Need opinions of my idea.I want to make an autobattler RTS where is like DF adventure mode, but the npcs have their own weekly and daily routines.Basically you don't control directly the MC, but can give him orders like DF.I want an island map, and have the npcs doing stuff with a mixture of Aoe 2 peasant mechanics and SIMS and gnomoria.But my core idea is basically pokemon, but you're the only male on the world, but you can capture all the females npcs and villain and monsters into your own ball girl harem.But beyond that, dunno what else to add to my core idea.Maybe add a basic top down pokemon arceus combat.
show prototypes or fuck off
>>2387438I'd have to see her nude to be sure.
>>2387438>Need opinions of my idea.My opinion is that your ideas are shit unless you can actually make them real.Grab fucking unity/godot/unreal that start making your shit real. You can make it better later, if only because any idea can be good or shit depending on the implementation.
>>2387684fpbp
>>2387438>ai sloppa
>>2387991Literally me, I just finished the Godot 3D game tutorial this weekend lol. Behold, my game!Now for my next game, I'll make FFT except good! :^)
>>2388065Congratulation Anon, you can now look down upon any idea guy.>FFT except goodFFTA2 but it's VR and Viera only? Can't wait.Tell us more about it.
>>2388070>Tell us more about it.I was half joking. At this point I don't have the skills to make my dream game yet so I'm going to work on something much simpler first.But I've had this game concept in my head basically forever, so I've been writing down ideas and refining them on and off in this bigass design document. The gameplay would be pretty similar to FFT, but the character building is original and (IMO) better and more flexible. Instead of having classes you have character aspects that you stack. For example if you want a thief, you take the modules "agility skills" "dagger skills" and "rogue skills" and pick stuff from them to create your own class. It also lets you combine them in different ways. For example a character with "strength skills" and "sword skills" might use the same attacks as a character with "agility skills" and "sword skills", but by taking strength or agility modifiers they can have slightly different effects. Like a sword attack might get an armor crush effect from strength, or a parry effect from agility. Stuff like that. It gets even more fun when you mix in magic skills, like if you have "fire magic" and "sword skills" you could use sword attacks with a fire effect. The whole system essentially comes from my frustration with traditional systems like FFT, D&D etc. where your character is too heavily defined by what class they are and you're not given much room for creativity because you have to follow the dev's idea of what that class means. Like in D&D if you want to be a guy with a big sword you need to take specific stats and feats or else your dude is just bad at what they're supposed to do. But at the same time it's not entirely freeform since you're limited in how many modules you can take, so you can't have a character who can do everything.It gets pretty autismal to be honest, but I think it'll be really intuitive in practice, since you literally just choose the modules that fit your character concept.
>>2388088>where your character is too heavily defined by what class they are and you're not given much room for creativity because you have to follow the dev's idea of what that class means. Like in D&D if you want to be a guy with a big sword you need to take specific stats and feats or else your dude is just bad at what they're supposed to doThe only game series I've played where you aren't strictly limited by character class, is Disgaea.Alliance Alive also has a very unique system. Characters do not level up or gain stats. Only gain more HP and SP(MP) "at random" (after every battle there is a chance your HP's or SP's maximum will rise but, the higher your maximums rise, the lower the chance.) Though they do HAVE stats (STR, END, etc..) to guide you, your "class" is more or less the weapon you have currently equipped.
>>2388088To be honest, the whole module thing just feel like re-worded multiclassing. Which is always both neat and an absolute pain to balance.The synergy/combine par is more interesting, but that will *tremendously* increase the amount of content you will need to design/code/balance/make-asset-for. Unless you use the Genshin way where the combination part is hard standardized and something you build for separately from your actual abilities.>At this point I don't have the skills to make my dream game yet so I'm going to work on something much simpler first.Do you already know what you are going to do as a step up, and is it /vst/?
