Glitchfinder":1mcgek4f said:
Do you mean random encounters as in random battles, like Golden Sun and jRPGs tend towards, or random encounters as in random events, like you occasionally see at a crossroads in a Bethesda game? (Mixed in with random battles, but the point stands)
Random battles like in classic JRPGs - and the Pokemon games; people tend to forget that Pokemon has random battles (something worth thinking about).
I think if I follow what Undertale did and have a rather interactive battle system I can comfortably lose "experience & levels" and focus on the idea of equipment being the stat booster. Perhaps use items to permanently increase stats. My worry about levels is that it hints at a lengthy game with lots of the character stat building, I don't want to give anyone the illusion of a long experience. A new weapon would boost up stats in one-go, it wouldn't have the gradual effort with investing time into your character - the pace is dictated by what you find.
The character stat growth system should really be dictated by the battle system, which I've only started roughing out ideas for. I don't like how some pretentious indie-RPGs go for a weird puzzle-game style battle system with loads of text on the screen and you have to match 4 strawberries to unleash a combo attack or you have to do some button inputs within a time limit then rub the sword icon across the screen as fast as you can - these types of systems always feel disconnected from the game-world to me. It's like I've been thrown into a game of Tetris to defeat the enemy - boss battles tend to always suck with these systems as they just give you a harder/faster puzzle to solve rather than do something related to the theme of the boss.
Maybe a traditional ATB will actually be the way to go; I've already done a heck of a lot of research and development on an ATB based system for a previous project so I can just transfer everything I've learned and figured out over from there and build it in MV, would save me having to solve design problems with a radically new system.
EDIT: I'm hoping a lot of the value in this project will be the commentary about its development, I plan to discuss a fair amount of stuff that we talk about here (related to game development, specifically RPGs - perhaps even RPG Maker and the community itself). I think that's something you can only do with a short-game.
ZenVirZan":1mcgek4f said:
man i wish i could actually write
id biz the fuck out and never stop developing if that was the case but like
i recognise where my faults are and much in the same way i have troubles writing essays, i also cant write stories for shit
always wanted to program the systems for an rpg, but i cant actually do the important part which is the characters and story
Writing is one of the things I'm confident about. Music and sound is my biggest skill gap and the one I'm most worried about.