Before I go on, I will say that I am not dropping any release dates as to not jinx anything. But, before I go on, I would like to know your opinions on one last gameplay idea.
The gameplay I thought that might benefit from changes is the EXP and level-up system. It's nothing drastic and if I change it, it won't be that high of a task, but I would like to hear from you which of these two systems sounds better.
Option 1 - Original System
If you watched the MagCon 2010 videos, then you should be familiar with this system. The system involves gaining EXP from every task you complete, from defeating enemies to lockpicking to obtaining items, so on. When you gain enough EXP (renamed RPG Maker's Gold/money system) you can Rank up, getting Level Coins and choosing abilities from a list. Also, to Shop, you need items (military dollars in the completed version specifically) and trade at vendors.
Option 2 - New System
In the new system, you do not gain EXP. While everything is still there (mixing herbs, lockpicking, everything) you do not get EXP. Instead, Level Coins are earned through completing the game, from bosses to side objectives; basically, you have to go out and do the game instead of grinding (I thought of this system as it eliminates grinding and promotes exploring, putting yourself out there... you know). The money system will revert to normal RPG Maker-intended function. A side of this means killing enemies does not net you money, but items to sell for money, making enemies less desirable to fight (since no EXP), instead avoiding them like in real ife.
Naturally, if I go with Option 2, that means your choice in Skills is more important as you cannot grind for more and it plays a big role in going through the game as its a set amount at any time. Also this means the removal of the Rank Up section in the Custom Menu, but I'd probably just add something in its place... most likely a bestiary or something.
The gameplay I thought that might benefit from changes is the EXP and level-up system. It's nothing drastic and if I change it, it won't be that high of a task, but I would like to hear from you which of these two systems sounds better.
Option 1 - Original System
If you watched the MagCon 2010 videos, then you should be familiar with this system. The system involves gaining EXP from every task you complete, from defeating enemies to lockpicking to obtaining items, so on. When you gain enough EXP (renamed RPG Maker's Gold/money system) you can Rank up, getting Level Coins and choosing abilities from a list. Also, to Shop, you need items (military dollars in the completed version specifically) and trade at vendors.
Option 2 - New System
In the new system, you do not gain EXP. While everything is still there (mixing herbs, lockpicking, everything) you do not get EXP. Instead, Level Coins are earned through completing the game, from bosses to side objectives; basically, you have to go out and do the game instead of grinding (I thought of this system as it eliminates grinding and promotes exploring, putting yourself out there... you know). The money system will revert to normal RPG Maker-intended function. A side of this means killing enemies does not net you money, but items to sell for money, making enemies less desirable to fight (since no EXP), instead avoiding them like in real ife.
Naturally, if I go with Option 2, that means your choice in Skills is more important as you cannot grind for more and it plays a big role in going through the game as its a set amount at any time. Also this means the removal of the Rank Up section in the Custom Menu, but I'd probably just add something in its place... most likely a bestiary or something.





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