CONCEPT FOR A NEW GAME
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And I could certainly use some feedback. I got a copy of VX Ace relatively cheap a while back(Thank you, steam!), and I've only just decided to actually get some use out of it. So I brought over my VX samurai pack and started messing around with Yanfly's Input Combo Skills script and eventually this whole idea came to mind. So, here it is:
Story
Set place in ancient China, the game will primarily focus on a Tibetan monk in Qokang Monastery. While incorporating Tibetan lore and themes, it would focus on the Chinese mythology of Pan Gu while incorporating other themes of Chinese mythology, such as the Eight Immortals.
Proposed Mechanics
The game's combat system would use the Input Combo Skill mechanic to it's fullest. Basic attacks would consist of stringing together punches/kicks/etc, with certain combinations unleashing a powerful technique. In addition, the player would be able to utilize combos in the style of Lion's Roar, Lama Pai, White Crane and Hop Gar(traditional Tibetan/Chinese martial arts). This would also feature the combo system, albeit being more powerful and costing TP to use. Finally, the player would eventually have access to Ninpō. Using Ninpō, they would enter a series of hand seals to use various offensive and support techniques, which would cost MP. While the idea of hand seals is Naruto inspired, it's important to note that none of the Ninpō skills will be things like Shadow Clones or the like. Finally, you have the Guard command, which will allow you to take a variety of actions. You can defend, prepare to dodge, prepare to counter, or attempt to reflect magic attacks. Countering costs TP. Reflecting costs MP.
In general, the basic flow of combat would go something like this:
1) Use basic combos to generate TP and MP
2) Use TP/MP to utilize martial arts and Ninpō or to defend
Simple, really. Beyond combat, the game itself would function similar to Wild Arms in terms of presentation, albeit with some differences. You would play through the story from the perspective of several different characters, but you would only be controlling one at any given time.
Does such an idea sound appealing? And is there anything you would suggest, and/or abololish completely?
Story
Set place in ancient China, the game will primarily focus on a Tibetan monk in Qokang Monastery. While incorporating Tibetan lore and themes, it would focus on the Chinese mythology of Pan Gu while incorporating other themes of Chinese mythology, such as the Eight Immortals.
Proposed Mechanics
The game's combat system would use the Input Combo Skill mechanic to it's fullest. Basic attacks would consist of stringing together punches/kicks/etc, with certain combinations unleashing a powerful technique. In addition, the player would be able to utilize combos in the style of Lion's Roar, Lama Pai, White Crane and Hop Gar(traditional Tibetan/Chinese martial arts). This would also feature the combo system, albeit being more powerful and costing TP to use. Finally, the player would eventually have access to Ninpō. Using Ninpō, they would enter a series of hand seals to use various offensive and support techniques, which would cost MP. While the idea of hand seals is Naruto inspired, it's important to note that none of the Ninpō skills will be things like Shadow Clones or the like. Finally, you have the Guard command, which will allow you to take a variety of actions. You can defend, prepare to dodge, prepare to counter, or attempt to reflect magic attacks. Countering costs TP. Reflecting costs MP.
In general, the basic flow of combat would go something like this:
1) Use basic combos to generate TP and MP
2) Use TP/MP to utilize martial arts and Ninpō or to defend
Simple, really. Beyond combat, the game itself would function similar to Wild Arms in terms of presentation, albeit with some differences. You would play through the story from the perspective of several different characters, but you would only be controlling one at any given time.
Does such an idea sound appealing? And is there anything you would suggest, and/or abololish completely?
Hey Rast. Nice idea! I like the concept of stringing together sets of moves using button presses. That can set up the opportunity for a lot of fun. But you gotta know I'm feeling a tiny bit apprehensive about using these combos just to generate TP and MP. That is, if I'm understanding your concept correctly. Usually when you're punching in Up-Left-A-B-B-Up-B-Start-Select it's about punching your enemy in the groin, then kicking him in the head, then kneeing him in the crotch... again. Yeah, I don't know. It seems kind of weird using these combo attacks to, well, not attack, but rather just fuse up a bunch of energy balls for you to use later.
But, in practice, who knows? It could work wonders.
