I have been thinking about making a 2D one inside of Unity. I have some cartoon tiles, a knight, and some enemies. I want to know what direction I should take the story. Is there any horrible clichés to avoid? Also does anyone dislike the turned based combat concept? I read an article about how it works. Also I have some nice background music and a sound of a door openly slowly. What are some big mistakes with a campaign that allows one or two players to play at the same time? What makes a great puzzle?
Nah, my current avatar is my guy in Toxikk (a FPS).
EDIT: But speaking of EVE and other RPGs, the OP should consider the maths behind his or her RPG's systems. After all, what is a RPG without numbers?
Decide how attributes will be determined (gear, level, buffs/debuffs, ect.) and how they will change over time. Then decide how those attributtes will affect gameplay.
Some suggested attributes for a generic turn-based RPG:
-Hitpoints, a number dictating how much damage a character can take before being defeated
-Defense, a means of mitigating incoming damage
-Attack/Strength, an attribute that affects how much damage a character causes with a physical attack
-Intelligence/Wisdom, an attribute that affects the potency of magic
-Mana/Magic/Energy, a resource used by magic/special moves limiting how they can be used, forcing strategic use of such abilities
-Accuracy, determines the % chance an attack will even land, a missed attack doing no damage (could also be used to determine stuff like "glancing blows", attacks that hit but won't do their full damage)
-Evade, % chance a character can avoid an attack all together
-Speed, decides order of action (i.e. who goes first)
-Resistance, a means of reducing incoming magic/elemental damage
The OP should also consider how the turns should be taken. Will one side attack all and once then the other side? Or will turns be taken by individual characters?
There's also the consideration of what kinds of abilities your characters will have, such as area of effect (AoE) spells that hit multiple dudes, damage over time (DoT) effects that do damage over multiple turns, holds preventing action, slows reducing speed, blinds reducing target accuracy, debuffs weakening opponents, buffs strengthening allies, heals to restore hitpoints, confuse to temporarily force enemies to swap sides, steals to steal items from enemies, ect.
I have played Evoland 1 and 2. It only seems to be nice in small amounts.
I had to look them up real quick since I wasn't familiar with either. Based on a cursory glance, they look more akin to 2d Zelda-style games than a traditional turn-based RPG.
EDIT: Nevermind, it looks like the game has multiple gameplay styles including turn-based RPG.
In addition to what people already said, having an interesting battle mechanic (like bullet hell in Undertale or rhythm combos in Mother 3) can improve your game immensely, but don't rely solely on it.
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My battle.net is Kirbyintron#1254, if you want to play some Overwatch with me.
My avatar is a sprite of Mr Saturn from the Earthbound/Mother series of Role Playing Games.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Pro-tip: take the first plot idea you get and throw it in the trash.
Also this ^
Rollback Post to RevisionRollBack
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I have been thinking about making a 2D one inside of Unity. I have some cartoon tiles, a knight, and some enemies. I want to know what direction I should take the story. Is there any horrible clichés to avoid? Also does anyone dislike the turned based combat concept? I read an article about how it works. Also I have some nice background music and a sound of a door openly slowly. What are some big mistakes with a campaign that allows one or two players to play at the same time? What makes a great puzzle?
Pro-tip: take the first plot idea you get and throw it in the trash.
My DeviantArt, so sexy
Wait, do you not have any first-hand experience playing a RPG with turn-based combat?
Is that an EVE character?
Also, follow your heart.
All that is gold does not glitter, Not all those who wander are lost
The old that is strong does not wither, Deep roots are not reached by the frost
From the ashes a fire shall be woken, A light from the shadows shall spring
Renewed shall be the blade that was broken, The crownless again shall be king
Nah, my current avatar is my guy in Toxikk (a FPS).
EDIT: But speaking of EVE and other RPGs, the OP should consider the maths behind his or her RPG's systems. After all, what is a RPG without numbers?
Decide how attributes will be determined (gear, level, buffs/debuffs, ect.) and how they will change over time. Then decide how those attributtes will affect gameplay.
Some suggested attributes for a generic turn-based RPG:
-Hitpoints, a number dictating how much damage a character can take before being defeated
-Defense, a means of mitigating incoming damage
-Attack/Strength, an attribute that affects how much damage a character causes with a physical attack
-Intelligence/Wisdom, an attribute that affects the potency of magic
-Mana/Magic/Energy, a resource used by magic/special moves limiting how they can be used, forcing strategic use of such abilities
-Accuracy, determines the % chance an attack will even land, a missed attack doing no damage (could also be used to determine stuff like "glancing blows", attacks that hit but won't do their full damage)
-Evade, % chance a character can avoid an attack all together
-Speed, decides order of action (i.e. who goes first)
-Resistance, a means of reducing incoming magic/elemental damage
The OP should also consider how the turns should be taken. Will one side attack all and once then the other side? Or will turns be taken by individual characters?
There's also the consideration of what kinds of abilities your characters will have, such as area of effect (AoE) spells that hit multiple dudes, damage over time (DoT) effects that do damage over multiple turns, holds preventing action, slows reducing speed, blinds reducing target accuracy, debuffs weakening opponents, buffs strengthening allies, heals to restore hitpoints, confuse to temporarily force enemies to swap sides, steals to steal items from enemies, ect.
I have played Evoland 1 and 2. It only seems to be nice in small amounts.
I had to look them up real quick since I wasn't familiar with either.
Based on a cursory glance, they look more akin to 2d Zelda-style games than a traditional turn-based RPG.EDIT: Nevermind, it looks like the game has multiple gameplay styles including turn-based RPG.
I suggest you try playing a good RPG before making one, like, say, Final Fantasy 6.
Or the Witcher series, like a man.
My DeviantArt, so sexy
It's the little things that make you think, "Goll-ee, that makes me happy."
All that is gold does not glitter, Not all those who wander are lost
The old that is strong does not wither, Deep roots are not reached by the frost
From the ashes a fire shall be woken, A light from the shadows shall spring
Renewed shall be the blade that was broken, The crownless again shall be king
In addition to what people already said, having an interesting battle mechanic (like bullet hell in Undertale or rhythm combos in Mother 3) can improve your game immensely, but don't rely solely on it.
My battle.net is Kirbyintron#1254, if you want to play some Overwatch with me.
If you intend on going down the 2D Route (I'm assuming 16bit era style?) you should really look into some of the main releases of that era
Final Fantasy 4/6 (Turn based)
Chrono Trigger (Turn based)
Lufia 2 (Turn based)
Tales of Phantasia (Active Battle)
Illusion of Time/Gaia (Active Battle)
Terranigma (Active Battle)
Earthbound (Turn based)
Secret of Mana (Active Battle)
Breath of Fire (Turn Based)
Super Mario RPG (Turn Based)
There are a number of games nowadays that do a great job of emulating that style as well
On the Rain Slick - Precipice of Darkness 3
On the Rain Slick - Precipice of Darkness 4
Cosmic Star Heroine (Unreleased)
Secrets of Grindea
In regards to RPG Cliches - http://project-apollo.net/text/rpg.html
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Also this ^
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums