just so happen to, it will mean grinding for a ridiculously long time, and would rather involve more than one playthrough.
Another reason I wanted to set things up this way was to provide variety. I want there to be some solid replay value to my game, a game in which you as the player can sort of let your imagination run wild, and really see what kinds of interesting combinations for your hero would/could be cool (for all I know, a Black Belt / Bard could own people in a fight, but there's one way to find out either way.
Along with my classes, I have worked on skills for each individual class. I'm trying to think of ways to make each class feel unique from all the other classes. This way, the player doesn't question it being merged with another potentially similar class, and also so that different classes have different elements of appeal to a given player's style or preference.
As things stand today, my skill trees look exactly like this:
SpoilerClass
Skill
Alchemist
Innovative Synthesis
Alchemist
Medica
Alchemist
Gem Roast
Alchemist
Forage
Alchemist
Bubbling Cauldron
Alchemist
Prune
Alchemist
Plentiful Harvest
Alchemist
Sol Niger
Alchemist
Master Chemist
Alchemist
Acid Rain
Arcanist
Clouded Judgment
Arcanist
Labyrinth
Arcanist
Veil of Mist
Arcanist
Bane of Your Existence
Arcanist
Sosin’s Comet
Arcanist
The Name of the Wind
Arcanist
Miasma
Arcanist
Starfire
Arcanist
Entombment
Arcanist
Power of the Ancients
Assassin
Backstab
Assassin
In Cold Blood
Assassin
Hostage
Assassin
Crimson Moon
Assassin
Night of the Long Knives
Assassin
Impale
Assassin
Reign of Terror
Assassin
Quiet Death
Assassin
No Survivors
Assassin
Ghostblade
Bard
Lullaby
Bard
Steal Heart
Bard
Staccato
Bard
Solo
Bard
Warsong
Bard
Encore
Bard
Decrescendo
Bard
Harmony
Bard
Melody
Bard
Canon
Bard
Sweeping Arpeggio
Beastmaster
Call of the Wild
Beastmaster
Sting of the Viper
Beastmaster
Maul
Beastmaster
Tame the Beast
Beastmaster
Jaguar
Beastmaster
Two Birds, One Stone
Beastmaster
Rising Phoenix
Beastmaster
Hawkeye
Beastmaster
Heel Clipper
Beastmaster
Kindered Beast
Berserker
Adrenaline Rush
Berserker
Blind Rage
Berserker
White Knuckles
Berserker
Bloodbath
Berserker
Thirst for Blood
Berserker
Retaliation
Berserker
Eviscerate
Berserker
Onslaught
Berserker
Extinguish
Berserker
Hero of the Eternal Storm
Black Belt
Roundhouse
Black Belt
Disarm
Black Belt
Hammerfist
Black Belt
Slashing Elbow
Black Belt
Axe Kick
Black Belt
Eye Strike
Black Belt
Light's Out
Black Belt
Aikido Strike
Black Belt
Stone Fist
Black Belt
Guillotine Kick
Dark Knight
Nightmare
Dark Knight
Petrify
Dark Knight
Shadowskin
Dark Knight
Nocturnal Majesty
Dark Knight
Stabwound
Dark Knight
Life Drain
Dark Knight
Weapon/Attack-Based Skill Tree
Dark Knight
Eclipse
Dark Knight
Black Widow
Dark Knight
Dread Prevailed
Dragon Hunter
“Talonscar” Chronicles Vol. I: Forests
Dragon Hunter
“Talonscar” Chronicles Vol. II: Caves
Dragon Hunter
“Talonscar” Chronicles Vol. III: Mountains
Dragon Hunter
“Talonscar” Chronicles Vol. IV: Oceans
Dragon Hunter
“Talonscar” Chronicles Vol. V: Skies
