>RPG >Grid based combat (Dofus, DnD, that sort of thing) >Summon characters to fight Persona style, characters are fictional classic book characters or over-the-top depictions of historical characters. >Dungeons are pre-designed, no random encounters, tough Zero Escape style puzzles >Day-to-day time mechanics, social simulation. >Believable relationships. You can blow it with a specific girl, relationships continue and require maintenance, breakups are possible, cheating is discouraged. >FE style party member recruitment. Smaller scale, but most people you can make friends with can eventually become a party member.
Well, Sup Forums? I'd like to develop this concept, what do you think.
Wyatt Nelson
C'mon, don't make me make a clickbait thread with tits on the picture
Cooper Reed
Sounds neat! Definitely go for it.
Andrew Sullivan
>>Grid based combat (Dofus, DnD, that sort of thing) stopped reading there. take inspiration from games with good combat instead.
Angel Russell
What alternatives would you go for? I feel like traditional turn based would be somewhat constrictive, I like the idea of movement and AOE abilities. Thanks! I'm a graphic design guy, so I'll love to make the UI and characters. I'll probably look for help on the programming side once I get some animations and story concepts done.
Ethan Jenkins
So it's basically persona with a grid and fe elements?
Cooper Price
My original idea was an time travel rpg where historical and fictional characters from different times band together FE style. But then I thought that Persona has a ton of elements that I like but could be improved, so I mixed the both of them. I don't want to make a straight ripoff though, the combat and dungeoneering would be very different. Plus writing time travel would be bullshit.
Daniel Bell
the problem all grid based strategy video games have is that they're worse than chess. most games the player doesn't have to think ahead and they can approach most fights the same.
the best turn based combat of all time is WORMS ARMAGEDDON. it's dynamic, it involves platforming and physics, the environment matters, there are no stats or levels cluttering the game, and it's on a timer. speed chess should be your foundation. if you want to make a turn based game, pick up speed chess. see DnD is just a series of compromises, which is why combat is kinda repetitive unless you have a GM who bends rules to allow improvisation silly stuff to be effective (RAW it's not, which is why a lot of shit funnels down the same "i hit him with my post powerful ability" over and over). meanwhile dofus is a goddamn mmo.
>simplicity >quickness >interaction that's how to make a good turn based game
especially stop thinking in numbers. disgaea is pure cancer.
Gabriel Jenkins
...
Joseph Scott
Recruiting works better in 2, where you actually need to save most of the cast.
Jayden Lopez
what is, SMT devil survivor?
Brayden Young
I've never played devil survivor
Jonathan Phillips
No stats or levels... Woof, that's a very different design philosophy than what I was thinking. I can see your point, though, it's an interesting way to see turn based encounters.
Grayson Davis
In the relationship part npcs should be able to get togheter. Dunno, maybe the mc being able to encourage a certain development between two character is a good middle ground between "characters must be potential love interest for the mc as long as he wants" (persona) and a bunch of already established relationships that are not related to MC. Helping the doctor in stardew valley getting laid could have been pretty fun, for example.
Carson Gray
This. Everything else is good but get good combat
Oliver Williams
Nigger did you play divinity 2.
Luis Cruz
Exactly! I loved that moment in stardew valley, and I kinda hate that every female social link in Persona is on your dick exclusively. Too much wish fulfillment in a system with lots of potential
Camden Cooper
thanks for your post
Ryder Powell
no, but that's a real time action game so I don't see how it's relevant.
Mason Clark
OP don't listen to those idiots, a dnd-like combat is already potentially more interesting than the classic turn based jap combat, and nobody expects a mr.nobody magically pulling out something as good as divinity 2 in the first place.
>has literally no idea of what divinity original sin 2 is. >real time action game. Holy crap man, do you live under a rock or something, its turn based combat system has been praised every fucking where.
Jose Wilson
The combat is turn based.
Chase Phillips
Divinity 2 and Divinity: Original Sin and Divinity: Original Sin 2 are three different games. >dnd-like combat is already potentially more interesting than the classic turn based jap combat That's like saying a two-year-old is a better runner than a quadriplegic, technically true but not a very good step up.
Joseph Hall
So basically I should find a compromise between these two opinions
Juan Campbell
You're welcome my eggnog
Joseph Smith
And you clearly had no idea of what divinity os 2 is before this thread, again, do you live under a rock? Or are you one of the shitposters who don't care about new games at all and come here only to dump some hot opinions about how everything new is trash? >That's like [some wannabe elist raving] The fact that you can't understand how out place such raving is in this kind of thread is pretty funny. What do you expect, some little hobby project having a revolutionary turn based system that can suit your whiny taste?
You should listen to yourself, see if what other people say can add, not replace, something to what you think or like, otherwise just disgard them. Possibly completely ignore the most unresonable cunts.
Jordan Reed
Thanks for the advice, user. I've been playing games all my life but only know entry-level sequelitis-tier game design theory, so that's why I feel maybe too dependent on people's opinions.
Hudson Harris
Well if you're going to envision dungeon exploration with random enemy encounters using a grid, I'd actually recommend against doing that and instead just doing fixed encounters with more thought out design. Sure it'll tank down replayability, but there will be no replayability if it isn't playable in the first place. Samey enemy encounters in RPGs can get monotonous, but samey enemy encounters in SRPGs are even worse imo. FE: Echoes is a textbook case of this of where encountering the similiar kinds of enemies in the same few maps can get boring of where you already know what to do and having to worry about the positioning and moving can add to the slog. Contrast that to other FE games where the map and enemies are fixed, but more thought is put into them, ergo there's a better variety and enjoyment from them. So unless you can think of a really good idea to make random encounters good, make them fixed instead.
Jose Rivera
My original post said no random encounters, that's what I had in mind for the start. Dungeons with very tough puzzles to solve, plus the pre-designed enemy placements. With the combat being on a grid, it would be the way to create interesting enemy layouts in differently shaped environments. That's what I originally thought, anyway. I agree with you, basically!