I'm looking for an engine for a 2d action RPG, a hobby project me and some friends are working on. There's a list of things we're trying to do with it that are fairly complex, and all of us are normally modders instead of actual devs, so while we do have a lot of experience modding and at least two of us (myself included) are pretty good at it, making an actual game is new to us and something fairly easy to use would be preferred. Also I should mention that I'm not the one doing the programming. (I might pick up some to make it easier on the guys that are, but that's not why I'm there.) I'm doing sprites (we all are), music (one other guy is as well, but this is primarily my job) and level design (working directly with one other team member).
What we need, in brief:
2d, top-down/isometric view.
Support for *entirely* sprite-based graphics, specifically 16-bit.
Real-time combat.
Very precise hitboxes and multiple hitboxes per character.
Support for a large number of custom stats per character.
Support for DoT and other status effects, but on a numeric basis.
2d, top-down/isometric view:
This is fairly self explanatory.
Support for *entirely* sprite-based graphics, specifically 16-bit:
We have a pretty good idea how we want the game to look. And we're picturing a couple late '90s 16-bit games made by Square Enix. Namely, these two.
http://topiat.com/system/images/1147/originals/051120101538/secret_of_mana.jpg
http://sydlexia.com/imagesandstuff/snes100/snes30.png
Real-time combat:
Our combat is supposed to be real-time, complex and tactical. The basic principle is similar to the above games, but with larger movesets for the player. If the engine is a JRPG engine, it just flat-out will not work. Same goes for engines that are built for turn-based combat.
Very precise hitboxes and multiple hitboxes per character:
We want to make the hitboxes match the sprites as much as possible. We also want to have multiple hitboxes so we can isolate specific parts of characters for you to hit. (IE: Breaking a boss's arm, if its attacks are giving you trouble.)
Support for a large number of custom stats per character:
This goes into the above, but there's also standard RPG stats, a number of defence and resistance stats and derived stats. They're also important to the combat system, and the main reason we aren't just making this as a mod. (Well, other than how much more difficult the art assets would be to create.)
Support for DoT and other status effects, but on a numeric basis:
This system has bleed, various poisons, diseases, fire and all sorts of of other status effects. However, they all have to be numeric. This is both to allow different strengths of these effects and to allow the resistances to them to, you know, work. If the engine can't do that for whatever reason, or makes that an especially huge pain in the ass to do, that's a problem.
We'll make do if something is a bit off, but whatever does these the best and easiest is what we're going to go with. Also, as a side note, I am just giving all the recommendations to the rest of the team. We're making the decision as a group.