Dragon Hunter
Talon Strike
Dragon Hunter
Skyseeker
Dragon Hunter
Fiery Embers
Dragon Hunter
Shattered Horizons
Dragon Hunter
Craft Dragonhide Armor
Dragoon
Scour the Globe
Dragoon
Hide Piercer
Dragoon
Cloudwalker
Dragoon
Dragonhide
Dragoon
Death in Fire
Dragoon
Dragon Fang
Dragoon
Edge of the Atmosphere
Dragoon
Dragon Rage
Dragoon
Enveloper
Dragoon
Harvest Dragonblood
Geomancer
Carved From Stone
Geomancer
Knee Deep
Geomancer
Regen
Geomancer
Dematerialize
Geomancer
Lay of the Land
Geomancer
Maelstrom
Geomancer
Magnetic Field
Geomancer
Rock You Like a Hurricane
Geomancer
Seismic Sense
Geomancer
Pitfall
Hunter
Thrill of the hunt
Hunter
Quickshot
Hunter
Skin
Hunter
Leathercraft
Hunter
Longshot
Hunter
Heartseeker
Hunter
Track
Hunter
Scout
Hunter
Silent Strike
Hunter
Fish
Knight
Trumpet of Gabriel
Knight
Guard Break
Knight
Crown's Honor
Knight
Into the Fray
Knight
Guided Fury
Knight
Blessing of the Kings
Knight
Weapon/Attack-Based Skill Tree
Knight
Unbreakable
Knight
Long Live the Queen
Knight
Long Live the King
Machinist
Tinker
Machinist
Forge Weapons
Machinist
Auto-Track
Machinist
Forge Armor
Machinist
Hollow Points
Machinist
Use Explosives
Machinist
Codex
Machinist
Dismantle
Machinist
Calibrate
Machinist
Mustard Gas Bomb
Mercenary
Flash Grenade
Mercenary
Reload
Mercenary
Bullseye
Mercenary
Cover Fire
Mercenary
Headshot
Mercenary
Barrage
Mercenary
Smoking Barrel
Mercenary
Leg Shot
Mercenary
Purple Heart
Mercenary
Green Beret
Monk
Dash
Monk
Thousand Fists
Monk
Combo Attack
Monk
Bide
Monk
Stoneskin
Monk
Bonebreaker
Monk
One Man Army
Monk
Mandala
Monk
Meditate
Monk
White Crane
Ninja
Spiritual Refinement
Ninja
Soft Soles
Ninja
Smoke Bomb
Ninja
Become Landscape
Ninja
Shadow Cloning
Ninja
Feeling Before Knowing
Ninja
Kyudo
Ninja
Water Run
Ninja
Counter Attack
Ninja
Shuriken
Paladin
Fortify
Paladin
Triumphant Shout
Paladin
Blinding Light
Paladin
Weapon/Attack-Based Skill Tree
Paladin
Smite
Paladin
Divine Shield
Paladin
Selfless Warrior
Paladin
Fulfillment of the Prophecy
Paladin
Heat of Battle
Paladin
Celestial Order
Priest
Pray
Priest
Heal
Priest
Salvation
Priest
Heavenly Light
Priest
Thy Will Be Done
Priest
Guardian Angel
Priest
Feel my Pain
Priest
Reborn
Priest
Beacon
Priest
Enlightenment
Rogue
Serpent's Kiss
Rogue
Disarm
Rogue
Quick Draw
Rogue
Massacre
Rogue
Vendetta
Rogue
Mutilate
Rogue
Conceal weapon
Rogue
Toe-to-Toe
Rogue
Recruit
Rogue
Set Traps
Summoner
Fatigue
Summoner
Fire/Ice/Lightning Armor
Summoner
Necrophagist
Summoner
MP Trance
Summoner
Immolation
Summoner
Runic Magic
Summoner
Crystal Barrier
Summoner
Energy Siphon
Summoner
Ghost
Summoner
Hydra
Thief
Steal
Thief
Sneak Attack
Thief
Lockpick
Thief
Sticky Fingers
Thief
Shadow Step
Thief
Vanish
Thief
Steal JP
Thief
Master Thief
Thief
Negotiate
Thief
Seige
Time Lord
Psychic Paper
Time Lord
Haste
Time Lord
Cogs of Gallifrey
Time Lord
Gates of Uchronia
Time Lord
Decipher
Time Lord
Timeless
Time Lord
Sonic Lockpick
Time Lord
Clockwork
Time Lord
Tardis Teleport
Time Lord
Black Hole
Time Lord
Wibbly Wobbly Timey Wimey
Time Lord
Allons-y!
Warrior
War Cry
Warrior
Fighter's Stance
Warrior
Hold the Line
Warrior
Ambush
Warrior
Burning Heart
Warrior
Honor Restored
Warrior
Infantry
Warrior
Cavalry
Warrior
Ranger
Warrior
Shadow of Legends
Warrior
In the Name of the Fatherland
Warrior
Weapon/Attack-Based Skill Tree
Warrior
Charge
Wizard
Crystalskin
Wizard
Regen MP
Wizard
Stargazer
Wizard
Enchant Field
Wizard
Knowledge of the Ancients
Wizard
Mana Null
Wizard
Weapon/Attack-Based Skill Tree
Wizard
Mana Surge
Wizard
Mana Leech
Wizard
Tonguetie
I have done my best to make each skill fit its class, even going to the extent of researching how these individuals have been perceived throughout history, what their duties and responsibilities have been over time, how they've been perceived in the RPG Fan community, all while trying to make each class feel and play differently from another.
At this phase of development, which is still quite early, I'm curious to see what others think in terms of these mechanics and overall structure of these elements thus far.
If anyone needs any additional information, or has questions concerning any of the points I have made here, please let me know.
Thank you - Initial Classes
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@AntQuin What makes me intrigued is the way you placed only two initial classes (Warrior and Alchemist) in first tier, where most of the games I've ever stumbled upon usually give me at least three basic classes that represents their gimmick and emphasis in combat (Warrior, Thief, Mage). Lack of entry-level magic user classes will make players having quite a short option, unless you're going to give Monk and/or Alchemist offensive, magical spells.
As in most of games that feature multiple class system, it'll be a good idea to give players some sort of guide—like Class Path or something like that—so players could figure how such classes work in combat before deciding to choose them. With all due respect to the replay value and combination possibilities, I advise you to provide players later in game a brief, if not comprehensive, guide of every classes, including their strength, weaknesses, skills list, possible equipment, etc.
In game system with strict class rules (reminds me of Ragnarok Online in most ways), I think it would answer some basic questions and avoid any mistakes player would done when they choose wrong classes.
Come to think of it, iirc in Ragnarok Online, Alchemist is third-tier class. In this table, Alchemist is placed as stock class. Intriguing, yes...
As I've said, lack of magic-user classes in first tier would cut some options for players who favor magic as their primary tool of the trade. And how could Merc and Bard are in final tier, anyway?
Yep, I'll need some additional info about the classes, preferably in sorted, detailed note if you don't mind.
Cheers~ -
@richter_h, I really appreciate you giving my post such detailed feedback--this is precisely what I was looking for. As requested, here is some additional info about my current class system, keeping it as neat and tidy as I can:
To begin, the tier system of classes is meant to be a progression from simple and broad to classes which are much more specialized and unique. As a player starts out, he or she is given two choices--Warrior or Alchemist. A Warrior will be able to dish out damage at a higher rate than an Alchemsit, whereas an Alchemist has a wide array of potions that can benefit him/her, and/or wreak havoc on the enemy. Each have their own levels of strategy correlating with them, one being very different from the other, but this fundamental choice by the player will determine how much of the rest of the game progresses, and what classes the player chooses to level up and unlock.
To directly address your concern with entry-level magic, while it is not immediatley available, Alchemsits are the gateway to magic, as leveling up this class will unlock magic-based classes. I should also note that right now I have Warrior and Alchemists pinned at unlocking the next tier of classes as early as level 3, so players will not need to go without magic for long--really just until they work their way through the intro / tutorial and gotten a grasp on mechanics. This is intentional, as I want the class selection process to be something the player is conscientiously engaged in throughout the game in terms of their playing style and preferred strategy throughout the game. Additionally, After leveling Alchemy to level 3 will unlock Monk, which does have some spiritual / magical skills associated with it. I was hoping that having this available this early instead of initially would be enough to hold over players who had it in their minds that they wanted to construct a magic-focused-class character, and hopefully it is. If not, Alchemy just needs to be bumped up to level 5, and that will unlock Priest and Wizard.
