RPG things (design ideas and thoughts on Poke’mon)
1st thing, Poke’mon. Digging the visual rework the system has gotten, particularly the moving sprites in battle. The new cast of nsters, while a bit odd, are slowly growing on me. Using Servine, Liepard, Zebstrika, Gigalith, Archen, and Minccino currently and it’s ultimately the same team I’ve used in the past, yet it still feels fresh. I am sad that we again lost the ability to have a Poke’mon follow you around and that there still isn’t a way to send people on your pal pad messages, but on the whole I’m enjoying the game.
Next, working on the design for an action RPG. I’m going to speak in metaphor for a bit to explain it, so bear with me. There are three classes: rock, paper, and scissors. I’m sure you can guess how that balance works, so I won’t spend too much time on it. Now, in a normal action RPG you’d be one of those from game start onward and the outcome of battles between two characters would usually go in favor of the class balances with occasional upsets thanks to gear and skillful playing. However, I’m looking to shake that up a bit. Instead of just being scissors and hoping you can out gear rocks, you can take on a level or two of paper to play better against rocks, at the cost of becoming weaker to other scissors. As you can imagine, the possibilities grow quickly. At first level there are three classes, at third there are 27 and I plan on having 12 archetypes, four of each rock, paper and scissors.