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Game Design

Game Constants

So, this game is in a very early stage. Even so, I got 95% of the events in the first 90 min of the game nailed down, as well as the basic premise.

However, I'm still trying to figure out the actual game systems, so I'm posting here the ideas I have so far.

Character Systems

- Party Size: We have 3 protagonists and 75% of the time one guest that presents the player with mechanics they're not yet able to see at this point in time. Guests bring the different worlds to inside the characters' party.

- Inventory system: Each character will have 1 weapon slot, 1 armor slot and 4~6 Other slots in their equipment screen. Items can only be used in battle if they're equipped. The Other slots can hold the following categories of items:

-Consumables: These are potions, bombs, seals, everything that can be used in battle.
-Accessories: These are additional equipment in case you need some extra defense.
-Relics: These are equivalent to equipping Passives, and are found throughout the worlds. Things like HP Regen, Exp+, etc.
-Skills: I'm still toying around on how I'm implementing skills but one thing I do want is that respective tomes or shards or whatever must be equipped to access that skill list. So if you want to use your Rune Magic, you must have a Rune Tome equipped.

- Magic System:Magic will be divided in a large number of schools, drawing inspiration from SaGa Frontier and western RPGs, and they won't have a directly progressive set like Fire > Fira > Firaga. Instead, I want to rely on quirky and different mechanics for spells, using additional status effects, damage formulae, target scope, etc.
-Magic will be bought in shops, the "main" schools are in regular shops you find throughout the dungeons and the other, quirkier and more powerful if used right schools are found in hidden worlds, after sidequests, dungeons, etc. but always a shop.

-Weapon Skills: Weapons will be divided in a few very solid categories, and each has a different tactical idea behind it. You want maces to stun enemies and ensure the safety of the party, swords to slice and dice with power and speed, daggers to inflict status effects, etc. And this reflects on skills that can be learnt from the weapons. Upon winning a battle there will be a certain chance of learning a skill from the respective weapon.


-Rhythm: The game follows a rhythm of constantly showing the player new, contrasting worlds (that get larger as they go on) and returning to the familiar environment of the tower. Like a waltz, they go back and forth, step in and step out of those environments.

-Puzzles: I hope you liked the Cloister of Trials in FFX. Lol.
Upon finishing the tower section of a respective world, you have to finish a puzzle in order to unlock the door to the next world.

-Garments: Very likely just a visual thing, but upon stepping on a new world, the party's outfits are changed to mach said world. So there's all sorts of worlds with all sorts of garments. :>

-Mini-Worlds: Just like the original SaGa, there will be mini worlds too. These offer basically one thing only, and little to no story progress. The things the player can find vary from a town to a dungeon to a magic school to all sorts of weird and pun-ishing things. In... A good way.
Think of those quirky items like peanuts and high heels in Castlevania: Symphony of The Night. So, mini-worlds are my way of being quirky.

So, these things are more or less set in stone and I can see some nice things flourishing from them. Now I need to work a little more on the foundation of the game, develop my art style 'cause I'm not happy with it, and materialize the first part of the game (which will be easy because it's already set, basically) then it's DEMO TIME!

BTW, I'm creating a GameFaqs-ish walkthrough for this game as I make it, it kinda helps me to not lose focus. Do you do the same thing too? Have you ever tried?

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