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Game Design

Major Gameplay Update to Classes

Changing classes will no longer save level. To counter balance this, the player can now find level up items, "Level Boost", in chests or as rewards for side quests.

My reasoning for this change is to give a sense of growth when starting a new class as well as rewarding those who stick to a class whilst making the transition to a new class a bit more bearable with the level up item (it also gives grind-aholics some grinding to do if they so wish).

Another (not so original) idea that may/may not be implemented are passive abilities that are class specific upon level up. Warriors will gain 10% HP/5% ATK permanent buff at certain level thresholds, Mages, 5% M.ATK etc etc. This will be to coincide with the removal of level save when class changing.

Meanwhile, some other minor tweaks have been made....

-Dungeon map aesthetics have been altered to be more consistent with other indoor areas (house inners showing the outer walls)
-Warrior skill "Lionheart" changed to "Braveheart" and now buffs ATK by 50% whilst decreasing DEF by 50% for 2 turns.
-Warrior skill "Provoke" has been added (details still to be determined)
-Monk ability "Retaliate" has been added (increases target rate and counter rate to max whilst decreasing ATK by 50% for one turn)
-Monk base ATK reduced slightly (too stronk)

Game Design

Class change, appearance change

Decided to make use of MVs Generator so now characters face, sprite and battler change with the selected class. Again, using RTP assets so nothing fancy but hopefully it adds a much needed aesthetic to the class change system. Examples below are of the main characters Warrior, Mage, Cleric, Knight and Spellblade images.

https://rpgmaker.net/games/11562/images/95128/

https://rpgmaker.net/games/11562/images/95127/

https://rpgmaker.net/games/11562/images/95126/

https://rpgmaker.net/games/11562/images/95125/

https://rpgmaker.net/games/11562/images/95124/
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