Due to the overall complexity of this class system, I definitely intend to lay this out for players in a way where they can track and follow it easily. I read a thread on here some time ago about a skill tree, and @Andar made a great suggestion to make that a map. I grabbed the snippet and threw it to my Evernote, but I cannot recall the exact thread that Andar responded to:
Spoiler
I thought this was a really clever idea for laying out skills, and I actually think it would apply in this type of class system as well. To make a player memorize all this would be a headache, to such an extent that it may discourage him or her from continuing to play, so I definitley intend to tuck this type of pertinent info somewhere that the player can refer to as often as needed. From here, I had originally imagined that if a player selected any given class, they would be taken to another map/menu/screen which lays out the perks, stats, and key information to allow the player to make an educated decision when selecting classes.
Do you remember the days of SNES when the game would have a booklet which contained a fair bit of literature the player could read over? I envision this sort of menu / map system to work to a similar effect.
While the overall story and environment are both key things I want to excite the player, another key component meant to be thrilling throughout is this class system. I really want players to look down the line, see something that catches their eye, and decide that to put forth the effort to earn that class so they can destroy their enemies playing as it. Furthermore, subclass plays a hand in all this as well, it is not just the primary class I want the players thinking about, but the different combinations that go with it as well.
My Alchemist class is designed in such a way that while the player will not be able to cast spells, he or she will be able to use potions in a very similar fashion. Furthermore, the study of Alchemy will contain a number of skills that will serve useful for things like crafting potions and being able to find much-needed or notably rare items a bit easier than non-Alchemists. While an Alchemist may not necessarily possess the power to harness and cast magic, there is a lot they can do that will prove beneficial, especially if a player sticks with Alchemy later in the game.
Spoiler- One of an Alchemist's innate abilities in my game will be that he will be able to use specific potions which no other class can touch. They might prove to be too unstable, too strong, too powerful, and so only a skillful Alchemist will have the ability to cast such potions. There will be certain potions that any player can use (e.g. Restorative Potions), but should a player choose to max their Alchemist clear to the end, their Alchemist will have enough quantity and variety of potions to prove useful, especially in boss fights.
- Alchemsit is the only class in my game that will have the ability to craft potions. While crafting will play its role across other classes, depending on their nature, potions will be under the jurisdiction of Alchemists alone. This can be a real test of resourcefulness for players trying to grind and save money but still keep a solid inventory of potions on hand.
- Alchemists will unlock tiered perks to party inventory, allowing for more potions to be carried along at a given time.
- An Alchemist will develop the potential to create stronger potions once at the right level. The strength of any crafted potion is dependent upon an Alchemist's level, the quality of the item/ingredients, and if the potion is being created in succession. This encourages players to hold all powerful ingredients until their pockets are practically bursting, and then craft potion after potion after potion after potion to both make them more powerful as well as increase their value.
As for Merc and Bard, that was an entry error, as these two classes should actually fall under Advanced, leaving four Elite. Rather than calling it Elite, though, perhaps it is more appropriate to call them Specialized Classes, as it essentially boils down to unlcock combinations. Basically, with the exception of Warrior and Alchemist, each class requires that one or more classes reach a particular level. Right now, it goes something like this:
Spoiler- Initial Classes
Warrior
- Alchemist
[*]Beginner Classes
Monk (lvl 3 Alchemist)
- Thief (lvl 3 Warrior)
[*]Intermediate Classes
Knight (lvl 5 Warrior)
- Hunter (lvl 5 Warrior)
- Priest (lvl 5 Alchemist)
- Wizard (lvl 5 Alchemist)
- Black Belt (lvl 5 Monk)
- Berserker (lvl 5 Monk)
- Rogue (lvl 5 Thief)
- Assassin (lvl 5 Thief)
[*]Advanced Classes
Ninja (lvl 30 Theif + lvl 12 Black Belt)
- Paladin (lvl 25 Priest + lvl 15 Knight)
- Dark Knight (lvl 25 Wizard + lvl 15 Knight)
- Summoner (lvl 30 Monk + lvl 12 Wizard)
- Arcanist (lvl 30 Priest + lvl 30 Wizard)
- Dragon Hunter (lvl 30 Knight + lvl 15 Hunter)
- Geomancer (lvl 30 Monk + lvl 10 Berserker)
- Mercenary (lvl 30 Knight + lvl 20 Black Belt)
- Bard (lvl 30 Thief + lvl 15 Summoner)
[*]Elite Classes
Time Lord (lvl 30 Warrior+ lvl 12 Arcanist + lvl 10 Engineer)
- Beastmaster (lvl 30 Hunter + lvl 15 Summoner)
- Dragoon (lvl 30 Knight + lvl 15 Rogue + lvl 15 Paladin)
- Engineer (lvl 40 Alchemist; lvl 25 Rogue)
Rather than focusing on the levels it takes, as I'm still working on getting these balanced, focus instead on which classes are combining with which to result in the class unlocked. This is roughly what I can see it being, but again not 100% balanced yet.
