Turn based rpg

>turn based rpg
>limited enemies to limit grinding
>enemies can kill you fast but you can do the same. To not waste the players time
>enemies on a grid like battle network/radient history to add a bit of strategy
>skills and abilities tied to story progression not lv ups to make the difficulty a bit more hand tailored
>3 playable characters to make the game built around their skillset
>team attacks like chrono trigger
Thoughts?

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>BIG BOOB BIG BUTT ME LIKE OOK OOK

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this website has abhorrent taste in women

I think that image say more about you than me since you weren't able to make a logical response to my post

...

Care to say anything about the words I wrote down?

>Thoughts
Yeah, is there some reason you're having trouble finding the amateur game dev general on /vg/?

Didn't know there was one honestly I'll go there

seething chestlets/landwhales/trannies

Any game that lets you change the character appearance as you progress and gain more xp?

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No lie, chestlets with nice booties are pretty fucking hot

Fable

Absolutely perfect

You can change your weight and face for cheap whenever in Fallout 4. So you could try to change yourself each time you level or whenever you feel like it.

The architect strikes again.

... Perfection..

I would add
>enemies have actual mechanics and it's not just "hit them until they die"
>instead of character speed determining the order the attacks play out, cast time of skills does so you can have a big slow attacks, fast heals, and reactive moves
>change grid to an actual tactics like arena, and have positioning be a factor
>have enemies telegraph their attacks so you can tell what attacks to use
Basically make a turn based action RPG.

UPGRADE

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>limited enemies to limit grinding
I've thought about this before but I feel like it might lead to some problems. Like, how exactly do you balance what levels the player should be at? Do you expect for them to kill every single enemy, or only some of the enemies, or what? I think if you're going to limit the amount of enemies you should also consider removing EXP under normal circumstances, maybe just have battles only give money.

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>enemies have actual mechanics and it's not just "hit them until they die"
That's kinda what I want how I'll go about it I dont know yet
>cast time of skills does so you can have a big slow attacks
Seems interesting but I feel like it might get boring maybe it could be a mechanic for one of the characters
>change grid to an actual tactics like arena,
I wanna leave the game still relatively simple but challenging
Well if I know the max lv someone can at is 20 I'd probably balance it around 17 or somthing like that I'd play around with it a bit to get the numbers right. As for removing exp entirely I feel that gets rid of need for battles all together I dont think gold is enough of a reward

bond burgered?

The big concern I have is if the player winds up underleveled, and then they don't have the ability to grind levels to fix the issue. If you're able to go back to previous areas and clear out the enemies you skipped then that's ok at least, but then it would also be frustrating to have to go back and clear out old areas. A good potental fix would be to use some sort of percentage EXP system, with diminishing returns the higher you are. So say you're level 10 and you're supposed to be 17, if you can beat the enemies you get a large boost to catch you up; but if you're up at level 20, which is the intended max level for the area, the enemies will give you next to no EXP so you know it's time to go on. I'm not sure if this would work out with a limited amount of enemies or not however.

By limited enemies I ment once you beat them that dont respawn so if you some how end up way under leveled you can go back and fight the enemies you missed, but that might be boring too so I'll have to think about it

this is basically radiant historia

I only played a little bit of it would you say it's too similar?

almost perfect but that make up feels bad :(

Yeah that's what I was thinking. If the player winds up underleveled and has to back track because there are no more enemies to fight, it would be very frustrating. Ideally, you would want to do one of two things; either incentivize the player to kill every single group of enemies, or find some way to make it obvious how many enemies the player NEEDS to kill before advancing. For the former, I would consider something like Illusion of Gaia; though not strictly an RPG, there was a system there where killing every enemy in a room got you a permanent stat upgrade, which makes players take extra care to clear out every enemy they encounter. For the later, simply having each area have a level recommendation, or perhaps a message popping up saying you're now the intended level might work, like pic related from Half Minute Hero. It's all stuff to think about. For the record I do like the rest of what you said at the start.

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THE GREAT PROPHECY OF THE ARCHITECT WAS WITH US ALL ALONG

>obvious how many enemies the player NEEDS to kill before advancing.
I feel like the boss of the area would make it obvious whether or not you're under leveled but you make some good points
>having each area have a level recommendation
This would probably be the easiest way to go about it, octopath traveler did that

I still dont get it

BASED@!!!!!

?

now i get it. it was a meme from the future.

Last night I secretly plus sized your sister.

You made my sister fat?

Yeah, that is kind of Pierce Brosnan's M.O.

This, but unironically

>trails of cold steel

Bump

the patrician choice