Tuesday, September 15, 2009

Quest for the key essence of the Japanese style RPG Battle System:

It's My Birthday today! (22 now)

I'm just finishing some homework up :/

I've had an abstract idea that has been driving me crazy for the better part of a year now.

I want to program a turn based J-RPG style battle mode. A system that is stripped down to the bear essentials while feeling fresh and new (I know, I know! don't say it!)

If that where not bad enough, I want it to be fun.

What I would like to do:

-I want to remove most spells, Skills and items
(in the traditional sense)

-IE Typical RPGs have multiple healing spells and items, but this is a waste. I want this game to only use one method of healing. perhaps a single spell/item. maybe one that levels up with you.


- The Attack option should be the primary means of damage.
-A sword is a powerful weapon that got many warriors through countless battles through out history, so why than should magic be required to kill hordes of beasts that look no more ferocious than the common black bear ?


-I do want magic in the game, but I only wish to have around near five spells in total.[Others could be added once I release the engine, but I don't want them to be the focus like they are in other RPGs)

Reason:
Spell animations take up too much development time in making an RPG, so I would like to replace them with a less wasteful use of the developers time.



I am currently prototyping this using Construct, (www.Scirra.com) and will eventually release it as a free template for others to use/ build on.

I'm making it "Graphic Independent" so that anyone using the engine can replace the graphics, move the line up of combatants , Change Menus, etc.