LaDestitute
Member
Years ago when it's preview was shown; I had predicted Sonic Chronicles would be bad...and I guess mostly, I was right.
It seems SEGA & SonicTeam couldn't take what was good in the series (such as the sense of action and speed most new games have lost) and transition it into a good way for a RPG. I believe I can do that.
Super Mario Bros is doable as a RPG because the series focuses on jumping and adventuring, which a RPG can capture well. However, if you take a look at Sonic instead, action and speed isn't so much easy to do RPG wise.
To remedy this, you would need a battle system that empathizes those elements...so yes, no turn based battle system. More like something XAS styled (such as LoZ or Secret of Mana) where encounters seamlessly transition into battles, and it's simply the same format as sprites on a map, slightly different. So, it's free roaming (although characters are closed off to a specific area, done in the style of invisible barriers) and the characters have moderately fast movement speed to empathize Sonic's sense of speed in the games. Attacks are done with the space key, enter key, and "c" key; each of them different. A "c" key is a weak attack, a space key is a medium attack, and an enter key is an strong attack. Space/Enter/C attacks connect if you press the key directly one tile adjacent or next to an enemy. Skills can be learned by equipping weapons, and accessories; and these skills can be linked to a set of hotkeys; which are 1/2/3/4; and some skills from weapons/armors/accessories are temporary, some permanent. For example, equipping Knuckles with a Shovel Claw weapon will permanently give him the Dig skill.
Taking a design cue from Sonic Battle, at the start of every battle, your asked to choose from three different battle styles: Offensive, Speed, and Defensive. These majorly alter how you can fight in battle.
That's the main foundation and what I have so far for the battle system for a potential Sonic RPG.
It seems SEGA & SonicTeam couldn't take what was good in the series (such as the sense of action and speed most new games have lost) and transition it into a good way for a RPG. I believe I can do that.
Super Mario Bros is doable as a RPG because the series focuses on jumping and adventuring, which a RPG can capture well. However, if you take a look at Sonic instead, action and speed isn't so much easy to do RPG wise.
To remedy this, you would need a battle system that empathizes those elements...so yes, no turn based battle system. More like something XAS styled (such as LoZ or Secret of Mana) where encounters seamlessly transition into battles, and it's simply the same format as sprites on a map, slightly different. So, it's free roaming (although characters are closed off to a specific area, done in the style of invisible barriers) and the characters have moderately fast movement speed to empathize Sonic's sense of speed in the games. Attacks are done with the space key, enter key, and "c" key; each of them different. A "c" key is a weak attack, a space key is a medium attack, and an enter key is an strong attack. Space/Enter/C attacks connect if you press the key directly one tile adjacent or next to an enemy. Skills can be learned by equipping weapons, and accessories; and these skills can be linked to a set of hotkeys; which are 1/2/3/4; and some skills from weapons/armors/accessories are temporary, some permanent. For example, equipping Knuckles with a Shovel Claw weapon will permanently give him the Dig skill.
Taking a design cue from Sonic Battle, at the start of every battle, your asked to choose from three different battle styles: Offensive, Speed, and Defensive. These majorly alter how you can fight in battle.
That's the main foundation and what I have so far for the battle system for a potential Sonic RPG.