I have quite a bit here already, so I think for now I'll leave this post where I have it, but I do believe this addresses many of your questions and concerns, if not all of them. - One of an Alchemist's innate abilities in my game will be that he will be able to use specific potions which no other class can touch. They might prove to be too unstable, too strong, too powerful, and so only a skillful Alchemist will have the ability to cast such potions. There will be certain potions that any player can use (e.g. Restorative Potions), but should a player choose to max their Alchemist clear to the end, their Alchemist will have enough quantity and variety of potions to prove useful, especially in boss fights.
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I could really use another opinion on a key part of my project...
Quick and Dirty Background
- Modern setting
- Basically about four teens who hunt ghosts
- Enemies are mostly ghosts, or ghost like things
- No random battles (you can see enemies on map before engaging)
- ITB battle system with timed attacks
- limited skill pool (less than 10 skills per character, so every skill REALLY MATTERS)
- I like smaller numbers because I feel like when your numbers are smaller, 1 point of damage REALLY MATTERS, and I don't want stats to get super bloated (in the hundreds or thousands) so my stats are low numbers (atk 1, def 2, mdf 2, spd 1 etc)
Now the twist is that there's no traditional equipment in this game. This is because in the game world ghosts can only be damaged/purified using a special ability; A ghost hunter uses an everyday type of item (that means a lot to them personally, one character exclusively uses Marbles) and uses it as a medium to create a ghost busting weapon (marbles turn into dual guns, for example). Since they're fighting ghosts and not physical enemies, almost all of their stats and skills are a result of the item they have equipped.
Characters have up to 8 equipment slots (for one item type); each item has a stat boost, skill, or ability attached to it which essentially gives the player the ability to customize each of the four playable characters to suit their play style. One is unlocked by default and I haven't realyl decided whether the rest will be unlocked via levels, story events, sidequests or all three.
This put me at a crossroads when it came to character stats. Either I could (1) have my characters slowly gain stats (1 point at a time) as they level up, or (2) have only HP/MP increase with levels and let the rest of the stats adjust based on equipment.
Pros and Cons
Have my characters slowly gain stats (1 point at a time) as they level up
- traditional
- easy to understand
- gives the players a feeling of progressing
- makes it easy to sweep weak enemies
- can level up to beat a boss or area
- kinda boring
- grinding might be a thing
- harder to balance with timed attacks
- larger variance in damage
Have only HP/MP increase with levels and let the rest of the stats adjust based on equipment
- Easier to balance with timed attacks
- dev and player can control difficulty
- characters are more customizable
- less tedious since leveling isn't required
- keeps old monsters relevant longer
- forces exploration
- might be a pain to hunt down more powerful item equipment
- fits really well in my world setting
- little to no damage variance, allowing for mental math
Which kind of stat system would you rather see in game? This is where I'm really struggling, and I'd love some input on it! QAQ - Modern setting
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Hi, it's me again

Me and "my" team are working on a Pokemon-style game.
It's not really a Pokemon clone since we try to bring in a lot of individuality, but we started developing by implementing Pokemon's core game play.
But there are some things we're not sure about. Please take some time and answer some questions (about 25).
That would help a lot.
Here's the link: https://goo.gl/forms/ZaTHvw6TSEklZsCk2
Thank you.
P.S.: The questions sound weird to me, but I don't know what's wrong with them. If you spot some grammatical errors, just leave a comment (the last question in the survey). -
General Discussion is never for giving feedback on an individual project, it's about more general issues than that.