>>2388367>The only game series I've played where you aren't strictly limited by character class, is Disgaea.I only know Disgaea by reputation, I'll have to give it a shot some time.>>2388398>To be honest, the whole module thing just feel like re-worded multiclassingIt is definitely comparable to that, but my concept is more granular and more specific. It's more like you can take one specific aspect from class A and another aspect from class B and develop those aspects individually, rather than just taking a few levels of class A and a few levels of class B and get a bit of everything. So for example instead of combining "Paladin" and "Sorcerer" like you might do in D&D, you might combine "heavy armor" and "fire magic".>both neat and an absolute pain to balanceOh definitely. Balancing is one of my biggest concerns for this system. But on the one hand, it's not like FFT itself has good balance. And on the other hand, I don't think there's any point trying to balance the system pre-emptively. First I have to actually make it, and then I'll think about balance.>synergy/combine [...] will *tremendously* increase the amount of contentThe synergy is really straight forward and tend to be limited to a few effects per "module". So taking fire magic as an example, there's not a different fire effect for every possible combination, but there's one skill (or maybe a few, definitely not more than 2 or 3 per "module") that affects a broad range of other skills. Like in the fire damage example, it might affect all physical damage skills. The idea is not to make it into a combinatorics puzzle, but to create some options to give a character a bit more of a unified "flavor" rather than just having different modules that don't interact with eachother. If you can shoot a fireball and you can swing a sword, that's cool, but if you can cast a fire spell on your sword and attack with both at once that's a more "unified" concept, both conceptually and mechanically
>>2387438>I want to make an autobattlerStopped reading there, good luck and stuff.
>>2388398>Do you already know what you are going to do as a step up, and is it /vst/?Yeah I have a vague idea of what concepts I want to learn/practice through the smaller games I make, which will (hopefully) eventually lead up to the big one. For example making a simple chess game would deal with things like setting up a game board, having a turn system, moving units around, and maybe even creating a basic enemy AI. In terms of original games I actually have an idea for a really basic version of a tactics game where characters have only 4 skills max: Move, attack, support and defend. Which would not only take a lot less work but also make for a much faster-paced game, since I wouldn't need to bother with menus or anything. You could easily play it on mobile devices because the controls would be super simple.>tap/click on empty space -> move>tap/click on enemy -> attack>tap/click on ally -> support>tap/click on self -> defend
>>2388441>I only know Disgaea by reputation, I'll have to give it a shot some time.Play Disgaea 6 for the easiest experience and for programmable player AI for each individual unit (called Demonic Intelligence)Play Disgaea 5 for deep (and hard) character customization.OR Just start with Disgaea 7 since it's the newest (it also has it's own version of Demonic Intelligence)
>>2388706NTA but is there any Disgaea that got rid of only the coup-de-grace'ing unit getting XP?I played a few games like this and I fucking hate spending 90% of a battle forced to set up shitty situations just so my support/healer can get a kill with their 2dmg staff whack.Tried Disgaea 1 and gave up when I realized it was one of those game.
>>2388065>I'll make FFT except good!Gonna be weird and shill a dead online game, but look up the game "Duelyst" on youtube (there is a legal fan-operated version on Steam, although they seems to have fucked it up).Technically it's Heartstone with a chess-style board (back when everyone and their dog was trying to be the Heartstone killer) which add movements, actual AoE and positioning. At some point it added weekly chess-style "Checkmate is possible in 1 turn, find how" challenges, not sure if those are still archived in the steam version.It end up being a very puzzle-ish turn-based tactical, and is definitely worth learning about for anyone who liked FFT and want something that got close to it by convergent evolution.
>>2388752>coup-de-grace'ing unit getting XPI think they fixed that in Disgaea 5Disgaea 4 had some weird system for exp sharing that you had to set up specifically for some unit
>>2388706Actually looking at my Steam library it turns out I already own Disgaea 5 for some reason. I don't remember buying it, I guess it must've been part of some bundle deal at some point.