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> Need feedback/idea for skill learning system
Icenick99
post Apr 7 2012, 11:54 AM
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I feel that the heart of all games is the battle/skill system, so I decided to start building a solid base then work in story, maps, characters, etc...

So originally what I wanted to do was create a fantasy world where there are 10 elements, 5 major (fire,water,earth,lightning,wind) and 5 addition combinations (i.e: water+wind = Ice).
The way you would learn skills would be like FFX sphere grid, each character would have some starting point Fire/Wind/Lighting/etc... The whole idea is that healers or healing spells appear only in certain elements such as lighting, defense and tank abilities would lie in earth.

The problem, building a sphere grid is not a simple task, let alone implementing it into RPG Maker. Also there is a lack of uniqueness when everyone can do everything.

To counter this I wanted to include a secondary learning system or unique skill that each character will have (example FF3/6).

Finally I liked the concept the ideas and the spells, however binding it to my story was the hard part. The problem is that the story Im set on and the abilities don't make sense together.

I want to make a game somewhat simpler to X-men, in the sense that your main party will be "mutants" with a unique power set. Taking this approach I feel limits options, if you want healing abilities you need to take the lightning "mutant". You may say well whats the big deal, many rpgs have done this before white mages only learn healing. Also a power set like telekinesis does not reflect well in RPG turn based games, and I dont want the mutants to only be limited to controlling 1 type of element.

First off when I was creating my elements I had a vision, a sense of mastery over an element, such that lightning can shock people, restore life or even create a flash to blind enemies... What im getting at is the lightning grid offers customization so that your hero doesn't have to be a healer if you don't want, lightning in nature does more then heal it can strike you down.
Secondly the learning system would be very linear, even if I allow multiple options and paths to learn different skills. To counter this a job system might work, but again the story takes place in the semi-modern world, with humans, it kinda doesnt make sense to have swordsman, warrior, ninja, etc... jobs. But thats my opinion.

Sorry for the long wall of text. If you stuck it out this far thanks, and in conclusion, I want to bind my story with my element skill system, Im not sure how, some good systems would be similar to espers or materia, but they eliminate my sphere grid idea.
The ideal situation would be to have my heroes have 1 Unique mutant ability, the ability to learn elements and include a job of some sort (job more for the weapon and passive stats, i.e: Theif, Warrior, etc..)

I feel like its too much and doesnt make sense. Any ideas or feedback?
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Titanhex
post Apr 15 2012, 09:09 AM
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This actually might be good in design critique. It's a bit of a gray line, really, but since it's a lot more specific to a game in production I'll put it there.

Can I suggest adding pictures or organizing your design into more than long text? This can help you greatly.


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Icenick99
post Apr 15 2012, 10:51 PM
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QUOTE (Titanhex @ Apr 15 2012, 09:09 AM) *
This actually might be good in design critique. It's a bit of a gray line, really, but since it's a lot more specific to a game in production I'll put it there.

Can I suggest adding pictures or organizing your design into more than long text? This can help you greatly.


Great Idea! And thxs! This forum seems less active though :S.

Uploaded some pictures.

Here is what a very crude draft of what I was thinking for the elements, a sphere grid system, that requires mastery of Water and Wind to learn Ice. The five basic ones are the outer, the 5 fusion elements are the inner.


Another option I was thinking was a Diablo 2 type skill tree, excuse the WoW icons lol. But this is the Frost/Ice tree, I was thinking at this point having the element assigned to a specific hero.



Now im thinking I want both, the sphere grid for elements for customization (you can earn SP after each battle) and the Skill tree like in WoW talents, that every level up you earn a point and can choose character specific traits (not like the image uploaded).
I would like the use of jobs in there more then the talents per say, but my problem is tieing it together. In a world where there are humans and mutants, how come theres magic? Why are there these elements (aka Magic), the talents make sense because it can relate to their mutant powers, but how do I tie learning magic to mutants?

This post has been edited by Icenick99: Apr 15 2012, 10:55 PM
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rewells
post Apr 17 2012, 05:47 PM
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Great charts! It looks like you've put a lot of thought into this. But I'd be cautious of using both a grid and a tree. Try programming and perfecting one, and then see if you still think you need the other. It makes sense to me that mutants would have superpowers, and that the more experienced they get at using them, the more powerful they become - although, I'm not sure if a skill tree/sphere grid makes sense in this context (I actually don't think sphere grids ever make sense, but that's just me). I'd say narrow down your ideas to your absolute favorites and start programming, then you can post some demos and we can offer better feedback.


QUOTE (Icenick99 @ Apr 16 2012, 02:51 AM) *
QUOTE (Titanhex @ Apr 15 2012, 09:09 AM) *
This actually might be good in design critique. It's a bit of a gray line, really, but since it's a lot more specific to a game in production I'll put it there.

Can I suggest adding pictures or organizing your design into more than long text? This can help you greatly.


Great Idea! And thxs! This forum seems less active though :S.

Uploaded some pictures.

Here is what a very crude draft of what I was thinking for the elements, a sphere grid system, that requires mastery of Water and Wind to learn Ice. The five basic ones are the outer, the 5 fusion elements are the inner.


Another option I was thinking was a Diablo 2 type skill tree, excuse the WoW icons lol. But this is the Frost/Ice tree, I was thinking at this point having the element assigned to a specific hero.



Now im thinking I want both, the sphere grid for elements for customization (you can earn SP after each battle) and the Skill tree like in WoW talents, that every level up you earn a point and can choose character specific traits (not like the image uploaded).
I would like the use of jobs in there more then the talents per say, but my problem is tieing it together. In a world where there are humans and mutants, how come theres magic? Why are there these elements (aka Magic), the talents make sense because it can relate to their mutant powers, but how do I tie learning magic to mutants?



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Icenick99
post Apr 17 2012, 06:05 PM
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QUOTE (rewells @ Apr 17 2012, 06:47 PM) *
Great charts! It looks like you've put a lot of thought into this. But I'd be cautious of using both a grid and a tree. Try programming and perfecting one, and then see if you still think you need the other. It makes sense to me that mutants would have superpowers, and that the more experienced they get at using them, the more powerful they become - although, I'm not sure if a skill tree/sphere grid makes sense in this context (I actually don't think sphere grids ever make sense, but that's just me). I'd say narrow down your ideas to your absolute favorites and start programming, then you can post some demos and we can offer better feedback.


Thanks, I agree with you, putting too much gets bothersome.
Unfortunately I want both, magic and special skills, the magic is elements, the special skills are the unique talents for mutants, much like how wolverine can regenerate, increased speed and senses, etc...
The key here is I want my mutants not to have a single skill like Fire or Wind, I want to save that so anyone can learn.

I think a traditional leveling system that unlocks talent points in the form of a skill tree would please the mutant side, while the open concept of a magical sphere grid gives customization to players. Im not a fan of designing a sphere grid, in addition the way I explained it wouldnt make sense to have HP or stat notes in the sphere grid, instead they would be part of the talents... Still up in the air on that one.

Im looking for suggestions how to include magic given the element system in a sense able way. A way to learn it like Materia would be great but it doesnt work since the core concept is mastery of elements expands your grid (I.E: Learning Ice typically requires players to have X skills from Water and Wind, then can move into Ice).

Thanks Rewells, im soooo stuck, I feel unable to even begin to start a demo at this point, I don't have a logically way for mutants to learn magic sad.gif
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