Merging this with Features Feedback thread. -
While working on a town in my current project I decided to leave a reference to Blue Skies by @Starmage. however, my original intentions would have made it an almost forced joke. I still want to keep this reference in but do you know any "better" ways to go about keeping the reference subtle.
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This really is not a "General" discussion topic. The rules for this section of the forum are explicit that it should not be about one specific, individual project.
Merging this with Features Feedback. -
Hello all, this is in reference to a game I'm working on, tentatively called Bible Girl and the Jungle of Confusion.
The genre is Christian/Apologetics and is going to be similar to the game Captain Bible and the Dome of Darkness, where the character comes up against enemies that offer lies, which can only be counteracted by selecting the correct bible verse to refute the lie.
Basic Plot can be found on the Plot thread.
Game Play:
Player moves around the screen encountering enemy flower stalks or humans. These block progress until they are defeated.
They are defeated by counteracting their confusion and lies with truth from the bible.
From menu, player can Study Bible, which can reveal new verses to use, if XP high enough.
Battle Engine:
Instead of spells, I'll be having her and her group learning bible verses. During battle, as in Cap Bible, the flower or human will spout a lie. The player must then select an appropriate verse to counteract it. The Verse usage will require some faith, but will supply it back, that way, it's obvious faith is required for defending the truth.
MP will be replaced by faith points (FP?) which will be consumed when a lie isn't combatted with the correct truth.
If FP goes to zero, character can no longer battle and will be exited from the battle.
If HP goes to zero, game over.
Flowers/vines can be physically attacked with scissors, butcher knife, kitchen shears, flame thrower, Bazooka, etc.
People, I really don't want the characters to attack, so physical attacks would be suppressed.
Players will get physically attacked. They can defend in battle, (Blocking, Guarding, using defense prayers and scripture)
After counteracting the lie, they can attack a vine physically to defeat.
After counteracting a lie from a human, the human will quit attacking and wander off, freeing up progress.
Verses (spells):
verses replace spells, and will be 'learned' by choosing 'Study Bible', when XP is high enough, new 'verses' are added to Beth's repertoire.
Verses will be in KJV version, mainly because it's free. I may examine whether I can utilize other versions if the verse count isn't too high.
Verses will be in multiple categories:
Encouragement - restores FP, need a minimum FP to use them. Can apply to self or others.
Defense - up defense in battle. Self or others
Reasoning - counteracting lies with key verses. Main 'offensive' tactic.
Prayers (skills):
prayers replace skills, and come in several types -
Prayers for Faith - require faith to even use, and will replace more FP than consumed. Can only be used on self.
Prayers of Protection - require faith to use, can protect self, others, whole party, depending on level/prayer.
Prayers for Enlightenment - applied to enemy, and precursor for applying verses in battles against humans.
Prayers for Healing - physical healing, doesn't come until XP and FP are very high.
Items:
Healing salves and medicines.
Energy drinks.
Weapons, for use against plants. Scissors, knife, shears, machete. flame thrower.
Key Items for main plot line.
Will those changes to the battle engine mechanics be relatively easy to accomplish? -
Battle System Idea.
I'm working on a draft of what I want to do and what I don't...
So what do I want (basics)
- No random battles
- All enemies are seen on screen
- Battle is only launched if run in the line of sight of the enemy (some enemies have different lines of sight)
Battle system is menu based until you actually go to attack, you actually have to go attack your enemy... What, you thought the program would do it for you? You can perform certain types of attacks depending on the type of attack type you choose, it's essentially melee/hand to hand or ki attacks. the ki attacks are bound by certain input. B is for just a ki blast, tap it more than once will launch a series of ki blasts or if you hold your initial press and then quickly tapping you can launch a series of ki-wave attacks.
You can launch your enemy to the sky or bash him to the ground or water "depending where your enemy is located"
If you played tales of phantasia or symphonia then you get the idea of the battle system. Only different is that it's still a traditional battle system in the sense you have a ATB to atack and you only have a short time to attack, you can be too slow and your enemy can be too fast. You have 10 seconds to attack the enemy "unless a super is performed which takes longer than 10 seconds..." -
Are you asking for feedback on the idea, in which case I'll need to move it to Features Feedback, or feedback on your choice of mechanic to achieve your desired outcome, or are you just sharing what you want to do?