What kinds of learning mechanisms would you use to learn new skills? A skill tree? And this thing about using different characters in turn - will they ever fight together, or will they just be separate skill trees being learned concurrently? Does it regularly jump between them like a novel or a film that uses a band of protagonists in several locations rather than just one, or is it a disparate number of different characters that are hardly related at all to each other? In the first instance, I think meeting them up at some point to work together would be a good idea, or at least being able to monitor the growth of each character throughout their journey. In the second instance (where the protagonists don't know each other per se), then you'd have to find a way to link them up somehow in the end? I don't know, I'm kind of lost by what you mean when you say that you control multiple protagonists.
Otherwise, the setting sounds unique and interesting, the battle system sounds really cool and fun to use, and I'd be excited to see Rast come up with a bunch of new stuff! Proud of you.
But, in practice, who knows? It could work wonders.
What kinds of learning mechanisms would you use to learn new skills? A skill tree? And this thing about using different characters in turn - will they ever fight together, or will they just be separate skill trees being learned concurrently? Does it regularly jump between them like a novel or a film that uses a band of protagonists in several locations rather than just one, or is it a disparate number of different characters that are hardly related at all to each other? In the first instance, I think meeting them up at some point to work together would be a good idea, or at least being able to monitor the growth of each character throughout their journey. In the second instance (where the protagonists don't know each other per se), then you'd have to find a way to link them up somehow in the end? I don't know, I'm kind of lost by what you mean when you say that you control multiple protagonists.
Otherwise, the setting sounds unique and interesting, the battle system sounds really cool and fun to use, and I'd be excited to see Rast come up with a bunch of new stuff! Proud of you.
author=CashmereCat
Usually when you're punching in Up-Left-A-B-B-Up-B-Start-Select it's about punching your enemy in the groin, then kicking him in the head, then kneeing him in the crotch... again. Yeah, I don't know. It seems kind of weird using these combo attacks to, well, not attack, but rather just fuse up a bunch of energy balls for you to use later.
Ah, I should have been a bit more specific(late night topic creating and whatnot). They're still attacks and still do damage. They just also generate TP and MP, which is used for other skills. The Input Skill Combo system's big feature isn't just being able to use combo attacks - It's that certain specified combinations can trigger a special skill(assuming you know the skill and have the resources to use it). So for example, you could attack and use "Punch" "Punch" "Kick", which might trigger the special skill "Roundhouse Kick" for additional damage.
As for learning new skills, I have two options in mind. One is simple, the other is a bit more complex.
1) Method one involves using another script that allows you to level up skills and eventually replace them with another skills. This would be the simplest way to go about doing this outside of the standard "Oh, you hit Lv.30. Here, have a new skill". I'm not keen on this idea though. I'm trying to use as few 3rd party scripts as possible.
2) Method two would involve a minigame at certain points in the game to learn a new skill or improve an existing one. Perhaps you return to the Monastery and undergo further training, or something similar depending on the character.
Regarding the characters, I'm also unsure about that. It's just an idea at this point, and I might not even have multiple characters. If I do, though, you'll likely swap between them at set points during the game as if it were seperate chapters in a novel. They would most certainly meet up, but I'm unsure if they would actively team up for fights as the current system is geared for 1v1 battles.
I get the idea of attacking to build up TP, but maybe they shouldn't be attacking to build up MP, btw just a suggestion, you should change those names to yin and yang, or is that japanese?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's much easier to make engaging gameplay with more characters in the party, so you might benefit a lot from having 2-4 characters per party. This would also give you a good way to make the parties feel more connected to each-other: make them trade party members on several occasions. The intro to Wild ARMS was good for an intro, when you were just learning to play each character, but doesn't work as well for a whole game. Not saying it's impossible, you just lose out on a ton of tactics by only having one party member, so you need something else adding complications and strategy to the battle. And the timed input thing won't really be enough.
I think that a significant trade-off would be to make the skill memorizing the combos that you need to do a skill... that would eliminate the need for several party members. But having a few guys in your team also makes it fairly entertaining.
It's not just a timed input thing, LockeZ, as far as I can understand. It's the memorization of skill inputs so that you can use the right one at the right time (without botching it up). But I admit, in teams it may be better.
For something similar but not exactly in the same lane, I'm thinking of Mario and Luigi: Superstar Saga. But that's more about timed button presses than actual memorization of orders.
It's not just a timed input thing, LockeZ, as far as I can understand. It's the memorization of skill inputs so that you can use the right one at the right time (without botching it up). But I admit, in teams it may be better.
