I enjoy a good turn-based, top-down, NES-style RPG, so I've decided
to create my own RPG engine that takes that classic experience style and mixes
things up a bit. Or a lot.
This menu business is the first to go. |
First, I will be taking a look at the battle system, as that
is the heart of gameplay in an RPG. I've
decided to dispense with the menu-driven battle system, but keep the turn-based
nature of old RPGs.
So I've come up with a simpler solution: make the battle
system feel more like a CCG. Instead of
normal attacks, magic, or items, the player has a deck of cards, and randomly
draws five cards each turn, and picks from them.
This card battle system also dispenses with MP, a notion
that always seemed silly to me.
While this limits the player's options, it makes the
interface simpler. All the player has to
do is select their card of choice, and all five are displayed up front, so there
is no digging through menus.
Once the basic battle system is in place, I will move on to
other aspects of RPGs, taking things one at a time, until a full engine is in
place that can be used to make a small sample RPG that uses each function of
the engine.
So next week you'll see how far I've come to creating the
battle system, and you'll get to play what I have. There won't be much in one week, of course, but the basic (placeholder) interface will probably be done, if not the functionality.
Might want to look at Baten Kaitos for the Gamecube, which also had a card-based system.
ReplyDeleteI hadn't heard of it before; I'll definitely check it out! Thanks!
ReplyDelete