I'm working and finalizing a game design I've had for about 10 years. Upon putting the finishing touches, I've decided to draw something that illustrates the parameters of the game, which are a handful of stats grouped into three categories.
By doing this, instead of having a character's techniques decided by their "class",appearance, or some other factor, I want the numbers to directly affect what they can use.
For example, instead of restricting a character with warrior like traits from using "magic", they WOULD be able to use it, but if their relevant stats aren't high enough, they will either create a small version of said "magic" attack, or a puff of smoke will come out, instead of just "you can't use this skill" message. I think it's funner that way and adds charm to a game. Besides, perhaps some people can use the weaker version of an attack that doesn't fit their skill set in some way.
Anyways, the three categories are enough to determine a wide range of abilities that you can almost see in any action/fantasy medium.
The three aspects illustration, that will be the cornerstone of the battle system in my game. The system itself is a mix of rpg, action, and simulation genres.
What do you think of this graph? The bottom left is physical or "Form", The top is what would be traditionally be known as "magic" or "special attack", but in this game, is known as Spirit. The bottom right is "Mind", which covers techniques most games categorize as "support" and usually have no stat basis. The system is a little more complex than that, as you can see from the middle area and other areas between the three points.
Back to Mind, in most games, support skills usually do something like x1.5 boost to a stat or heal somebody for 50% of their life, regardless of the user or receivers stats. With this, you would have to invest in mind to be able to make good use of support skills. Mind also covers miscellanous skills such as "illusions", and other unique techniques that can't be generated by either form or spirit such as telekinesis, psychic intuition, etc.
I have thought this system out well, for years, and hoping that this year, I can finally make it into a game. This post was just to share this particular mechanic, as theirs so many other game mechanics in the game I would like to talk about, but each on their own would take 2 pages or more to cover, so I'm in the process of trying to find a way to explain it visually using illustrations.
On a side note, my goal right now is just to make a demo to showcase the battle system and game mechanics, with two playable characters and the option to turn one to be A.I. controlled so that you can fight them. A single level to show the dynamics of a interactive environment combined with RPG and action elements.
Edited by Fradno, 21 December 2013 - 07:28 PM.