For something similar but not exactly in the same lane, I'm thinking of Mario and Luigi: Superstar Saga. But that's more about timed button presses than actual memorization of orders.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, it's not just about making the game harder, it's about having enough options that the player can react to situations in multiple ways, and having many situations occurring at the same time, so that the "solution" to each turn in battle is not just mind-numbingly obvious, and so that the player has multiple options available instead of just one or two.
author=Rast
The concept of Yin and Yang is Chinese, so that's not a bad idea.
It's not very faithful to the original meaning of the concepts though.
It might be interesting to accumulate "yang chi" when you attack, and "yin chi" when you're attacked, but that's probably overcomplicating things.
I've been toying around with my original concept and have a few proposed design changes:
I realized that, as LockeZ pointed out, having a single player in the party severely limits the variety of solutions to "problems". At the same time, I don't feel having multiple party members would work well, especially with the combo system. With that in mind I'm considering a TBS. With clever enemy and map design, I feel this would engage the player a bit more and would still allow a variety of skills, especially with range being an issue now.
Because a TBS with one player isn't amazingly engaging(though it can be), I'm thinking allowing the player to recruit other members of the Monastery. They'd more or less be faceless mooks with a random name, at least while I sort things out. You'd still only have one of the main characters in your party at any given time, and I'm considering giving each a unique specialty that provides boosts to certain statistics(move range, attack range with ranged weapons, etc etc). Eventually, when they do meet up, you'd be able to select which one to command your soldiers.
To supplement that I'm also considering adding some RTS elements to the game and allowing the player to gather materials such as wood, ore, fabric and animal hides.. These materials could then be donated to the Monastery to allow the local craftsmen to create new or improved items. Wood, for example, would allow the creation of bows and basic arrows, and wooden training weapons and equipment to help train recruits. Having both wood and ore would allow the creation of crossbows and polearm-type weapons. Animal hides would allow leather-like armors(and with ore, certain types of armor like banded mail), while fabric would yield higher quality clothes. You'd essentially be upgrading your source of gear at your own pace while proceeding through the game, rather than just wandering to the next town and buying whatever is better.
As far as the actual resource gathering goes, I'm thinking the player will have opportunities to gather resources throughout the regular story, but can also go on excursions from the village if they so feel like it. Where they go and what they can gather will be somewhat dependent on story progress. Eventually they'll be able to hire others to go gather resources for them.
All of the above would additionally contribute to training recruits for you to bring to battle and allow you to train and use different unit types.
I realized that, as LockeZ pointed out, having a single player in the party severely limits the variety of solutions to "problems". At the same time, I don't feel having multiple party members would work well, especially with the combo system. With that in mind I'm considering a TBS. With clever enemy and map design, I feel this would engage the player a bit more and would still allow a variety of skills, especially with range being an issue now.
Because a TBS with one player isn't amazingly engaging(though it can be), I'm thinking allowing the player to recruit other members of the Monastery. They'd more or less be faceless mooks with a random name, at least while I sort things out. You'd still only have one of the main characters in your party at any given time, and I'm considering giving each a unique specialty that provides boosts to certain statistics(move range, attack range with ranged weapons, etc etc). Eventually, when they do meet up, you'd be able to select which one to command your soldiers.
To supplement that I'm also considering adding some RTS elements to the game and allowing the player to gather materials such as wood, ore, fabric and animal hides.. These materials could then be donated to the Monastery to allow the local craftsmen to create new or improved items. Wood, for example, would allow the creation of bows and basic arrows, and wooden training weapons and equipment to help train recruits. Having both wood and ore would allow the creation of crossbows and polearm-type weapons. Animal hides would allow leather-like armors(and with ore, certain types of armor like banded mail), while fabric would yield higher quality clothes. You'd essentially be upgrading your source of gear at your own pace while proceeding through the game, rather than just wandering to the next town and buying whatever is better.
As far as the actual resource gathering goes, I'm thinking the player will have opportunities to gather resources throughout the regular story, but can also go on excursions from the village if they so feel like it. Where they go and what they can gather will be somewhat dependent on story progress. Eventually they'll be able to hire others to go gather resources for them.
All of the above would additionally contribute to training recruits for you to bring to battle and allow you to train and use different unit types.
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