Hello. While researching this topic, I came across the following image:
Does that sum up RPG mechanics I should add to my game? My goal is to create a very standard, single-player turn-based RPG. But even though I've played many, I don't really know where to start. Well, I have started, but I'm not sure how much I need to add to finish it. In any case, I'll get straight to the game design portion. Any feedback would be appreciated!
Story
Although I'm not a huge fan of fetch-quests, this is what the story currently entails. There is an annual, worldwide competition between the seven countries of the world (each based on a particular element). 35 coins are hidden throughout the seven nations, and the player's goal is to form a party and collect the most coins within 90 days. The purpose of the competition is to demonstrate the strategic abilities of each nation through a sort of Olympic-type game. The party can have between 3 and 5 members (including the player), and the NPCs can be from any of the aforementioned seven nations. One interval of time passes after so many actions (morning events, noon events, night events). The player can choose a combat, stealth, or diplomatic playing style.
*This story is subject to change.
Experience Points
No level system; however, the player can gain experience in various areas. For example, if the player wants to use a bow instead of a sword, then the bow's experience can be increased with use. If the sword is not in regular use, sword experience will lower.
Classes
Classes determine beginning stats and cap the experience gained in certain other areas. So if a mage wants to use a sword (or a fighter wants to use magic), he or she can. The only thing is, the experience will have a lower cap. Here's what it might look like:
- Mage Sword Experience >>> 30/60
- Mage Magic Experience >>> 50/120
- Fighter Sword Experience >>> 30/120
- Fighter Magic Experience >>> 50/60
Classes include the Mage (high magic cap), Fighter (high sword cap), Rogue (high agility cap), Ranger (high bow cap), etc.
Each character class will have more than one exp cap associated with it. One is the type of weapon they can gain the most experience with. That way, any class can use any skill effectively (but not as effectively as a class with that specialty).
Acting
I want to try something different in this game. The coins I mentioned earlier can be obtained in many different ways: quests, challenging another party for their coins in a battle, finding them in various locations, and more. But I'd really like to incorporate strategy into the acquisition of the coins. What I mean is, what if I used gambits as means of role-playing (in addition to the standard dialogue trees)? That could be interesting.
A gambit here would have a particular alignment, or combination of them: stealth (secretly taking the coin from an area or character), combat (using turn-based combat to challenge another team), or diplomacy (talking to/persuading other characters with a dialogue tree). Should each character have an experience cap for these as well?
Exploration
I think the story calls for this. More specifically, below are the nations the player can explore, in no particular order. It will be an open-world game, but not exactly a pure sandbox.
1) Pyro Nation - Known for the fire element
2) Terra Nation - Known for the earth element
3) Aqua Nation - Known for the water element
4) Gale Nation - Known for the wind element
5) Current Nation - Known for the lightning element
6) Ore Nation - Known for the metal element
7) Frigid Nation - Known for the ice element
Turn-Based Battles
The battles system in this game is divided into two turns: offensive and defensive. I wanted to incorporate strategy into the turn-based battles, and after researching the fencing sport, I thought about using this system. Dragonball Z Legendary Super Warriors, a TCG on the GBC, uses a similar battle system.
o Offensive Turn >>>
o Attack - Use a targeted attack to land a hit on the opponent
o Feint - Use a mock attack to distract the opponent from guarding another area
o Lunge - Forcefully attack by propelling one's entire body forward (lowers guard)
o Defensive Turn >>>
o Defend - Block a targeted attack to prevent a hit from the opponent
o Parry - Deflect an attack away from oneself to lower the opponent's guard
o Counter- Use an evasive maneuver to land a hit on the opponent (lowers guard)
The battle would end when an opponent's HP reaches 20%. There's no death/fainting/respawning. After losing a battle, the player might lose a coin or item, but these can be obtained again.
Items
I did a bit of research and compiled a short list of possible weapons that can be purchased/crafted. I still need to add equipment (such as gloves or armor) and items (ex. potions) to my list. If you have suggestions for these, I'd be happy to see them.
Kris
Wooden Sword
Iron Sword
Rapier
Saber
Long Sword
Hook Sword
Katana
Broad Sword
Claymore
Tonfa
Maul
Javelin (Light Spear)
Spear
Lance (Heavy Spear)
Halberd
Glaive
Bow
Long Bow
Light Crossbow
Crafting
This is a feature that I want to include, but I'm not really sure how I should do it. I might eventually add this to the game.
What do you think? Thanks for reading this post.