Tuesday, June 1, 2010

Battles Battles Battles Battles

I've been putting a lot of thought about how to do the fighting in the Super Immortal Role Playing Engine. Standard turned-based with attacks and MP and items is fine, such as what you would see in the early Final Fantasy games or Dragon Warrior games, but the problem with these systems is that it doesn't allow for very much customization.

There is something I always enjoyed about the Pokemon series. You get to choose what moves to keep when leveling up. It adds a whole strategic element that just simple attacking and using spells doesn't quite achieve. So there's that. I also really like interactive type battles, like you see in most Final Fantasy games. You know, "Don't attack when the tail is up!" type of stuff. So I hope to for sure include those types of things.

So anyways, what I think I'm going to go with is a system where you have a "bank" of moves that you know. These moves are learned by doing various tasks for people, finding certain items, or growing to a certain level. Then, from this bank of known moves, you can choose and equip, or "arm" 3 of them. You then can use those 3 in battle. So when you are preparing for a boss fight, you might want to arm the skill that is more effective against dragons. Or, you might find that your fire-based skill will do nothing to a fire-y demon.

This will hopefully add the most strategic value, plus add more reason to do side quests and the like. Let me know what you think in the comments!

4 comments:

  1. it would be cool to have a final fantasy seven-esque system where the skills level independently with use.

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  2. That's a pretty awesome idea actually. Very do-able.

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  3. Good concept but don't say "Final Fantasies" lol ! You should add also a way to remove skill or buy new ones...

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  4. Okay, most Final Fantasy Games :P
    Yes, with this system, you will be able to buy some skills.

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