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P6 Blog #2 Multiple Paths and Fusion

  • J-Man
  • 07/07/2016 12:25 PM
  • 1989 views
Hey there peeps, Jaymonius here with some updates and discussions about the state of Phantasia 6.

Lemme say first that I have been making some good progress on the game after a couple months of being away from it due to lack of motivation, but I try to balance the spriting and the game making to help inspiring me to keep moving forward.

NOW THEN!

Finally I got my Element Fusion skill implemented, it took some time and a lot of work arounds but I was finally able to make the Element Fusion. Explanation time.

In Phantasia 6, as the character profiles explained, you will be getting the incarnates of the Elementals that helped you/battled you in the previous Phantasia games, when they join they will have their own diverse set of magic based on said element.

However, the main character, Zack, doesn't have access to any magic. However, he does possess a unique ability to fuse with the other incarnates and inherit their magic.

Before Fusion =>After Fusion
=>


They will also be inheriting some other benefits upon fusing. However, while you do fuse with the character, that also does leave you party of 4 to a party of 3. And should Zack get killed while fused, both him and the fused will die. So if you think Zack will die and will have a lack of recovery, you can revert the fusion and the fused incarnate will return to normal.

One nifty thing too is that when you do fuse with an incarnate you won't lose a turn doing so, the same applies when reverting. However, keep in mind though that when doing these actions will cost a turn, so if you happen to have a positive status effect, the turns will go faster, but the same can also be said true for negative status effects. (I may have to find a way to fix this, but this is how it stands for now.)

Next on the list of discussions is multiple paths and endings.

Ever since I made Lost Land Ruin VX, I have been liking the multiple path things a lot more, I blame the Shin Megami Tensei series for that really, it was a huge inspiration to do multiple paths in LLRVX in the first place. And the same holds true for P6, where I want to make a Life Path and a Death Path and a... path. I'll leave those three names to your imagination on how they will turn out.

But I do ask, what is yours, the readers, stance on multiple paths and multiple endings? How do you think the concept should be executed, should the player be put back into the beginning once the ending is achieved? Or should they be put back on the beginning again?

I'd like to hear your opinions.

Well, that's all for now, I'll try and pump more progress on the game as the months go by. Toodles.

Posts

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Glad to see you're still working on this. And just think, only nine more game to go before you catch up to Final Fantasy!

That fusion system sounds interesting, though a pain to balance. Make it too weak and it'll never be worth it. Make it too strong and it'll be the only thing you do. On the flip side, maybe always doing it isn't a bad thing. I mean, you have three options to fuse with each battle, which is basically saying "which of my other three characters do I need to be stronger for me to win this particular fight?" Actually, that sounds pretty neat, now that I say it.

I like multiple endings in a game. Multiple paths can be fun too, though often the work because overly burdensome and games end up with three mediocre paths rather than one good one.

J-Man
But I do ask, what is yours, the readers, stance on multiple paths and multiple endings? How do you think the concept should be executed, should the player be put back into the beginning once the ending is achieved? Or should they be put back on the beginning again?

Is that a typo? Did you mean to ask whether they should be placed back at the beginning or the ending of the game after they win? Or were you trying to ask something else?
Probably something else. It is merely me asking if getting the ending you get should result in you going back to the beginning of the game, or back at the point of the branching paths.
I think games conventionally send you back to the beginning, unless branching paths end up being a recurring theme (like they were in Radiant Historia). I guess it's a bit different with an RM game since most people don't play them twice, but how would you even set the stats for the characters if they went back to the branch? Would it be like "New Game +" and they'd be all over powered for that segment? For me, I think I'd just stick with sending them back to the beginning of the game and resetting their stats.
Yeah, I sorta want the same idea of sending the player back and resetting the stats. Or if there's a way I can add a grade system like in the Tales series where you can inherit items, levels, and other stuff upon starting a new game.

The thing is, one of the paths I have planned results in MAJOR consequences and it is up to debate if I want the save file to be completely erased or just do the usual and have New Game + to at least not make the trip a complete waste.
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