Op here, though on mobile. I've picked up some good ideas here, so thanks a lot.
>>25009
>The decisions would come from stuff like "Is action A worth the cost in this scenario? Is action B worth using now or later?" I guess stuff like that.
I like Persona's system, where every attack outside your basic one costs either HP or SP. It makes you think "If I spend this much HP, will I survive the turn?" Or "If I spend SP here, will I have enough for the upcoming battles?"
>>25014
>Think type advantages in Pokemon, or the ability to dodge/counter in the Mario & Luigi series.
Mario and Luigi's counter only really works if you have a fixed party. My idea is to have you start with one, and eventually go up to four party members. Having that many tells for every enemy would be awkward, I feel. Even Paper Jam Bros had some trouble, so they made Paper Mario dodge differently.
Type atvantages seem doable, though. Maybe similar to Persona's weakness/null/strong system.
I also have in mind a system where you can, with careful maneuvering, dodge enemies on the overworld.
>>25034
> It should start out really challenging and the grinding aspect is tied directly to the difficulty: the more I grind, the easier the game is.
That's a given, but due to the nature of RPGs, enemies have to get harder as the game progresses. No battle should be impossible, unless you're severely underleveled or clearly not where you should be.
>>25042
>Making sure the attack animations look and feel nice goes a long way in keeping people engaged
That's not going to be easy, considering I'm shit at graphic design and sprite work, but I suppose I'll have to learn. Or just throw shit at a wall until something sticks.
>>25047
Having a fixed party won't really work with that. I might try that in a future project.
Also
>Devil Survivor
Great fucking taste, anon.
>>25071
>In the Lunar games, MP is a scarce resource. MP restore items are somewhat rare, and (at least in Lunar 2) you can't buy them at shops until you get to the final city, and then you can only buy the low-grade MP restore item.
I've been wondering how to pull this off well, as the game should not ever be impossible.
My game takes place in a sort of spooky/abandoned setting, so I though of Resident Evil/Silent Hill's system of having items be scattered around the world, but that would make them a limited resource. Considering the fact that battles are infinite, that would be a problem.
My solution was to introduce a store fairly early on, that only sells tier 1 healing/SP restore items at rediculous prices, encouraging players to both be conservative, and explore the world for hidden goodies.
>Enemies will telegraph what attack they are doing that round, so if you learn their signals, you'll be able to prioritise targets better.
That would be rediculously hard to pull off... But god damn, that's a really good idea.
Welp, the year or so I expected dev time to take has been doubled. But it'll be a better game as a result.
I've been writing a plot outline for the past couple of weeks. I'm liking what I have so far, and have roughly 2/3 of the story done.
Been reading up on musical theory as well, as that's been the toughest part.
If anyone has any other suggestions, I'd be glad to hear them. I came here to learn how to just, like, make game and so far it's been pretty good.